Conflict PvP Rulebook Preview

Page 1


Author: Mark M. Scott Staff Writer and Editor: Aaron Winegar Contributory Writers: Spencer Leeb, Tod Imperato, Marie Small Editing: Dave Harrison, Tod Imperato Cover Illustration: Pablo FernĂĄndez Angulo Art Direction: Mark M. Scott Graphic Design and Layout: Mark M. Scott INDEXING: Mark CHARKE Art credits provided on page 2 This book is compliant with the Open Game License (OGL) and is suitable

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

for use with the world’s most popular fantasy roleplaying game. The OGL can

domain or have previously been designated as Open Game Content are not

be found on page 252 of this product.

included in this declaration.

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

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

please visit wizards.com/d20.

Content may be reproduced in any form without written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder

Conflict PvP Copyright 2012, Conflict Roleplaying Copyright 2010, Pass-

Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/path-

cards Copyright 2010, Conflict Games LLC, All Rights Reserved Printed in China

finderRPG 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

Conflict Games LLC 15 Green Hill Court Nanuet New York, 10954 Office: 845-445-1021 Sales@ConflictPvP.com

Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/

www.ConflictPvP.com

pathfinderRPG/compatibility for more information on the compatibility

ISBN: 0-9824507-6-1 ISBN-13: 978-0-9824507-6-5

license.

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INTRODUCTION

DEDICATION What is Conflict PvP? Competition. Raw, brutal, yet governed competition.

Alex

the same motivation. In fact, Conflict PvP was designed to build memorable experiences by positioning your players in memorable situations, enticing them to make memorable decisions and, of course, having them obsess over memorable victories and defeats.

Conflict focuses on the ultimate combat experience — player versus

With Conflict PvP, you get to offer your Players a whole new kind

player combat using the Pathfinder® Roleplaying Game. Driving the

of challenge. Their characters will be pitted against foes who really,

combat are clearly defined objectives and your team’s will to win.

actually will do everything in their power to see those characters

In Conflict PvP there will be times when you have allies – never

It’s sad how it takes a person’s passing to understand the impact he or she had in your life. My friend Alex influenced me greatly and in many ways shaped one of my greatest passions in life. This book is the only way I have left to thank him. This one is for you Alex.

that they will look back on fondly in future days. Conflict PvP has

This is Conflict PvP.

For The Ultimate Player Alex Avdeyev 1970 - 2012

they will recite in front of other GMs in future games. An experience

friends, just allies. At times, there will be other matters such as prisoners, summoned creatures or objectives —all distractions you are free to sacrifice or protect. Your choice. But at all times, you will have enemies—not just opponents, but truly determined enemies. Enemies that can match you in strength and power, because, these enemies are controlled by other players. Players who are seated at the opposite end of the gaming table, plotting and scheming against you. Players who, like you, are unburdened by the etiquettes of a story-

dead. That level of challenge can add an edge-of-your-seat intensity to an RPG session like nothing else. Their struggles to succeed against such a ruthless enemy will add a whole new aspect of gameplay to your gaming sessions, while the ease of getting a Conflict Match started will give you a break from having to prepare for all of the many different aspects and challenges of a full-on campaign session. Or you could even step down from your duties as GM for a night, allow

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one of your players to GM Conflict, and finally, truly stick it to your

H

players without the added worry of how it affects the plot. The one

A

thing this table-top, player vs player game can guarantee is it will be

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entertaining and memorable.

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driven campaign. Meaning, these players have no need to be nice, fair

E

or even cooperative. They have no need to go-with-the-flow, follow

Rest in peace my old friend.

the plot or indulge the whims of the GM. At the moment, these players have only one true need: to achieve an indisputable and decisive

R You

1

victory against you. How will you handle this situation? How are you going to survive? Will you try to be clever? Will you be bold? Or will you simply play the odds? In this game, when you are faced with an enemy with strengths similar to your own, your chance to succeed boils down to your wits, guts, execution and luck —in that precise order. So, if you think you have what it takes, then grab your dice bags and start working on your overconfident smirk.

and welcome to Conflict pvp.

For The Ultimate GM

Your GM

Whether we acknowledge it or not, every GM has an undeniable need to provide their players with entertainment. At the end of the day, when the gaming session is over, GMs want their players to walk away with a fun and memorable experience. An experience that

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Chapter 1 |

Conflict PvP : Tactics & Teams

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TOC

Chapter i

Art Index

Page numbers below refer to the illustrations of each artist.

Adam Schmidt

Lin Bo

Pages: Ama Busia

126

Pages: Ciro Correia

77

Pages: 20 21 113 Liz Clarke

Pages: Rafal Dorsz

194 195

Pages: 3 40 41

Pages: 98 228 Lucas Pandolfelli

46 47 48 49 50

Pages: 70 14 Davi Sales

Pages: Mark Hyzer

58 60 65 67 68

Pages: 163 Dennis de Koning

Pages: 79 Mark Sampson

Pages: 74 178 JoebertZaide

Pages: 220 Matthew Watts

78

Pages: 5 10 22 23 241 Joewie Aderes

51 53 54 56 57

122 166

Pages: 89 Miguel Santos

Pages: 104 Nikola Matkovic Pages: 9 63 96 Pages: 124 233 97 120 134 138 152 Nikola Odic 250 Pages: 244 27 Johnathan Gonzalez Paul Bialaczyc Pages: 12

69 71 72 75 87 144 155 158 165 167 169 174 Sam Manley Pages: 213 Stephane Lopez Pages: 108 Steve Wood Pages: 76 209 217 236 Travor Smith Pages: 225

I would like to thank my wife Luchina for

I would like to thank and ask for forgive-

I would like to acknowledge and thank

being patient throughout the herculean

ness of my close friends, Shawn Warner,

those who added their thoughts and ideas

effort that was writing this book. I would

Nadia Swain and Mike Campbell all of

to the Conflict PvP system as well as added

also like to thank my wonderful children:

whom I have completely abandoned over

to the tremendous playtesting efforts. In

Logan and Shelby for always making

the last 13 months. I’m sorry I missed the

alphabetical order:

me smile and for understanding on those

events that I did.

weekend mornings when I was writing

I truly believe great minds discuss ideas.

◆◆ ◆◆ ◆◆ ◆◆ ◆◆ ◆◆

that one day they can be a part of their own tabletop games and understand why I spent so much time in front of my computer.

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Therefore, I would like to thank Brian Cea and Marcus Scott for allowing me into their discussions from the very beginning.

Conflict PvP : Tactics & Teams

Introduction

What is Conflict PvP?......................................................... 5 Terms & Lexicon............................................................... 8

Chapter 2

Cautionary Advice

No Time for Crying............................................................ 10

Chapter 3

Starting a Match

How To Start A Fight!........................................................ 12 Supplemental Rules............................................................ 16 Random Team Names Generator....................................... 17

Chapter 4

Battlepoints

What are Battlepoints......................................................... 22 Equipment Bundles............................................................ 29 Winning Tactics.................................................................. 36

Chapter 5

Map Elements

Special thanks and acknowledgements

this book instead of playing games. I hope

TABLE OF CONTENTS

Aldo Ghiozzi George Basley Gus Ferrer Mark Orapello

What Are Map Elements?................................................... 42 Creating Your Own Map Elements..................................... 43 Map Element Summary...................................................... 73

Chapter 6 Laws

Laws.................................................................................... 75 Creating Your Own Laws.................................................... 76

Chapter 7

Planted Items

Planted Weapons................................................................. 88 Planted Siege Equipment.................................................... 91 Planted Personal Items....................................................... 93 Planted Personal Items....................................................... 93 Adding Your Own Planted Items........................................ 95

Chapter 8

Match Types

What Are Match Types?..................................................... 98 Campaign Integration......................................................... 102 Ambush............................................................................... 104 Brother’s Keeper................................................................. 108 Burden of the Crown.......................................................... 112 Colossus.............................................................................. 116 Conquer & Reap................................................................. 126 Deathmatch: Arena............................................................. 130 Extraction............................................................................ 134 Insurrection......................................................................... 138 Kill Of The Hill................................................................... 144 Looters & Rushers.............................................................. 148 Mobball............................................................................... 152 Prisoner Swap..................................................................... 158 Regicide.............................................................................. 170 Snatch & Grab..................................................................... 174 Swordless............................................................................ 178

Chapter 9

Battle-Maps & Passcards

Introduction to Conflict-Maps........................................... 184 Passcards Introduction....................................................... 188

Chapter i0

Gamemastering Conflict PvP

The Art of Adjudication...................................................... 196 Disqualification................................................................... 204 Preparing for the Conflict Match........................................ 206

CHAPTER ii

Pre-Gen Characters

Pre-Generated Characters.................................................. 210

appendixes

Appendixes

Game License Version 1. 0.................................................. 252 Passcard Cut-Out................................................................ 253 Index................................................................................... 255

Robert Donate (Mage Gaming NYC) Ryan Costello Jr.

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INTRODUCTION

N O I T C U D O R INT

{WHAT YOU NEED FOR CONFLICT PVP}

Campaign Integration Everywhere: Adding chess-like matches to your gaming table and pitting players against real-world prey is just the beginning. Conflict PvP is chock-full of ideas, non-player characters, items, adventure hooks, encounters & beasties — all of which can be used in a standard campaign. To this end , you will find new campaign

What You Need to Play You have the Conflict PvP book; here’s what else do you need to play: 1. The Pathfinder® Roleplaying Game Core Rulebook™ or compatible Open Gaming License core rulebook

integration sections scattered throughout the chapters of this book. Each campaign integration details the means of adapting the different aspects of Conflict PvP into a campaign, including recommendations

Map Elements

character’s ability to compete in player vs. player Matches. It also allows the GM to judge the fairness of a Match. Characters with a large disparity in Battlepoints should not compete against each other. With that in mind, at the onset of a Match the GM sets a limit on Battlepoints called

3. At least 2 Players (an odd or even number of Players, it doesn’t

the Battlepoint Cap. Players cannot exceed this value when creating

matter - Conflict PvP provides Match Types for both)

to pick up and play. We feel that this is a key aspect of the game. When

Conflict PvP employs Battlepoints as a rating system to estimate a

2. A set of dice

for rewards or consequences should the players succeed or fail. Pick-up Games & Conventions: Conflict PvP is a game that is easy

Battlepoints

excitement into each Match Type. See Chapter 8 for in-depth informa-

4. For each Player, a character complete with their Battlepoint score 5. Someone to act as GM

characters. Chapter 4 includes information on how to tally a character’s Battlepoints and how to properly adjust the Battlepoint Cap for a given Match.

Conflict Match to be implemented quickly and easily. This has the

6. A Conflict battle-map (more maps found at ConflictPvP.com)

added benefit of making Conflict PvP an ideal game system for gaming

Conflict Maps

7. Miniatures or counters to represent characters and objects

Conflict Maps are the starting point the players will use to orient

8. A Passcard for each Player (see Chapter 9)

themselves with the terrain of the ​Match. As with any map, Conflict

designing the rules, we have striven to maintain the ability for any

conventions. A GM who doesn’t know the Conflict system, but who is familiar with the Pathfinder Roleplaying Game, can easily prepare a Match in under a half hour. GMs who are familiar can begin a Match without any preparation at all. Even better, the length of the average Conflict Match is about two hours, allowing a Match to easily fit within the time and location constrains of a convention, whether it is for a quick game or a full-on tournament. No Fluff: Fluff is a non-endearing term to reflect the text dedicated to the setting and ambiance of a gaming system. When designing Conflict, we had a choice to layer the content presented in this title with a story about why the characters are involved in these competitive and, in most cases, deadly Matches. This took the form of a complex story about the war and competition. Although we reserve the right to bring this to you in the future, we made a difficult decision not to add fluff to this title. Not to say there isn’t style and attitude (there’s plenty of that), but you will find provided instead a canvas and tools you can work with in any way you feel fits best with you and your fellow gamers. Previous Conflict Editions: If you are familiar with the previous edition, this brand new edition of Conflict PvP adds new Match Types, Laws, Map Elements, Planted Items, and Variants to the existing game, as well as updating the rules in order to fit with the latest Pathfinder releases from Paizo. To keep things fresh, you will also notice a few new twists to old Match Types. Additionally, we have used this opportunity to clarify and expand upon rules and key concepts of the Conflict PvP System.

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9. Pencils (or pens, if you’re daring)

What a Player Should Know Before Playing Conflict PvP

communicate decisions regarding movement as well as relate locations

and place on the Conflict Map in order to provide tactical advantages. These elements include a variety of traps, both magical and mundane, as well as healing enchantments, barriers and even creatures that instinctively fight on the side of the team that placed them. Map Elements offer virtually limitless strategic opportunities and boost the replay value of a Match Type. The various kinds of Map Elements as well as how to purchase and deploy them are discussed in Chapter 5.

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Laws

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In Conflict PvP, Laws are optional rules the GM can apply to change

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the dynamic of a Match Type. Laws are universal and apply to all char-

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acters, regardless of class, race, team affiliation, or other factors. Some Laws govern character generation, while others might affect characters’

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more information on Laws, see Chapter 6.

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nity to seek positions offering cover for their characters, optimal trap

Passcards

placement to inflict maximum casualties and perfect ambush points to

A Passcard™ is a single sheet of paper designed to allow players to com-

waylay their opponents. The players and teams that make the best use of

municate privately amongst themselves and with the GM. The use of

The Conflict Supplemental Rules (page 16)

the Conflict Map to exploit the terrain will gain the advantage time and

Passcards in planning such actions as hidden movement or ambushes

The starting position rules (page 187)

again. Chapter 9 provides greater detail about Conflict Maps and the

is a valuable tool that helps prevent metagaming—the use by players

various uses and elements thereof. A number of official Conflict Maps

of out-of-game information to aid in-game decision making. Chapter 9

are available at www.ConflictPvP.com.

deals with how to use Passcards™ effectively and a sample Passcard™ can

der to get started. However, here are a few critical concepts they should be aware of before they attempt to play: The Pathfinder® Roleplaying Game rules system

The Rules of the Match Type Passcards

of such things as hidden traps, enemies and other dangers. As a design principle, Conflict Maps will always include strategically-placed high ground, low ground, cover and other physical barriers. Map designs are the heart of player vs. player strategies, affording players the opportu-

be found on page 253.

If used, any Laws that will be involved in the Match

Match Types

If used, any Map Elements or Planted Items that will be involved

Seasoned adventurers don’t pick a fight without a good reason. There-

Planted Items

in the Match and their locations

fore, an objective drives every Conflict PvP game. Match Types detail

Planted items are objects that provide a strategic advantage—like the

the specific goal for the teams playing in the Match, as well as laying

ability to spit flame at one’s foes—to the character who claims them. As

out the rules that must be followed in its pursuit. Objectives vary from

such, the attempt to garner Planted Items often becomes a mini-objec-

“slay all other teams” in Deathmatch: Arena to wresting a sentient stone

tive unto itself. However, players can sometimes use Planted Items as

to your will in MobBall. In addition, each Match Type has variants to

bait, so be careful. Planted Items are placed by the GM on the Conflict

the original objective and/or parameters, allowing players and GMs

Map prior to the start of a Match. She also announces what they are

to tailor each Match to their specifications and to breathe new life and

and their locations before the Match begins. See Chapter 7.

g  A Word on Pronouns g The designers of Conflict PvP have striven to keep our pronouns in order. We believe both in the equality of the male and female gamer as well as the usefulness of correct grammar. For ease of reading, the pronoun “she” will be used whenever referring to the GM, while “he” will be used whenever referring to the Players.

Chapter 1 | Introduction

squares on the map are marked with coordinates, allowing players to

Map Elements are physical entities players and teams can purchase

in-game actions or even the behavior of the players themselves. For

Players don’t need to understand everything about Conflict PvP in or-

◆◆ ◆◆ ◆◆ ◆◆ ◆◆ ◆◆ ◆◆

Maps give the lay of the land and its assorted geographical features. The

tion on Match Types.

Conflict PvP : Tactics & Teams

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N O C I X E L & S TERM

{NEW CONCEPTS AND GLOSSARY}

GLOSSARY

terrain-related facts about a map. This page can help players in deciding

Active Player: A player present at a gaming session and controlling an

Map Elements: Items and creatures that players or teams can pur-

active Character in the campaign or Match.

chase and place strategically on the map to provide a tactical advantage.

Battlepoints (BP): A rating system to estimate the character’s ability

Map Points (mp): A currency used to purchase Map Elements.

to compete. The higher the score, the more capable the character.

Match: When teams or individuals compete against each other.

Battlepoint Cap: The maximum Battlepoints a player can use during

Match Events: Many Match Types include specific events, typically

their actions as well as facilitating the GM’s adjudication of the Match.

character creation or when choosing a Pregen character. The use of this Cap ensures that Characters or Teams are balanced for even Matches.

magical effects that target one or more characters at a time. Match Events add a new layer of challenge and complexity, creating the need

Campaign Character: A character involved in a campaign beyond

for a more dynamic strategy in the pursuit of victory in a Match.

the scope of a Conflict Match.

Match Length: The number of rounds before a Match ends, an-

Casualties: Any characters killed, defeated or disqualified during

nounced by the GM prior to the start of the Match.

Match play, as determined by the GM.

Match Level: The tier of the Match Type chosen for play. Match Level

Character Build: The composition of a character, including elements

is decided by the GM and players, and it affects the Battlepoint Cap

such as class, level, race and Battlepoints and the optimization of those

and many other variables of the Match..

elements. As there are myriad ways to optimize a character, players

Match Type: The name of the Match and the various victory condi-

often compare, discuss, laud and criticize builds during Match play. Conflict Advantage: At the onset of each Match, each team makes an initiative roll to establish the order in which teams will set up prior to the Match, including selection of the team’s Map End. Conflict

tions, events and rules that apply. Metagaming: When a player uses out-of-character information about other characters or other game details as a basis for in-game actions. Mundane Movement: Normal means of movement, unassisted by

Advantage does not replace individual initiative in combat. Conflict Map: A large battle map (typically 24” x 36”) with a 1-inch grid. Each square on the map is numbered, allowing players to communicate the locations of hidden traps, dangers or other players.

map elements or other magical powers. Passcard: A sheet of paper used to privately provide the Game Master or teammate with details of what a player is planning. Passcards are used to communicate hidden movement and secret tactics.

Faith Points (fp): Optional rewards for inactive characters when

Pregen: Ready-to-play Characters that include Battlepoint scores.

integrating Conflict Match Types into a story-based Campaign. Hallows: A platform or marked area on the map depicting the sentient embodiment of magic that represents a Team’s personal sacred space. Entering or defending Hallows are part of the victory conditions for some Match Types. Inactive Player: A person present at a gaming session, but not neces-

Planted Item: Pre-existing item placed on the map by the GM at the start of a Match. These items tend to be of sufficient power to shift the advantage in the Match to anyone who acquires them and as such they add another strategic layer to Match play. Team: Cooperative unit of one or more players.

sarily participating in the encounter. This might be a player whose

Team Tactics: The art of competing in a Match so as to forge a group

Character is dead or busy elsewhere in the campaign.

of individuals into a cooperative Team with a common strategy.

Laws: Universal rules applied to everyone in the Match. For a Law to

Token: Physical representation of characters or Map Elements.

be put in play, everyone must agree to it prior to starting the Match.​

Variants: Different versions of a Match Type that may change the

Map Arcanum™: A separate page that holds important object-and

objective, scoring, or hazards of the original Match.

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Chapter 1 | Introduction

Conflict PvP : Tactics & Teams

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Cautionary Advice

E C I V D A Y R CAUTIONA

{MATURITY REQUIRED} spells, all of which can lead to unfair advantages. The GM has the final say on the validity of characters for any Match. If she decides a player is overly exploitative in any way, she should not be afraid to deny that character entry into the Match. The GM should also consider each player’s level of experience. With the exception of the Ambush Match Type, it is always wise to strive for an even distribution of veterans, who can assist less-experienced players and teach them how best to utilize a given character’s strengths. Because certain individuals will be able to plan and execute better than others, solid teamwork should be encouraged to minimize the impact of an individual player and to leverage character skills and player knowledge to better advantage.

Exploiting Pathfinder® Rules It is unavoidable that players will try to exploit imperfect rules. In fact, some players will rely solely on their ability to exploit rules instead of

The concepts and cautions presented in this short section are intended only as an overview of some common challenges that can arise in a player-versus-player setting. All of these key concepts will be presented in greater detail in their respective sections in this book. However,

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 that this is a game and you’re playing it to have fun.

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always be countered in kind. On the other hand, it is always essential

argument. She has the final word and her decision should be respected

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other pleas that hinge on realism or a lack thereof do not apply. Players

that players remember that they are participating in a PvP game whose

even if someone disagrees. Most players are willing to accept GM deci-

should be discouraged from picking and choosing what is realistic ver-

very nature necessitates winners and losers.

sions, but if not, disputes should be tabled for discussion after the game

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Infeasible Spells

instead of being allowed to interrupt the flow of the session. Post-game

sus what isn’t, so that this kind of dead-end discussion never interferes

must be a mechanism to address fairness within the game. Balanced

spells that cannot actually be used in a Conflict Match.

characters and good sportsmanship among the players are both vital

Cheating

components to any roleplaying competition, but especially so in a player-versus-player environment. It is critical that the GM be mindful of fair play prior to the start of a Match, making sure to consider both the character itself as well as the person playing the character.

don’t last long enough for spells with very long casting times (atone-

A

rules discussions should be undertaken with a mind to reach an agreement on how to handle similar situations if they arise again. Be sure the entire group is aware of the decision before play resumes. Chapter 10 contains a section on the topic of disputes and resolution.

g  Pregenerated Characters g Building a viable character is often a time-consuming task. When a player doesn’t want to use valuable gaming time creating a character, or when he’s pressed for time and just wants to jump right into the game, he can take

Any complex gaming system offers the unscrupulous player myriad

advantage of the variety of Pregenerated Characters (Pregens) found in

opportunities to bend or break the rules and Conflict PvP is no excep-

Chapter 11. The Pregenerated characters found there will have all neces-

tion. Flouting the Battlepoints Cap, intentionally misusing character

sary data, including Battlepoints scores. In addition to the Pregens found in

powers and metagaming are just a few examples of how a player can tip

Chapter 11 and on the Conflict forums website, it is always a good idea for

No Time for Crying

starting with Battlepoints calculations. The Battlepoint system is what

the odds in his favor. With so much going on in a Match, the GM can’t

Conflict PvP requires a certain level of maturity. Because characters

provides the Match with a level playing field. Thus, the misuse of

gaming groups to stockpile approved characters for future use, providing

be expected to catch every misstep. Players should be encouraged to act

in Conflict PvP have a high mortality rate, players should try not to

Battlepoints bestows unfair advantages and will result in dispiriting

ready-to-play characters when they’re needed in a hurry. Just because a

in the spirit of competition among friends rather than with the single-

become attached to them. Unlike typical campaign-style games, each

gaming sessions. In addition to a careful look at Battlepoints, the GM

character died in one Conflict Match doesn’t mean the sheet needs to be

minded goal of winning, lest they become the target of another player’s

Conflict Match will have winners and losers and though you can

should pay attention to a character’s combination of feats, abilities and

thrown into the fire.

rage power.

10 | Chapter 2 | Cautionary Advice

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reality. As such, arguments like “That would never really happen” or

to restrict all such spells from the game, so that no player ends up with

However, the Golden Rules should always be held supreme.

gaming experience:

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characters with extraordinary gifts of muscle, magic, or mayhem, there

this section is intended not as gospel but instead as a set of guidelines.

it is important to remember a few Golden Rules to create an enjoyable

bound to happen. In such cases, it is the GM’s responsibility to settle the

ment, divination, ironwood, etc) to feasibly be cast. The GM may want

the players themselves. It is important to note that the information in

an opportunity to establish clarity and house rules. With that in mind,

both sides. Sly tactics—both in the spirit of the rules and beyond—will

Because Conflict does not limit a player’s ability to create powerful

one another in Match play without causing undue conflict between

ments of confusion can be fodder for arguments, or they can serve as

Conflict PvP is a fantasy game that utilizes a rules system to simulate

Ensuring Fair Play

versus-player environment, including how to pit characters against

can be combined to create extremely powerful characters. Such mo-

Even in the most respectful and fun-loving gaming groups, disputes are

Certain spells are not designed for tactical gameplay. Conflict Matches

facet of the Conflict system, it includes the key concepts of the player-

This occurs more often at higher levels, when feats, spells and items

advantage of loopholes and other imperfections in rules is available to

Match. Therefore, it’s best if we introduce, at this early point, ways to

and players alike. While this advice is not an exhaustive list of every

moments where something happens that lies outside the printed rules.

try, you simply can’t win them all. Players should keep in mind that

with the game.

creating a smooth gaming experience that is fun for Game Masters

of character builds, magical abilities and rules. There are bound to be

Resolving Disputes

not all readers will make it to these chapters before diving right into a integrate the various components and head off potential difficulties,

Conflict PvP is a gaming systems with virtually limitless combinations

teams play by the same rules and therefore the opportunity to take

cleverness and strategy. Such players should keep in mind that both

Before We Move On

Golden Rules

First, the GM must scrutinize the character sheet for validity,

Conflict PvP : Tactics & Teams

| 11

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2


Starting a Match

H C T A M A G N I T R STA

Table 3-2: Random Match Table: Team Tactics

{HOW TO START A FIGHT!}

Roll 1d20

There are 14 very basic steps for readying a Conflict Match for play.

MATCH TYPE

1-2

AMBUSH

3-4

BROTHERS KEEPER

5-6

COLOSSUS

7-8

CONQUER & REAP

9-10

DEATHMATCH

11-12

EXTRACTION

13-14

INSURRECTION

15-16

LOOTERS & RUSHERS

17-18

PRISON SWAP

19-20

REGICIDE

Table 3-3: Random Match Table: Handicap ROLL 1D8

MATCH TYPE

1

AMBUSH

2

COLOSSUS

3

BURDEN OF THE CROWN

4

KILL OF THE HILL

5

MOB BALL

6

EXTRACTION

7

SNATCH & GRAB

8

RE-ROLL CHOOSEING A VARIANT OF THE SELECTED MATCH TYPE

Match Type’s Variants.

for an odd number of players. (Look beneath the Match Titles for the

Beginners: The Match Type “Deathmatch: Arena” is a simple Match

“Handicap” Designation.) A second option is for one or more of the

Type that works well with groups that just want to have some quick fun.

players to play multiple characters.

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beat the hell out of a campaign GM – revenge is sweet, after all. One of

It is also a good place for newcomers to begin playing Conflict, as the

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Match Type is a fairly straightforward and well-known concept.

New Players: When the group has multiple players who are new to Conflict, in most cases the GM should ensure that the new players are

A

split across all of the teams evenly. However, the Ambush Match Type

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1.

Choose the GM

the benefits of the game of Conflict is the ease of rotating GMs. Since

2.

Choose Match Type

there are no story or plot arcs to consider, changing GMs between

3.

Choose Teams

4.

Determine Team Names

5.

Choose Match Level

understands how the session will be proceeding.

6.

Set the Battlepoint Cap

7.

Choose Laws

2. Choose a Match Type

other, or if the GM decides that it would make for a fairer Match, teams

8.

Choose a Map

There are 15 Match Types to choose from (see Chapter 8). Before play

Team Captains: Another method of selecting teams is for the GM

needs to address a particular team and it also adds to the enjoyment of

Build Characters

begins, the GM and

to select “team captains” from amongst the pool of players and those

the Match. It is expected for the team names to be light-hearted and fun.

chosen players will then select their teams. First, each team captain rolls

Players may use any name they like, as long as it is deemed appropriate

9.

Matches is simplicity itself. However, if a group is using GM rotation, be sure to agree beforehand on the number of Matches that a GM will be Gamemastering during that game session, so that everyone fully

the players collectively

10. Prepare Passcards

decide on a Match

11. Place Planted Items

Type, or the players

3. Choose Teams Normally, if the players know one another, they are allowed to choose the teams themselves. However, the GM always has the final say as to which players will be on which teams. If the players do not know each

Table 3-1: Random Match Table: Independent Matches

will instead be chosen by lot.

is the exception to this rule. There is an excellent Match Type to be had with Ambush by pitting the new players against the veterans. See the

E

Ambush Match Type for more information (page 104).

R

4. Determine Team Names

3

Each team should have a team name. This helps the GM when she

Roll 1d20

MATCH TYPE

a d20, with the highest roll getting to choose first. The team captains

for the table. Please consider the age of the players at the table when

12. Roll Conflict Advantage

1-5

BURDEN OF THE CROWN

then alternately select players until all players have been chosen. This

determining appropriateness. If the players have difficulty coming up

may cede their vote to

6-10

KILL OF THE HILL

method is an easy way for a GM to split up players she deems should

with names on their own, or need some examples, they can pick from or

13. Place Counters

the GM and let the GM

11-15

MOB BALL

roll on Table 3-4 Random Team Names Generator.

14. Roll Initiative

alone determine the

be split up for the sake of the Match, such as if two players in the group

16-20

SWORDLESS

are particularly strong tactically – she can simply name those two the

1. Choose the GM

for the Match.

5. Choose Match Level

any team roll on behalf of the team, such as the Conflict Advantage

It is critical that the GM for the Match is selected before anything else.

Random Match Selection: Normally the Match Type should be chosen through common agreement with the players, but the GM always

roll, though the Team Captain would in this case still use the slowest

has the option of choosing the Match Type randomly on the Random

character’s Initiative modifier while making the roll.

Match Type Tables (see Tables 3-1, 3-2 and 3-3) if she deems that do-

Odd Number of Players: When there is an odd number of players in

should choose the Match Level in consultation with all of her players.

the group, there are a couple of options. Several of the Match Types of

However, it is ultimately the GMs decision what the Match Level will

Conflict are Handicap Matches – Matches that are specifically designed

be for a particular Match.

Match Type. If there is a dispute, the GM’s choice becomes the choice

She is the one who will be making many of the decisions about readying the Match for play. Ideally, the GM should be selected some time before the game session in order to give her sufficient time to prepare.

ing so will make for a better Match, or if she decides that doing so is the

Rotating GMs: Rotating GMs can offer a GM a nice break from the

best way to resolve a player dispute over Match Types. When a Match

demands of Gamemastering. It can also offer the players a chance to

Type is chosen randomly, be sure to also consider using the rolled

12 | Chapter 3 | Starting a Match

Conflict PvP : Tactics & Teams

team captains and they will thusly be prevented from joining forces. In addition to choosing teams, Team Captains are also allowed to make

T

The Match Level is, in essence, the average level of the characters involved in the Match. The determination of the Match Level is one of the most important aspects of preparing a Match. Character level will determine a great deal about how the Match will be played. The GM

| 13


Starting a Match

H C T A M A G N I T R STA {HOW TO START A FIGHT!}

there are a few things that must be kept in mind when playing multiple

12. Roll Conflict Advantage

counters begin on the map and remain on the map unless a character

characters in a Conflict Match:

A team’s Conflict Advantage Roll establishes the order by which certain

◆◆

Match preparation decisions will be made. The character on a team with

14. Roll Initiative!

flict is an ideal game in which to play multiple characters. However,

6. Set the Battlepoint Cap There is a suggested range of Battlepoint Caps for each Match Level (see Table 4-5 on page 22). The GM chooses a number within the

Metagaming: Even when playing multiple characters, the players

range and that becomes the Battlepoint Cap for that Match. Each

must abide by the line of sight rules and ignore any informa-

character participating in the Match must have a total Battlepoint

tion learned by one character that is not observable by the other

cost less than or equal to that Battlepoint Cap. (Be aware, though, that

character when making decisions about the actions of that other

significant changes to the Battlepoint Cap will alter game balance.)

character. The GM should keep alert for any sign of metagaming and correct players whenever they attempt to use metagamed

7. Choose Laws (optional)

knowledge. (Metagaming is discussed in depth in Chapter 10.)

Adding Laws to the Match is optional. Add them as you see fit. Intrinsi-

◆◆

equally amongst the players. However, when that isn’t possible, it is

cally, though, Laws can alter the effectiveness of Pathfinder character

often best to give any secondary characters to the most experi-

classes in various (and sometimes unforeseen) ways. Therefore, all players need to agree on the use of a particular Law prior to its inclusion in a Match. See Chapter 6 for a listing of Laws.

Experienced Players: Additional characters should be divided

enced players.

◆◆

Pre-gens Required: To speed up play and setup time, GMs may

1d20 and adds his Initiative modifier to the roll. The result is that team’s Conflict Advantage score. If there is a tie, the tied team with the higher initiative modifier (again, of the slowest character) goes first; if there is

Conflict’s pre-generated characters. (Pre-generated characters can be found in Chapter 11 and you are free to copy their character

The GM selects and announces the map that will be used for the information about Conflict Map selection, see Chapter 9.

9. Build Characters Teams decide on their strategies and then prepare characters for the Match. Once a character has been prepped, the sheet is given to the GM for approval. If approved, the character officially enters the Match.

the highest Conflict Advantage makes their choices first, or can elect to

counters and equipment on the map, though certain Match Rules and

pass. The team with the next highest Conflict Advantage score makes

Laws supersede these stipulations:

their choices next, etc. The team with the lowest Conflict Advantage roll

Starting Conditions and Positions

cannot elect to pass. On a team’s turn in the Conflict Advantage order, each of the players of a team together make the following choices:

◆◆

Playing Multiple Characters: At times, there might not be enough players for the particular Match Type. Or there might not be enough players to make a particular Match Type tactically challenging to the group. Or a group might want to have a secondary character available on each team, thus allowing the player of the first casualty on a team to adopt the secondary character as his own, so that player doesn’t have to

information on Map Ends.)

a supply of Map Points. These Match Points are used to purchase Map Elements (which are described in detail in Chapter 5). It is at

equipment must start the Match in a square adjacent to their

E

owner. A character cannot begin the Match astride a mount or

one item in each hand or one two-handed item. Any held items

the following two key sections: Starting Items Held and Passive

will be involved in the Match.

should be noted on the character’s Passcard.

11. Place Planted Items (optional)

◆◆

◆◆

Place Miniatures: Players note the location of their counters in

◆◆ Abilities or Spells Cannot Be Activated Before the Match:

their chosen Map End. The GM ensures that all teams have fol-

All equipment, spells and abilities that must be “used” cannot be

lowed the Starting Conditions (see page 187) prior to moving on

active before the Match. They can only be used once the Match

to the next step.

begins.

Electing to Pass: The acting team can elect to pass, but only as

◆◆ Poisons Start Unapplied: Those characters who use poisons

long as they are not the team with the lowest Conflict Advantage

cannot start the Match with their poisons already applied. As

roll currently in the selection order. The team with the lowest

long as the poison has to be applied to be used, then it must be

a particular Match, what items those will be and where they will be

Conflict Advantage roll cannot elect to pass and must make their

applied after the Match has begun.

placed on the map. These items could include, for example, a potion of

choices immediately.

what Planted Items she will be placing and where they have been placed and she also at this time puts the item counters on the map, if needed. (See Chapter 7 for more information on Planted Items.)

otherwise sit out for so much of the Match. Whatever the reason, ConConflict PvP : Tactics & Teams

3

with such creatures and equipment.

It is the GM’s decision whether or not Planted Items will be used in

cure serious wounds or a vorpal sword. The GM announces to the group

R

with a familiar in his pocket or any other similar arrangements

that she will have accurate records of all of the Map Elements that

cards should be shown to the GM. The Appendix (see page 253) has a

P T

to communicate privately with the GM. Players should complete Perception prior to the start of the Match. Once filled out, these Pass-

A

Squares: Animal companions, familiars, mounts and any large

◆◆ Starting Items Held: A character can begin the Match holding

team has chosen their Map Elements for the Match, the GM should

H

◆◆ All Companions & Large Equipment Start in Adjacent

approve them and privately record their locations in her notes, so

paper, if you don’t have any templates at hand.

different Match Levels in many different Match Types.

page 184 for further details on Map Ends). Hallows are also as-

Every player receives a Passcard. Passcards are used for the players

Conflict has provided a number of pre-generated characters (see

adventuring career, so that the character can be easily adapted to many

within his team’s Map End. (See Chapter 9, page 184 for more

Place Map Elements: Many of the Match Types give each team

C

wise, every player on a team must place his character’s counter

Claim a Map End: The acting team chooses their Map End. (See signed at this time, for those Matches that use them.

◆◆

◆◆ Map Ends: Unless Match Rules or Laws specifically state other-

10. Prepare Passcards

blank Passcard for you to photocopy. You can also use a blank sheet of

these pre-generated characters is provided at different stages of their

g Starting Conditions g

this point that those Map Elements are purchased. Once the active

Pre-generated Characters: For when you need a character now! Chapter 11), free to be used by anyone in any Conflict game. Each of

combat rules to take over from there.

All players must adhere to the following stipulations when placing

sheets for use in the game.)

Match. She will also determine the map’s configuration. For more

Finally, each player rolls Initiative for his character. Allow the normal

still a tie, the tied teams roll again to establish an order. The team with

require that all secondary characters be chosen from amongst

8. Choose a Map

14 | Chapter 3 | Starting a Match

the lowest Initiative modifier represents his team for this roll. He rolls a

performs some act of hiding or disappearance.

13. Place Counters

◆◆ No Difficult Terrain: Characters cannot start the Match standing on difficult terrain.

◆◆ Two-Footed Start: All characters must begin the Match with

Players place their counters on the map. All character counters must

their feet on the ground. This includes characters with the ability

start the Match physically on the map, even if a particular character can-

to fly, swim, burrow, or travel through any other alternative

not be seen by any member of any of the opposing teams. All character

means.

| 15


RANDOM TEAM NAMES

S E L U R L A T N E M E L P P SU {FUN TEAM NAMES}

g Poison Use g The use of poisons is allowed in Conflict. Any character but a paladin

g

Quick Start

is free to bring poison into a Match. Poisons must be purchased with

g

Battlepoints at their full cost – since poisons are single-use items, there

Reminder: Players new to Conflict PvP won’t need to understand all

is a 5x multiplier to their Battlepoint value. (see Chapter 4).

the Conflict rules in order to play, provided they already know how to

Rules for Poison Use

use the Pathfinder® Roleplaying Game Core Rulebook™. New players

◆◆

just need to familiarize themselves with the Match Type, Supplemental Rules and their character sheet.

Players cannot begin the Match with poison pre-applied to their weapons.

◆◆

If the poison is in hand and ready to be applied, it requires a standard action to apply the poison to a weapon or single piece

Know the Supplemental Rules

of ammunition. Otherwise it takes a move action to recover it

Every Player involved in a Conflict Match needs to know all of the Sup-

from a backpack or holder.

◆◆

Table 3-4: RANDOM TEAM NAMES GENERATOR

Characters with the poison use class feature do not risk ac-

D100%

TEAM NAMES

D100%

TEAM NAMES

player versus player combat under the rules of the Pathfinder game

cidentally poisoning themselves. Anyone else who applies a

1-2

FIRE BREATHING RUBBER DUCKIES

51-52

CAN’T SCORE WON’T SCORE

system. The GM should ensure that every Player knows these rules,

poison or readies it for use has a 5% chance of exposing himself

BLOCKED MAGIC

53-54

so that they are at least aware of how Conflict’s player versus player

to the poison. If exposed, he must then make a save against

3-4

ILLEGAL ANIMAL EXPERIMENTS (DRUIDS & RANGERS)

combat is going to work, and also so that they cannot later claim to be

the poison and deal with the results as normal. This does not

5-6

FUMBLE THIS

55-56

FIRE BREATHING KITTENS

surprised by any of these rules. If she must, the GM should read these

consume the dose of poison.

7-8

HIT AND MISS (A DUO)

57-58

THE VICIOUS VIXENS

9-10

VICIOUS AND DELICIOUS (A DUO)

59-60

BAD KNEES

T

11-12

FIREBALLS

61-62

TEAM WILLOW BARK

E

13-14

WE COULDN’T CARRY LESS

63-64

E FOR IDIOT

R

15-16

MUFFY AND THE MUFFETTES

65-66

SNOW CHANCE

17-18

FLYING WITHOUT A LICENSE

67-68

THE HOLY HAND GRENADES

19-20

THE MIGHTY MIDGETS OF MYTH

69-70

BEER DRINKERS & HELL RAISERS

21-22

DEATH BY NET

71-72

FAT KIDS ARE HARDER TO KIDNAP

23-24

DEATH FROM ABOVE

73-74

DEATH BY DRUNKEN CLUB

plemental Rules. These rules are the key concepts that provide for good

rules aloud to the group before they play their first Match. These Rules are explained in full detail on the pages below.

◆◆

Characters with the poison use class feature do not risk accidentally poisoning themselves. Anyone else who attacks with a poisoned weapon exposes himself to the poison on any attack

The supplemental rules are as follows:

roll of a natural 1. If exposed, he must then make a save against the poison’s effects. This results in the poison on the weapon

I. Banishment

being consumed.

2. Disqualifying Spells

Reminders

3. Infeasible Spells

◆◆

4. Alignments Based Effects

doses of the same poison, the results stack.

25-26

LOST BOYS

75-76

TEAM YELLOW STRIPE

However, Injury and Contact poisons cannot

27-28

THE ATTACK OF THE RETREATING INVISIBLE COWS

77-78

TEAM SNEAK ATTACK

29-30

THE ANKLE-BITERS

79-80

THE DUST BUNNIES

31-32

THE RAZZLE DAZZLERS OF FANTAZZMICGAZZLES

81-82

THE MIGHTY FUMBLERS

33-34

15-0

83-84

FAR-FROM-SOBER

35-36

THAT HURT?

85-8 6

MOLASSES SPEED!

37-38

YOU OK?

87-88

CREEPING EVIL

39-40

DISPEL OR BLEED

89-90

SHOULD HAVE BEEN CLERICS

One successful save will cure all doses of a particular poison

41-42

DUCK OR BLEED

91-92

PINK POTION MASTERS

that a character has suffered.

43-44

WHIFF, SHANK AND THROW, INC

93-94

CRIMSON BLADES

Poisons with an onset time are generally ineffective in the

45-46

DRUNK, STUPID AND CLUMSY

95-96

WAR HOUNDS

game of Conflict.

47-48

THE LARGE AXE OF IGNORANCE

97-98

WELL KNOWN MAGICIANS

Paladins are not allowed to use poisons.

49-50

LIGHTS OUT

99-100

ASK-ME-NOT

inflict more than one dose of poison at a time,

5. Leaving the Map And flight 6. No Magic Before Matches

only Inhaled and Ingested poisons can.

◆◆ Each additional dose of poison that a target suf-

fers extends the total duration of the poison’s effects by half its base total duration and also cumulatively

7. Pursuit and Evasion 8. Passive Perception 9. Panic Law i0.. No Running

16 | Chapter 3 | Starting a Match

If someone is afflicted with multiple

increases the DC to resist the poison by +2.

◆◆ ◆◆ ◆◆

Conflict PvP : Tactics & Teams

C H A P

3

| 17


SUPPLEMENTAL RULES

S E L U R L A T N E M E L P P SU

{SUPPLEMENTAL RULES IN PLAY}

Everyone involved in a Match should be aware of the rules listed below. Supplemental Rules are considered to be in play for every Conflict

the person performing the Banishment will have lost his action.

◆◆

Match, unless the GM specifically states otherwise.

Banishment

◆◆

in any way. Furthermore, once it has taken a fallen character, that

Leaving the Map and Flight

character has met his end and is immediately removed from play.

A character cannot voluntarily step off the map in order to go “around”

The Hand is immune to all force or damage. It cannot be stopped

The sounds of a Banishment are quite distinct. Any eligible char-

It remains a mystery why all combatants in every Conflict Match know

acters on the map can make a listen check (DC 15) to hear the

the words of Banishment and that ritual’s sinister purpose, but know

Banishment occurring.

it they do. When a combatant kneels, touches the body of a fallen opponent and recites the words of Banishment over him, a colossal hand rises up from the earth beneath that fallen opponent, completely encircles him in its fist and then drags him down into the earth. Any char-

◆◆

The Hand of Banishment does leave noticeable scars in the earth but does not leave a hole or tunnel behind.

◆◆

An individual can only Banish one person per round.

from the Conflict. This removal is permanent. Unless stated otherwise

Disqualifying & Infeasible Spells

in a specific Match’s “Match Rules,” no power or spell can bring the

Leaving the Conflict Map is a disqualifying act. The use of spells that

Banished character back into the Match once he has been cast out. Not

cause a character to leave the map past the end of the round (astral

even a resurrection or a wish spell can return him to his teammates.

projection, ethereal jaunt, plane shift, etc.) will cause immediate disquali-

Rules of Banishment:

fication. Also, Conflict Matches don’t last long enough for spells with

◆◆

To perform a Banishment, a character must place his hand on

very long casting times (atonement, divination, ironwood, etc.) to feasibly

the body of the fallen opponent and keep that hand there for the

be cast. The GM should restrict all such spells from the game, so that

entirety of the recitation. Reciting the ritual requires a full-round

no player ends up with spells that cannot actually be used in a Conflict

action. If the reciter loses contact with the body or loses his

Match or whose casting will cause disqualification.

concentration while performing the ritual, the ritual is broken.

Alignments Based Effects

acter that has been thus removed by the colossal hand is eliminated

Any damage taken will force a Concentration check DC 10 + the amount of damage received and reciting the ritual does provoke Attacks of Opportunity. Should a Banishment be successfully performed on a fallen opponent, the Hand immediately appears and claims the fallen character.

◆◆

The person who performs the Banishment ritual does NOT need to be the person who slew the fallen character. Nor does it necessarily need to be an opposing character.

◆◆

specifically stated otherwise in the Match Rules, the use of the ritual on a teammate does not result in disqualification. Nor does its use on a teammate result in Fines, Victory Points, etc.

◆◆

rently below 0 Hit Points or who has not been ruled a casualty by the GM. If the victim is healed to above negative hp before the Banishment is complete, then the Banishment ends abruptly and

a wall or obstacle. Likewise, a character cannot purposefully use magic to exit the map. Flight is included in this rule and all flight is limited to a height of 60’. Purposefully attempting to evade this rule results in disqualification (see Chapter 10 for more information on disqualifying acts). However, characters that leave the map involuntarily (through such means as plane shift or the Bull Rush ability) are not disqualified. They are instead lost in the ether for 1d3 rounds. Communication to the map is completely lost during these rounds, including through the means of telepathy. What’s more, all spells and abilities requiring concentration are considered abandoned as soon as the character is

Neutral Good or Neutral Evil: Neutral Good and Neutral Evil characters have not aligned themselves with Law or Chaos, and are thus (such as shield of law or chaos hammer). True Neutral: True Neutral characters are affected by all (good, evil, law and chaos) alignment based spells and special abilities. No Changing Alignments: Once an alignment is chosen, and the

Conflict PvP : Tactics & Teams

During a Match, on his turn, a character can take a full round

action in order to reroll his Match passive Perception check. 3.

Players record their Passive Perception Check on their Passcard.

Panic Law Conflict is about decisive action. Being indecisive once a Conflict has begun is the same as being indecisive in any fight – if you dither, the battle gets decided for you. The players of Conflict have to make their decisions quickly or suffer penalties to their character’s actions. Once it is a player’s turn, that player has 60 seconds to declare his character’s actions for the round. If the player fails to do so, then his character

C

is considered to be in a state of Panic and in that state loses his move

A

left it, unless that square is currently occupied, threatened, or under the

Rules of Panic:

P

effects of something hostile, in which case the character returns on the

◆◆

The GM will give a warning when a character has only 20 seconds

T

left to make a declaration of his actions, in order to let the player

E

know that his character is about to Panic.

R

closest available safe square along the Map Edge.

No Magic Before Matches

◆◆

While the player must declare his character’s actions within 60

No magical effects can be active before a Match begins. Neither do

seconds, once he has declared them, he can take as much time as

magical effects carry over between Matches. Any special abilities that re-

needed to perform those actions. This statement can be as simple

quire activation also are not considered active at the start of the Match.

as: “I move and attack,” or even more complex than: “I wait one

In pursuits where both characters move at the same speed, the GM may

aligned spells and special abilities (such as smite evil or smite good).

A character can take 10 on his passive Perception check.

2.

The Panicked state ends after the round, with no lasting effects.

the map. A character returns to the map on the same square in which he

based spells and special abilities. Lawful Neutral or Chaotic Neutral, they have not aligned themselves

1.

H

Pursuit and Evasion

Lawful Neutral or Chaotic Neutral: If a character chooses to be

Rules of the passive Perception check:

action for the round, though he can still take a standard or a swift action.

removed from the map and they are not restored when he returns to

or not a character will be affected by an opposing player’s alignment-

alignment choice is of utmost importance, as it will determine whether

affected by both lawful and chaotic-aligned spells and special abilities

The Banishment will not work on any character that is not cur-

18 | Chapter 3 | Starting a Match

All characters in Conflict PvP must have an alignment. In PvP combat,

with good or evil, and thus they will be affected by both good-and-evil-

The performance of the Banishment ritual is not an attack. Unless

Match begins, characters may not willing change alignment.

turn in order to allow Ben’s character to get out of the way, then cast my Quickened lightning bolt, as long as the orc is still there.”

◆◆

the timer has run out is given only as much extra time as it takes him

pursuit is successful or not. The Players concerned make opposed Dex-

to complete his current thought. As soon as he has completed that

terity checks to see which of them is the faster. If the fleeing character his pursuer. If the pursuing character wins the roll, he “catches up” and

If the player begins speaking before the timer runs out, he is not in violation of the Panic rule. However, a player who is speaking after

choose to implement the Pursuit and Evasion rule to determine if the

wins, he “escapes” and can reposition himself out of the line of sight of

3

thought, Time is called, even if that player wanted to say more.

◆◆

Should something have happened in the previous turn that would

can reposition himself adjacent to the fleeing character.

obviously affect any decisions that the player may have made for his

Passive Perception

turn, the player has 2 minutes to declare his actions for the round.

At the start of every Match, each character rolls a passive Perception check. The GM can secretly use this number on behave of the PC for passive Perception checks against stealth, hidden traps and the like that he encounters during the entire Match.

No Running During all Conflict Matches, the Run action is restricted from use. This restriction is due to the constraints of the Conflict maps. The restriction does not affect spells or abilities that increase base speed.

| 19


A

rating system to estimate the character’s ability to compete in Conflict-PvP Matches. The higher the score, the more capable the character.


Battlepoints

S T N I O P E L T BAT

{TALLYING BATTLEPOINTS}

What are Battlepoints

each Match Level. However, the GM can adjust the Battlepoint Cap for a Match as she sees fit.

Higher Levels

Conflict uses a method called Battlepoints (or BP) to estimate the

A Level Off: Character level is one of the things that must be pur-

In the Pathfinder game system, characters above 10th level gain

overall power level of a character, with the intention that only charac-

chased with Battlepoints. When purchasing a character’s level, a player

powerful abilities that tend to exponentially magnify the complexity

ters who are of roughly the same BP value should be facing each other

can choose to have his character be one level above or one below the

of the game. While the designers of Conflict have made every effort to

on the Conflict battlefields. Thus, Battlepoints help to level the playing

Match Level. Shifting a character’s level above or below the Match

preserve fair and balanced gameplay, Matches played at high level can

field, ensuring that each character brought into a Conflict Match is

Level does not change the Battlepoint Cap; it changes only the number

be imbalanced. They can also be difficult to adjudicate fairly due to the

ready and able to compete in that Match. When determining a char-

of Battlepoints needed to purchase the character’s level. Thus, a charac-

large number of complex powers and abilities involved. For those rea-

acter’s BP value, several aspects of a character are given a Battlepoint

ter whose level is lower than the Match Level will naturally have more

sons, we remind GMs that it is acceptable to limit characters to the 10th

Battlepoints available to spend on equipment, which will cause more

level. This in no way means that higher level characters are or should be

powerful magical items to be available to him for purchase. Ex: The GM chooses a Match Level of 6 with a BP Cap of 90. The characters in that Match can then be 5th, 6th, or 7th level at a BP cost of 10, 14 and 22 respectively. A player who chose to be 5th level would thus have 80 BP to spend on the rest of his character, while a player who chose to be 7th would have only 68.

Table 4-5: Suggested Battlepoint Cap

rating and the sum of those ratings is that character’s BP value.

Match Level The Match Level is, in essence, the average level of the characters who will be fighting in the conflict. The level of any character in the Match can only deviate from the Match Level by 1. Thus, all characters in the Match will have a character level either equal to the Match Level, one above the Match Level, or one below. It is the GM’s decision what the Match Level for a given Conflict Match will be, but that is a decision that she can make in consultation with her Players.

Battlepoint Cap Before characters are selected for a Match, the GM assigns the Match

8

31

high-level Conflict Match is a decision that should be made with care.

9

45

10

59

11

78

12

102

H

Battlepoints are an assessment of a character’s total power, including

13

169

14

239

A

advantages gained from abilities, level and equipment. Abilities and level are assessed a BP cost based on their degree of power. Equipment

15

332

16

465

T

17

678

18

1021

E

19

1389

20

1973

Tallying Battlepoints

29

12

380

a non-standard race and there is another for extensive use of expansion

3

37

13

500

sourcebooks in a character build. The BP value of a character is thus

4

50

14

630

5

68

15

790

determined by adding the BP cost of a character’s: 1. Level 3. Race 5. Equipment 2. Abilities

1000

involved in that Match. This Cap applies to all characters, whether they

8

155

18

1750

are pre-generated, imported from a campaign, or built from scratch.

9

200

19

2250

10

250

20

3000

g Battlepoint Caps & Campaign Characters g Some of the methods of ability generation can result in “naturally gifted” characters. The expectation in Conflict is that a campaign character won’t be able to bring all of his equipment into a Match, but he will at least be able to bring in those items that are key to his build, such as his primary weapon and armor. It is very important that the GM sets the Battlepoint Cap high enough so that the most naturally gifted character can still acquire his key items, even after purchasing his gifted ability scores. However, Conflict Games highly recommends that the GM not push the Cap much over that point. That way, the gifted individual will have only his key items, while, thanks to the Battlepoints system, those who are not so naturally gifted will be able to bring in a much larger selection of their equipment.

22 | Chapter 4 | Battlepoints

prohibited from the game of Conflict, only that the decision to play a

2

1300

Conflict has provided a Suggested Battlepoint Cap (see Table 4-5) for

22

310

16

3

14

11

17

1

3

7

25

90

2

6

1

120

0

6

MATCH LEVEL

6

BATTLEPOINT COST

1

10

MATCH LEVEL

7

TOTAL LEVELS

5

SUGGESTED BATTLEPOINT CAP

of Battlepoints that can be spent on any character who is going to be

Table 4-6: Battlepoint Cost of Levels

4

SUGGESTED BATTLEPOINT CAP

a Battlepoint Cap. A Match’s Battlepoint Cap is the maximum number

Ex: A character with 3 levels of barbarian, 2 levels of cleric and 1 level of fighter is a 6th level character. As per Table 4-6, 6th level costs 14 Battlepoints.

is assessed a BP cost based on the gold piece value of the items in question. In addition to those costs, there is also an assessed cost for taking

4. Sourcebooks

Cost of Character Levels The power of a character in Pathfinder increases exponentially as they go up in levels and correspondingly the assessed Battlepoint cost of

C

P

R 4

Cost of Abilities In Conflict, ability scores are always determined with the “Purchase Method,” found in the Pathfinder® Roleplaying Game Core Rulebook™ (PZO1110).

Table 4-7: BP Cost of Abilities CAMPAIGN TYPE

BATTLEPOINTS

LOW FANTASY

10

STANDARD FANTASY*

15

HIGH FANTASY

20

EPIC FANTASY

25

*DEFAULT FOR CONFLICT MATCHES

For each Match, the GM decides what Campaign Type or Types will

a character’s level also increases

be allowed. (The default campaign setting for Conflict Matches is

exponentially the higher the

Standard Fantasy only.) Each player then chooses which of the avail-

level. The Battlepoint cost of a

able Campaign Types he is going to use for his character, subtracts that

character’s level is always based

Battlepoint cost from his total and then chooses his ability scores under

on the total levels of the character,

the normal Pathfinder rules for that Campaign Type.

including all multi-class, prestige and

One Reminder: Under the Purchase Method, no score can be reduced

base class levels. Use Table 4-6 to find

below 7 and no score can be raised above 18. This is a mandatory rule

the BP cost of any given character level.

in games of Conflict. Modifiers from race, class and level can, of course, still push ability scores beyond those limits.

Conflict PvP : Tactics & Teams

| 23


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Battlepoints

S T N I O P E L T BAT

TOOTHPICK

Male Human Fighter[ (Brawler) 4 Rogue (Knife Master) 9 ]

{CHARTS OF EQUIPMENT COSTS}

Equipment:+1 Light Crossbow = 24 BP

Level = 169 BP (13TH LEVEL)

Ability Scores = 15 BP STR 12, DEX 17, CON 10, INT 13, WIS 7, CHA 11

Quick Charts of Equipment Costs

Spending Every Coin

These charts are accurate for almost all related items in the Pathfinder

Don’t bother obsessively attempting to spend every single Battlepoint.

game system: a +1 weapon will almost always cost 24 BP, no matter

The effort expended rarely has any positive results and whatever

what type of weapon it is. In those rare instances when costs do differ,

positive results might be garnered are never worth the amount of

it shouldn’t be enough to make any substantive difference to the out-

everyone’s time that gets expended in achieving them. If you insist on

come of a Match. It is up to the GM whether her players need the exact

spending every single Battlepoint, then please remember that there are

prices of all their equipment, or if they can use these quick charts:

minor 0 level potions which each have a cost of 1 BP.

Table 4-9: Approximate Battlepoint Cost of Armor & Shields ARMOR & SHIELDS

BATTLEPOINT COST

+1 SHIELD (ANY KIND)

12

+1 PADDED, LEATHER, HIDE, SCALE MAIL, OR STUDDED LEATHER ARMOR

12

+1 CHAINMAIL OR CHAIN SHIRT

13

+1 BANDED MAIL, BREASTPLATE, OR SPLINT MAIL

14

+1 HALF PLATE

18

+1 FULL PLATE

+30 TO THE COST OF +1 ARMOR OR SHIELD

+3 ARMOR OR SHIELD

+80 TO THE COST OF +1 ARMOR OR SHIELD

+4 ARMOR OR SHIELD

+150 TO THE COST OF +1 ARMOR OR SHIELD

+5 ARMOR OR SHIELD

+240 TO THE COST OF +1 ARMOR OR SHIELD

+6 ARMOR OR SHIELD

+350 TO THE COST OF +1 ARMOR OR SHIELD

+7 ARMOR OR SHIELD

+8 ARMOR OR SHIELD

+480 TO THE COST OF +1 ARMOR OR SHIELD +630 TO THE COST OF +1 ARMOR OR SHIELD

+9 ARMOR OR SHIELD

+800 TO THE COST OF +1 ARMOR OR SHIELD

+10 ARMOR OR SHIELD

+990 TO THE COST OF +1 ARMOR OR SHIELD

THIS CHART COVERS ANY ARMOR WITH A MASTERWORK COST OF 1501650GP. ANY ITEM THAT FALLS OUTSIDE OF THAT RANGE SHOULD BE CALCULATED INDIVIDUALLY.

26 | Chapter 4 | Battlepoints

BATTLEPOINT COST

+1 WEAPON WITH BASE COST < 50 GP

23

+1 WEAPON WITH BASE COST BETWEEN 50-100GP

24

+2 WEAPON

+60 TO THE COST OF +1 WEAPON

+3 WEAPON

+160 TO THE COST OF +1 WEAPON

+4 WEAPON

+300 TO THE COST OF +1 WEAPON

+5 WEAPON

+480 TO THE COST OF +1 WEAPON

+6 WEAPON

+700 TO THE COST OF +1 WEAPON

+7 WEAPON

+960 TO THE COST OF +1 WEAPON

+8 WEAPON

+1260 TO THE COST OF +1 WEAPON

+9 WEAPON

+1600 TO THE COST OF +1 WEAPON

+10 WEAPON

+1980 TO THE COST OF +1 WEAPON

27

+2 ARMOR OR SHIELD

Equipment: +1 Spell resistance(13) Studded leather armor = 92 BP

Equipment: +1 Buckler = 12 BP

Equipment: Potion of bull’s strength =15 BP

Table 4-10: Approximate Battlepoint Cost of Weaponry WEAPONS

THIS CHART COVERS ANY WEAPON WITH A MASTERWORK COST OF 300-400GP. ANY ITEM THAT FALLS OUTSIDE OF THAT RANGE SHOULD BE CALCULATED INDIVIDUALLY.

Table 4-11: Approximate Battlepoint Cost of Ammunition

Race = 0 BP (HUMAN)

Equipment: +1 Punching Dagger = 23 BP

C

Equipment: Potion of cure light wounds (x2) = 6 BP

H Equipment: +1 Punching Dagger = 23 BP

P T E R Expand Source books: = 1 BP

Grand Total: 380 BP

(Core Rulebook, Advance Player’s Guide, Ultimate Combat)

Table 4-12: Battlepoint Summary Calculation ABILITY SCORES RACE LEVEL

ITEM

Use the “Purchase Method” of 10, 15, 20, or 25 Ability Points based on Campaign Type. (15 is default) No cost for standard races. For non-standard races, there is a 5 BP base fee and an additional cost based on the race’s Challenge rating (1/4 is 0; 1/3 is +5 BP; 1/2 is +10 BP) Use Table 4-6 - Battlepoint Cost by Level to determine the cost of a character’s levels. There is no Battlepoint cost for using the Pathfinder® Roleplaying Game Core Rulebook™ in building a character. Each

AMMUNITION

BATTLEPOINT COST

10 MASTERWORK ARROWS, QUARRELS, SLING BULLETS, OR BULLETS

3

player is also allowed one additional sourcebook at no cost. For each additional sourcebook, there is a fee of 1 BP.

+1 AMMUNITION (10)

23

The price of each equipment item is its gold piece cost divided by 100. (Price/100)

+2 AMMUNITION (10)

+60 TO THE COST OF +1 WEAPON

+3 AMMUNITION (10)

+160 TO THE COST OF +1 WEAPON

+4 AMMUNITION (10)

+300 TO THE COST OF +1 WEAPON

+5 AMMUNITION (10)

+480 TO THE COST OF +1 WEAPON

THIS CHART COVERS ANY AMMUNITION WITH AN INDIVIDUAL MASTERWORK COST OF 10GP OR LESS. ANY ITEM THAT FALLS OUTSIDE OF THAT RANGE SHOULD BE CALCULATED INDIVIDUALLY.

Conflict PvP : Tactics & Teams

A

SOURCEBOOKS

Equipment can be selected only from the Pathfinder® Roleplaying Game Core Rulebook™ EQUIPMENT

Single-use items, such as potions and scrolls, have a BP value of 5x their gold piece cost Items must be purchased at full price and highest quality Items must be purchased fully charged

| 27

4


Battlepoints

S E L D N U B BP

{PROVOKER - WRESTLER }

Provoker/Charmer Befitting:

Bard/Witch

Ability Reqs:

Offense Defense

BP

Rookie

Rapier

0

Offense

Crossbow, light

0

Offense

Bolt(s), crossbow (20)

0

Offense

Studded Leather

0

Defense

Befitting:

-

Special Reqs:

triggerman

Sunderer

Barbarian, Fighters

Ability Reqs:

High Charisma Score

Rookie Offense

Befitting:

-

Special Reqs:

Offense

Striker

Barbarian, Fighter, Paladin

Ability Reqs:

High Strength Score

Special Reqs: BP

Rookie

Greatsword, masterwork

3

Offense

Crossbow, Heavy, masterwork

3

Offense

Bolt(s), crossbow (20)

0

Offense

Breastplate

0

Offense

Str 15 Exotic Weapon Proficiency (Swordbreaker Dagger) (Improved Sunder Feats Recommended)

BP

MW Swordbreaker Dagger

3

MW Bec de Corbin

3

MW Comp. shortbow (Str +3)

6

Arrows (20)

0

Special

Musical Instrument, masterwork

1

Special

Belt of Giant Strength (+2)

40

Defense

Scale Mail +1

13

Special

Headband of Alluring Charisma (+2)

40

Special

Wondrous Item - Scabbard of Vigor

18

Special

Potion - Bull's Strength

15

Special

Potion - Cat's Grace

15

Mundane

Weapon Cord

0

Mundane

Small Steel Mirror

0

56

Total Cost (BP)

Special Special Mundane

Weapon Blanch - Adamantine Weapon Blanch - Cold Iron

0

Weapon Cord

0

65

Total Cost (BP)

Provoker/Charmer

1

Special

Weapon Blanch (adamantine) x3

3

Mundane

Tanglefoot bag

0

Mundane

Weapon Cord

0

43

Total Cost (BP)

Striker

Befitting:

Bard/Witch

Befitting:

Barbarian, Fighters

Befitting:

Barbarian, Fighter, Paladin

-

Ability Reqs:

-

Ability Reqs:

Str 15

Special Reqs:

High Charisma Score

Special Reqs:

High Strength Score

Special Reqs:

Exotic Weapon Proficiency (Swordbreaker Dagger)

BP

Veteran

BP

Veteran

(Improved Sunder Feats Recommended)

BP

Offense

Rapier +1

23

Offense

Greatsword, keen, +1

84

Offense

Swordbreaker Dagger +1

23

Offense

Crossbow, light, Masterwork

3

Offense

Crossbow, Heavy, masterwork

3

Offense

Bec de Corbin +1

24

Offense

Bolt(s), crossbow (20)

0

Offense

Bolt(s), crossbow (20)

0

Offense

Battle Axe +1

24

Defense

Studded Leather

0

Defense

Breastplate

0

Offense

MW Comp. shortbow (Str +3)

6

Special

Clamor Box

20

Special

Belt of Giant Strength (+2)

40

Offense

Arrows (20)

0

Special

Feather Token (whip)

25

Special

Special

Musical Instrument, masterwork

1

Mundane

Special Mundane

Headband of Alluring Charisma (+2)

40 0

Weapon Cord

ii2

Total Cost (BP)

Mundane Mundane

Wondrous Item - Scabbard of Vigor

18

Defense

Scale Mail +1

13

Weapon Cord

0

Special

Potion - Bull's Strength

15

Weapon Blanch - Adamantine Weapon Blanch - Cold Iron

0

i46

Total Cost (BP)

Provoker/Charmer

1

Special Mundane

Weapon Blanch (adamantine) x3

0

Weapon Cord

i0 8

Total Cost (BP)

Striker

Bard/Witch

Befitting:

Barbarian, Fighters

Befitting:

Barbarian, Fighter, Paladin

Ability Reqs:

-

Ability Reqs:

-

Ability Reqs:

Str 15

High Charisma Score

Hero

Special Reqs: BP

Hero

Rapier +1, keen

83

Offense

Crossbow, light, Masterwork

3

Offense

Offense

Bolt(s), crossbow (20)

0

Defense

Studded Leather

0 177

Special

Offense Offense

Special Special

Staff of Charming Clamor Box

20

High strenght score

Special Reqs: BP

Greatsword, keen, +2

Hero

83

Bec de Corbin +1

24

Offense

Shatterspike (sundering longsword)

43

Offense

MW Comp. shortbow (Str +3)

6

Arrows (20)

0

Offense

Crossbow, Heavy, masterwork

3

Offense

Offense

Bolt(s), crossbow (20)

0

Defense

Breastplate

0

Belt of Giant Strength (+4)

160

Offense

Wondrous Item - Scabbard of Vigor

18

Special

BP

Swordbreaker Dagger +2

184

Defense

Scale Mail +2

43

Special

Feather Token (whip)

25

Mundane

Weapon Cord

0

Special

Potion - Bull's Strength

15

Special

Musical Instrument, masterwork

1

Mundane

Weapon Blanch - Adamantine

1

Special

Potion - Cat's Grace

15

Special

Headband of Alluring Charisma (+2)

Total Cost (BP)

34 | Chapter 4 | Battlepoints

40

Mundane

349

Total Cost (BP)

Weapon Blanch - Cold Iron

0

Special

366

Total Cost (BP)

Conflict PvP : Tactics & Teams

Weapon Blanch (adamantine) x3

Befitting:

Assassin, Ninja, Alchemist

Befitting:

Martial Classes

Ability Reqs:

-

Ability Reqs:

-

Ability Reqs:

Strength 14+

Special Reqs:

Pistol Proficiency

Special Reqs:

Poison Use (Strongly Recommended)

Special Reqs:

Recommended: Exotic Weapon Proficiency (net)

Rookie

BP

Rookie

3

232

BP

Rookie

BP

Offense

Dragon Pistol, masterwork

13

Offense

Comp. Longbow (Str +2) +1

24

Offense

Brass Knuckles

0

Offense

Short Sword, masterwork

3

Offense

MW Dagger

3

Offense

Cestus x2

0

Defense

Studded Leather, +1

12

Offense

Greatsword +1

23

Offense

Net, masterwork

3

Defense

Buckler, +1

12

Offense

MW Flail

3

Offense

Punching dagger x2

0

Special

Oil of Silence

13

Defense

13

Special

Salve of Slipperiness

50

Special

Potion - Bull's Strength

15

Scale Mail (Studded Leather:Ranger) +1

Tracer Bullet

5

Special

Arrows, Smoke (20)

2

Special

Mundane

Alch. Cartridge - Dragon's Breath x6

0

Offense

Arrows (20)

0

Mundane

Whistle

0

Mundane

Alch. Cartridge - Entangling Shot x2

0

Offense

Arrows, Blunt (20)

0

Mundane

Rope, hemp

0

Mundane

Alchemical Cartridge - Flare x2

0

Offense

Arrows, Flight (20)

0

Mundane

Manacles, Masterwork

0

58

Total Cost (BP)

68

Total Cost (BP)

Total Cost (BP)

Weapon Soaked

68 Wrestler

Gunslinger

Befitting:

Martial Classes

Befitting:

Martial Classes

Ability Reqs:

-

Ability Reqs:

-

Ability Reqs:

Strength 14+

Special Reqs:

Pistol Proficiency

Special Reqs:

Poison Use (Strongly Recommended)

Special Reqs:

Recommended: Exotic Weapon Proficiency (net)

Veteran

BP

Veteran

BP

Veteran

C H

Befitting:

A BP

P T

Offense

Dragon Pistol +1

24

Offense

Comp. Longbow (Str +2) +1

24

Offense

Brass Knuckles

0 0

E R

Offense

Short Sword

0

Offense

MW Dagger

3

Offense

Cestus x2

Defense

Studded Leather

0

Offense

Greatsword +1

24

Offense

Net, masterwork

3

Defense

Buckler

0

Offense

Flail +1

24

Offense

Punching dagger +1, x2

24

Special

Fig. of Wondrous Power - Slate Spider

100

Defense

13

Defense

Hide Armor

0

Special

Tracer Bullet

5

Special

Arrows, Smoke (20)

2

Special

Salve of Slipperiness

50

Scale Mail (Studded Leather:Ranger) +1

Mundane

Alch. Cartridge - Dragon's Breath x6

0

Special

Potion - Bull's Strength

15

Special

Belt of Giant Strength +2

40

Mundane

Alch. Cartridge - Entangling Shot x2

0

Offense

Arrows (20)

0

Mundane

Rope, hemp

0

Mundane

Alchemical Cartridge - Flare x2

0

Offense

Arrows, Blunt (20)

0

Mundane

Manacles, Masterwork

0

i29

Total Cost (BP)

i05

Total Cost (BP)

Total Cost (BP)

Befitting:

Exotic Weapon Proficiency (Swordbreaker Dagger) (Improved Sunder Feats Recommended)

Gunslinger

triggerman

Sunderer

Befitting:

Special Reqs:

3

Wrestler

Befitting:

triggerman

Sunderer

Ability Reqs:

Veteran

Weapon Soaked

Weapon Soaked

Gunslinger

Befitting:

ii7 Wrestler

Martial Classes

Befitting:

Martial Classes

Ability Reqs:

-

Ability Reqs:

-

Ability Reqs:

Strength 14+

Special Reqs:

Pistol Proficiency

Special Reqs:

Poison Use (Strongly Recommended)

Special Reqs:

Recommended: Exotic Weapon Proficiency (net)

Hero

BP

Hero

BP

Offense

Distance Dragon Pistol +2

84

Offense

Short Sword, masterwork

3

Defense

Studded Leather, +1

12

Defense

Buckler, +1

12

Offense

Special

Fig. of Wondrous Power - Slate Spider

100

Defense

Arrows, Smoke (20)

Special

Oil of Silence

13

Special

Special

Tracer Bullet

5

Special

Mundane

Alch. Cartridge - Dragon's Breath x6

0

Mundane

Alch. Cartridge - Entangling Shot x2

0

229

Total Cost (BP)

Total Cost (BP)

Hero

BP

Offense

Comp. Longbow (Str +2) +1

84

Offense

Brass Knuckles

Offense

Greatsword +1

84

Offense

Cestus x2

Offense

Flail +1

84

Offense

Blade of Binding

124

43

Offense

Net, masterwork

3

2

Defense

Hide Armor

0

Potion - Bull's Str

15

Special

Salve of Slipperiness

50

Potion - Cat's Grace

15

Special

Belt of Physical Might +2 (Str, Dex)

100

Offense

Arrows (20)

0

Mundane

Rope, hemp

Offense

Arrows, Blunt (20)

0

Mundane

Manacles, Mithral

243

Total Cost (BP)

Scale Mail (Studded Leather:Ranger) +2

0 0

0 100

377

| 35

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S T N I O P E L T BAT ◆◆ ◆◆ ◆◆ ◆◆ ◆◆

Using a potion or oil provokes Attacks of Opportunity.

{WINNING TACTICS}

and make him burn.

An opponent can direct an Attack of Opportunity against the potion or oil container instead of against the user of the item.

A Warrior Way To Kill A Wizard!

The containers of potions and oils tend to be fragile. Typically, they

There are a number of ways to defeat a wizard, or any character who is

have an AC 13, 1 hp, hardness of 1, and a break DC of 12.

primarily devoted to casting spells. Here are a few common ones:

Dispel magic suppresses potions and oils.

◆◆ ◆◆

Under the rules of Conflict, magic items are all made at their minimum caster level; therefore, the DC to dispel potions and oils is fairly low.

◆◆ ◆◆

Battlepoints

Incorporeal beings cannot use potions or oils. The Step Up feat completely ruins the Step Back-and-drink-a-potion

◆◆ ◆◆

If you can get in close, use a strong grapple alongside a one-hand-

◆◆

A Spellcaster’s Tips on How To Defeat A Fighter A melee character is someone who primarily uses melee weaponry. Defeating a melee character often involves avoidance of some kind.

◆◆

Some common methods of defeating melee characters are: 1. Erect a barrier (such as wall of force) or use some means to augment speed (such as haste) to prevent the melee character from ever getting into melee range. 2. Always take an opportunity to move at least 10 feet away in order

◆◆

3. Apply your defenses prior to going on the offense; you may only

◆◆ ◆◆

4. If possible, always have some means of concealment, whether magical concealment such as blur or invisibility or mundane concealment such as a trees or a doorway. 5. Keep illusions, decoys and distractions handy (such as ghost sounds) to lure the dumb fighter in the wrong direction. 6. In order to prevent him from getting into melee range, slow him down with summoned allies or difficult terrain 7. Reduce his Strength in order to deny him his full attack & damage bonuses, as well as lose the prerequisites for some of his feats. Target Will and Reflexes, one or the other or both is likely to be low. 8. If all that fails and he does get into melee range, fight defensively

crossed the line for next time, so that you can better stay on the fun side

teammates or with the enemy. And in one area, there is even more

of the line while still using taunts.

interaction: the taunt.

In order to help players get in the right mindset for successful taunting, Conflict has provided a list of taunts that anyone can use for any Conflict Match:

Table 4-17: Taunts #

THE TAUNT

1

“THEY’RE GOING TO HAVE TO MAKE NEW WORDS FOR THE THINGS I’M GOING TO DO TO YOU AND THEY WON’T BE PRETTY WORDS, CAUSE THEY’RE NOT GONNA BE PRETTY THINGS”

to a Match, for everyone involved. And it should be noted that a taunt

2

“NOW, YOU KNOW I’M COMING FOR YA - RIGHT? “

need not be a direct insult. “I sneer at the pesky dwarf as I attempt to lop

3

“I’M GONNA KILL YOU AND DO YOUR TEAM A FAVOR.”

of his head with my axe” is just as much a taunt as is calling the dwarf

4

“THERE ARE SEVERAL PEOPLE IN THIS WORLD I FIND USELESS IN COMBATYOU ARE ALL OF THEM.”

The Launch Plate Map Element will help you strike opponents

“shorty.” Even better is when you have a fitting taunt that is something

5

“THANKS FOR THE ENTERTAINMENT, ROOKIE.”

flying in the air. See Chapter 5 for more information.

that is in-character for your character to say. You may even want to

6

“THIS SWORD HAS YOUR NAME ON IT. LOOK REAL CLOSE.” “STOP RUNNING, YOU’LL ONLY DIE TIRED.”

The Catch Plate Map Element will drag a flying creature down

develop a short list of in-character taunts, so that you’ll be ready when

7

from the sky for a short period. Be ready to put a end to the spell-

the moment comes.

8

“I WOULD LIKELY SMELL YOUR FEAR IF YOU DIDN’T STINK SO DAMN BAD.”

9

“DYING ISN’T HARD, YOU JUST NEED TO WATCH HOW THE REST OF YOUR TEAM DOES IT.” “I CALL THIS -MERCY KILLING.”

Have a strong Will (through such means as the Iron Will feat) to Ready ranged weapons against him and take a shot when casting

any time, but especially when you confront an enemy, and particularly when you decide to taunt that enemy. A good taunt can add a lot of fun

“I’m Gonna Kick Your #$%@!”

11

“I APPRECIATE THE WARM-UP. NOW, SEND IN THE REAL OPPONENT.”

an arrow and let it fly.

Taunting the other team is a part of Conflict, and it adds a lot of spice

12

“DEATH COMES. ARE YOU READY?”

Take advantage of feats such as Step Up and Disruption to inter-

to the table. It is even a valid strategic tool – it is entirely possible that a

13

“I’M GOING TO GIVE YOU THREE SECONDS TO YELL FOR HELP”

14

“YA LOOK LIKE YOU HAD A LONG DAY. WHY DON’T YOU LET ME END IT?”

15

“TELL ME, DID IT TAKE PRACTICE FOR YOU TO MASTER THE ART OF STUPIDITY, OR ARE YOU JUST A NATURAL TALENT?”

16

“I’LL TRY NOT TO STEP ON YOUR CORPSE ON THE WAY BY.”

17

“WHAT WOULD YOU RATHER BE - SKELETON OR ZOMBIE?”

If allies are available to help, be sure to give the rogue a fair chance If an ally wizard is available, have him ready dispelling magic to keep the fireballs to a minimum.

the Match, and a skillful taunter might even be able to steer the Match through such means. A team that can harness the use of the taunt has a strong advantage on the battlefield.

18

“HERO FALL DOWN AND GO SPLAT!”

However, it is possible to take taunting too far. There is a line in the

19

“DID YOU THINK YOUR INSIDES WERE PRETTY? WELL,NOW YOU KNOW BETTER.”

sand, however invisible it might be. The location of that line is, of course,

20

“HERE KITTY, KITTY, KITTY… “IT’S NOT THE 8 CHARISMA THAT’S HURTING YOU, IT’S THE 5 INTELLIGENCE”

The Dangers Of The Map Edge

different for every group. But it is a line that should never be crossed,

21

not for any reason, for the sake of table harmony. Above all, taunt-

22

“I’M PRETTY SURE YOU WON’T REGENERATE FROM THIS!”

Voluntarily leaving the field of play causes a disqualification. However,

ing must be kept to in-game material. Things such as players’ moms,

23

“HEY WIZARD! SUMMON A PONY SO YOU CAN KISS YOUR ASS GOODBYE”

any character can be forced off of a Map Edge, such as when they are

spouses, jobs, schooling, beliefs, and so forth must all remain off-limits.

24

“YOU’RE GOING TO MAKE A NICE PAIR OF SHOES”

thrown off by a Bull Rush or a spell like hydraulic push. Whenever a

But a character’s fighting prowess, in-game appearance, and luck are all

25

“I’M GOING TO ROLL YOU INTO A DITCH”

26

“I’M RIGHT HERE, COME KILL ME!”

character involuntarily leaves the map, the character is not disqualified,

fair game.

27

he is instead lost in the ether for 1d3 rounds, at which point he returns

“THERE’S NOTHING WRONG WITH YOU THAT REINCARNATION WON’T CURE.”

If the Line Has Been Crossed

28

“I OWN YOU!”

29

“YOU BETTER PRAY YOU’RE DEAD BY THE TIME I GET THERE”

30

“YOU COULDN’T HIT THE BROAD SIDE OF MY ASS!”

to the map. Which means attacking a character who is dangerously close the map’s edge can be a profitable tactic. A Map Edge push can be prevented through the use of a decoy or preparing to meet a charge.

Conflict PvP : Tactics & Teams

It is important to pull back and apologize as soon as possible. It is not

H A T

Poison. Weak wizards have a weak chance against poisons. Lace

well-chosen taunt can change how the opposing team decides to play

C

P

10

at flanking and sneak attacks.

have one chance to do so.

having apologized, learn from your mistake and remember where you

slugfest. Character interaction is still usually involved, whether between

During the Match, don’t be afraid to speak in your character’s voice at

rupt a spellcaster in your mitts and make sure he can’t get away.

to deny the melee character the use of full attack.

if you do not apologize quickly and directly for your behavior. Then,

combat, that doesn’t mean that every Match is only a hack-and-slash

A net with rope can be very effective against spell-casters.

caster if he is caught. See Chapter 5 for more information.

◆◆

worth the punishment the GM will surely inflict upon your character

Conflict is a roleplaying game. While Conflict does focus on tactical

Taunting

begins. This could damage him and interrupt his spellcasting

◆◆

The Taunt

ed weapon for close quarters strikes.

prevents his spells from having any effect on you.

tactic.

38 | Chapter 4 | Battlepoints

Use any means to close the distance between you and the caster.

worth disrupting the table for the sake of misplaced pride. Neither is it

| 39

E R 4


M

ap Elements usually take the shape of inanimate obstacles, such as traps or barriers, But can also include creatures and magical devices that offer boons to a team.


Map Elements

S T N E M E L E MAP

{MAP ELEMENTS: LIVING HALLOWS} identified the Hallow as a Living Hallow. Once an individual succeeds at an Acrobatics check, he does not need to make a further Acrobatics check until and unless he leaves the Living Hallow and then reenters it. The effects of the Living Hallow grow and shift in concert with the Hallow. All individuals standing on a Living Hallow suffers a penalty to their CMD equal to the Match Level.

feet firmly planted on a Hallow to score it, a

on, so a character who has been struck by the beam will not be struck

Living Hallow can be difficult for the enemy to

again until and unless he leaves the plate and then trods on it again.

score upon.

Disarmed items can be removed from the plate with a Strength check

2. Remember, anyone making an Acrobatics

(DC 10 + Match Level).

check to move across a slippery surface loses all

Mag Plate, Lesser

4. Anyone who falls prone makes for a great

Saving Throw DC:

n/a

is within a Living Hallow, whether standing or moving, he must make a Reflexes check or slip on the oozing and moving surface, falling prone. There is no way to dispel, disable, or prevent this effect, as it is a part of the Hallow.

Living Hallow, Base Base Effect: An Acrobatics check with a DC of 20 will allow an individual to safely cross a Living Hallow, as long as he has already

56 | Chapter 5 | Map Elements

Trigger: Touch Reset n/a Disable DC: n/a

Saving Throw DC:

Reflexes (20)

Table 5-28: Living Hallow Additional Build Options Teams may purchase the following improvements at the MP cost indicated

Description Sensitive Camouflage Loyalty

Effect Reflex and Acrobatics check DC +5 Perception DC +5 Doesn't affect purchasing team

* can be purchased up to twice Conflict PvP : Tactics & Teams

MP Cost 10* 10* 25

2. An enemy who has devoted a lot of his Battlepoints to one weapon will be at great disadvantage if he suddenly drops that weapon. 3. A team carrying wooden weapons can, to great advantage, stand safely inside this trap and sucker in enemies with metallic weapons. Table 5-29: Map Plate Additional Build Options Teams may purchase the following improvements at the MP cost indicated

Description Stronger Magnets Wide Range Improved Camouflage Improved Craftsmanship

Effect +2 to CMB, +1 to Strength check +10 x +10 area of effect Perception DC +5* Disable DC +5*

MP Cost 10 25 10 5

C H A P E R 5

Effect: The Lesser Mag Plate will perform a Disarm check with a CMB of +10 on a triggering character.

Mag Plate, Greater

I00

MP Cost Triggered By: All Teams Same as Hallow Size: Perception DC: 10

is especially useful if that enemy doesn’t have a backup.

25

stay on their feet.

maneuverers and trip attacks.

1. Yanking the weapon out of an enemy’s hand is always useful, but it

T

Trigger: Proximity Reset Auto Disable DC: 15

5. Anyone standing on a Living Hallow is susceptible to bullrush

Tactical Notes

* can be purchased up to twice

MP Cost Triggered By: All Teams Size: I0 x I0 Perception DC: 20

target.

stance and reflexes like a giant muscle. Every round that an individual

beam holds the item pinned against the floor. If a character is carry-

both items. The beam only strikes once for each time that it is stepped

roundly taunted for their unheroic inability to

someone steps upon a Living Hallow, the Hallow oozes a slippery sub-

the person’s hand as if affected by a Disarm maneuver, and then the

attack succeeds at Disarm check by 10 or more, the beam will grab

3. If an enemy slips in the fluid, they can be

Hallow. A Living Hallow is soft and yielding to the touch. Whenever

beam of magnetized force that yanks any item with metal in it out of

1. Since a team normally needs to have two

tible to a rogue’s sneak attack.

The purchase of a Living Hallow augments the purchasing team’s

When a person steps on a Mag Plate, the plate shoots out a directed

strike for the larger of the two objects; however, if the plate’s beam

Dexterity bonuses to AC, making them suscep-

-A Hallow that has the feel and substance of a giant slimly tongue.

-A magnetic force rips the only weapon from the hands of a dumbfounded barbarian.

ing a metallic item in each hand, the Mag Plate’s beam will unerringly

Tactical Notes

Living Hallows

Mag Plates

50

MP Cost Triggered By: All Teams Size: I0 x I0 Perception DC: 30

Trigger: Proximity Reset Auto Disable DC: 20

Saving Throw DC:

n/a

Effect: The Greater Mag Plate has a CMB of +15 . Additionally, its beam will also affect non-metallic weapons, but only at a CMB of +5. Disarmed items can be removed from a Greater Mag Plate with a Strength check (DC 13 + Match Level).

| 57


Map Elements

S T N E M E L E MAP The Plates of Snide Divulging

-The image of a cranky old man divulges physical and magical details about the victim in a loud and uncomplimentary fashion. The Plate Of Snide Divulging is a trap that, when triggered, divulges physical and magical details about the victim in a loud, uncomplimentary fashion. Ultimately, the GM decides what to divulge; however, the divulging should begin with the most relevant or powerful weapon, item or effect. The face of the bitter old man resembles the one from the Mobball Match Type.

The Plate of Snide Divulging, Base

MP Cost Triggered By:

Non- Purchasing Teams

Size: I0 Perception DC: 20

x I0

50

Trigger:

Location

Reset Automatic Disable DC: 20

Saving Throw DC:

Will 25 (negates)

Effect: An illusion of a bitter old man appears next to the plate and begins yelling information about the triggering character in the following manner:​

“ALERT, ALERT!”

& (GM rolls 1d4 and choose one of the below) 1. “...An idiot...” 2. “...A cockeyed...” 3. “...A fatheaded...” 4. “...A half-witted...” & the victim’s highest level class (Ex: “...Barbarian...”,” ...Wizard...”) & “...is heading:... “ ( GM chooses North, South, East or West) &

“...suffering from...” “...no wounds...” “...flesh wounds...” “...serious wounds...” “...crippling wounds...” “...mortal wounds...”

(GM choose one of the below) 100% of hit points remaining 75% or more hit points remaining 50% or more hit points remaining 25% or more hit points remaining less than 25% hit points remaining

Table 5-30: The Plate of Snide Divulging Additional Build Options Teams may purchase the following improvements at the MP cost indicated

Description Improved Camouflage Improved Craftsmanship

Effect Perception DC +5 Disable DC +5

MP Cost 10* 5*

* can be purchased up to twice

Choose Strongest Magic First

P T R

from no wounds has come to do you harm, Be wary for she possesses

5

a powerful magical enhancement know by most as invisibility! Farewell and you’re welcome.”

( the GM Roll 1d4 once to choose if a weapon, magical effect, armor or other magic item is divulged then repeats the results from the below table) Table 5-31: The Plate of Snide Divulging results 1: Weapon 2: Magical Effect 3: Armor

4: Other Magic item (non- weapon)

No enchantments or magic “...a dull weapon stolen from his items only mundane items mother’s bakery cabinet! “

“...friends who think too ...tawdry armor which is partially little of him/her to waste “soiled !” magic upon!”

“...a poor memory for he/she has forgotten to bring any magic items to his/her most certain demise!“

Masterworks, Potions low level scrolls or spell effects of 3rd or below level

“...a well-crafted + (weapon type ex: long sword, bow)!”

“...the supernatural effects of (spell name )!”

“...<Armor type> (ex: Chainmail, Full Platemail) made by a master smith!”

“...a <magic item name> well worth looting in moment or two!”

Greater magic or magical effects above 3rd Level

“...a dangerous looking weapon named <weapon name> However, if you strike now, you could call it ’loot’!”

“...a powerful magical defense/enhancement known by most as <spell name>!”

“...mighty armor, namely the <insert armor name >. But worry not! I can see his/her trousers straight through from here!”

“...a <Magic Item’s Name> that will undoubtable fall from his dead hands very -very soon!”

& The Plate of Snide Divulging always ends its speech with: “...farewell and you’re welcome. “

Conflict PvP : Tactics & Teams

A

Example: “Alert, Alert! A half-witted rogue is heading north suffering

“...has come to do you harm. Be wary for he/she possesses:...”

58 | Chapter 5 | Map Elements

H

E

&

Choose Strongest Magic First

C

| 59


Map Elements

S T N E M E L E MAP

{MAP ELEMENTS: SHIELD PLATES}

g protection from arrows g

Shield Plates

-With a single focused thought, a towering magical shield appears to guard those who stand upon its sacred square. When standing on a Shield Plate, as an immediate action, a character or creature can summon an animated tower shield that will defend him for 1d4 rounds. Anyone who summons the shield immediately receives the shield’s benefits. The summoner can choose to use the shield as cover, or may choose to have it grant a +4 shield bonus. The shield disappears instantly if the summoner ever leaves the square for any reason. It will also instantly disappear if the summoner stops having two feet firmly planted on the plate, such as if he is knocked prone. A Shield Plate can only offer its protection to Small, Medium, and Large sized individuals, and it can only protect those of Large size if the Improved Shield Size build option is purchased. Each individual can only use the shield once during a Match. When using a Shield Plate:

◆◆

An individual does not need to have the Tower Shield Proficiency feat in order to have the shield guard him at its full effect.

◆◆

The beneficiary of the shield’s effects does not need to have one moves of its own accord.

◆◆ ◆◆ ◆◆

Description: The user of the plate gains damage reduction 10/magic against ranged weapons. (This effect does not grant the ability to damage others with similar damage reductions.) Once the effect has absorbed 20 points of ranged damage or the beneficiary no longer has two feet on the plate, the effect end. Lesser Effect: A dancing tower shield appears, actively guarding the individual who summoned it.

C

Shield Plate, Greater MP Cost Triggered By: Size: Perception DC:

All Teams 5x5 15

H A

75

P

Trigger: n/a Reset: n/a Disable DC: 25

T E

Saving Throw DC: n/a

hand and arm free to hold the shield – the shield holds itself up and

◆◆

School: abjuration Level: sorcerer/wizard 2 Components: V, S, F (a piece of tortoiseshell or turtle shell) Casting Time: 1 standard action Range: touch Duration: 1d4 rounds Area of Effect: creature touched Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

5

power. As soon as the plate is triggered, it casts a protection from arrows spell on the triggering individual. This effect lasts the same length of

The beneficiary does not receive the armor check penalty for using

time as the summoned tower shield, and under the same terms (if the

a tower shield.

beneficiary ever stops having two feet firmly planted on the plate, the

The beneficiary does not take the maximum Dexterity bonus

protection from arrows effect immediately dissipates).

penalty for using a tower shield. The shield does not add to the beneficiary’s encumbrance.

Tactical Notes

Shield bonuses do not stack. If the beneficiary has his own shield

1. Spellcasters and long range characters can find a Shield Plate very

equipped or an active magical effect that works as a shield, then the beneficiary uses whichever shield bonus is the greater.

50

Trigger: Location Reset n/a Disable DC: 20

Saving Throw DC: n/a

66 | Chapter 5 | Map Elements

useful. 2. Careful, enemies can Bull Rush their opponents off the Shield Plate and steal it for their own.

Shield Plate, Lesser MP Cost Triggered By: All Teams Size: 5 x5 Perception DC: 10

R

Greater Effects: The Greater Shield Plate grants its user an additional

Table 5-38: Shield Plate Additional Build Options Teams may purchase the following improvements at the MP cost indicated

Description Improved Camouflage Improved Craftsmanship

Effect Perception DC +5 Disable DC +5

Improved Shield Size Shield can protect a (10x10) Large creature * can be purchased up to twice Conflict PvP : Tactics & Teams

MP Cost 10* 5* 25

| 67


Map Elements

S T N E M E L E MAP

{MAP ELEMENTS: VAPOR PLATES} Table 5-44: Map Element Summary

Vapor Plates

Table 5-43: Vapor Plate Additional Build Options Teams may purchase the following improvements at the MP cost indicated

Description

Effect

vapor is highly

Wide Range Highly Explosive

+5 x +5 area of effect Reflex Save DC +5

MP Cost 10* 10*

flammable.

Slow Burning

Burning flames last +1 rounds

15

Any flame spell

Improved Camouflage

Perception DC +5

10*

or any other

Improved Craftsmanship Disable DC +5 * can be purchased up to twice

-Invisible, odorless, tasteless, and highly flammable. An invisible, odorless vapor constantly leaks from the Vapor Plate. This

source of fire

50

75

3.

Decoy Plate

Create an illusory decoy character

50

n/a

4.

Drift Plate

Magical trap that hurls characters into the sky, exposing them to their enemies

50

75

5.

Fake Plate

Create a transportable map element that can appear as any other map element

25

n/a

6.

Fascinate Plate

Strange sights and sounds ensnare the victim

25

n/a

7.

Fearsome Hallows

Causes fear in all who look upon your Hallow

75

100

8.

Fog Plate

Obscuring fog obscures sight and provides concealment

50

75

9.

Guillotine Plate

Grants those standing on it improved critical

25

50

10.

Launch Plate

Flings a character into the air for a single melee attack

50

n/a

P

11.

Living Hallow

Enhances your Hallow by giving it the feel of a giant, slimy tongue

n/a

100

T

12.

Mag Plate

Magnetically pulls a metallic weapon from a character's hand

25

50

13.

Plates of Snide Divulging

Divulges physical and magical details about the victim in a loud, uncomplimentary fashion

50

n/a

14.

Pods

A floating vessel shaped like a jellyfish; these living traps burst when they detect movement near them, spraying their caustic contents in all directions

25

50

15.

Pool of Lesser Restoration

Drinking a handful of water from this pool has the same effect as drinking a potion of lesser restoration

50

75

16.

Rusty

A rust monster, the bane of warriors. It can even be used as a mount

50

75

in full effect.

17.

Shammer Hallows

Create a perfect duplicate of your Hallow to confuse your enemies

25

50

Tactical Notes

18.

Shatter Plates

Shards of glass and metal impede movement and possibly entangles your enemies

25

50

Vapor Plates are difficult to spot and highly damaging, but once

19.

Shield Plate

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

50

75

spotted they are easily circumvented. Thus, it is best to place them

20.

Slip Plates

A trap which suddenly covers a space with a slippery substance, and possibly also adds caltrops

25

50

chance to study their surroundings.

21.

Spellhole

50

75

A well-placed Vapor Plate can turn an otherwise targeted flame

Causes a dispel magic effect on any spell that is brought or invoked within its boundaries

22.

Statue of Life

A beautiful statue that heals those who touch its surface

23.

Teleport Plate

Transports characters from one corner of the map to another

50

75

24.

Vapor Plate

Increases fire damage due to flammable air

50

75

5*

Vapor Plate

1 full round after it is ignited. Once they have burned themselves out,

instantly ignites

the vapors of a Lesser Vapor Plate remain dispersed for 1d4 rounds, be-

the vapor

fore returning in full effect. A gust of wind or other such spell disperses

across all of the

the vapor for 1d4 rounds, after which they return in full effect.

Vapor Plate, Greater

to burn for up to two rounds after they have been ignited (see effects below). If a flame spell successfully hits an individual who is standing on a Vapor Plate, the DC of any save against that spell is increased by an amount equal to the Match Level and any damage that that spell does is increased by one step, due to the increased intensity of the flames caused by the ignited vapors. In addition, anyone standing anywhere on a part of the Vapor Plate that was unaffected by the flame spell is still burned by the ignited vapor for 1d6 + the Match Level in damage, Reflexes save to avoid. Ignited vapors continue to burn for two rounds after they have been ignited. Anyone who attempts to cross these flames suffers 1d6 + the Match Level in damage, Reflexes save for half. Anyone who chooses to stand inside these flames suffers that amount of damage, no save.

Vapor Plate, Lesser MP Cost Triggered By: All Teams Size: I0 x I0 Perception DC: 20

Saving Throw DC: Reflexes 20

72 | Chapter 5 | Map Elements

MP Cost Triggered By: Size: Perception DC:

All Teams i0 x i0 30

75

Trigger: n/a Reset: n/a Disable DC: 30

Saving Throw DC: Reflexes 25 Greater Effects: The vapors of a Greater Vapor Plate continue to burn for 2 full rounds after they are ignited. Once they have burned themselves out, the vapors of a Greater Vapor Plate remain dispersed for 1d2 rounds, before returning in full effect. A gust of wind or other such spell disperses the vapor for 1d2 rounds, after which they return

◆◆

as a part of a coordinated plan that won’t allow the enemy team the

50

Trigger: Location Reset n/a Disable DC: 20

Cost: Greater 50

Magical trap that snares airborne characters foolish enough to fly over it

Lesser Effect: The vapor of a Lesser Vapor Plate continues to burn for

pors continue

Eats and destroys a scroll somewhere on the victim

Cost: Lesser 25

Catch Plate

the area of the

and those va-

Effect

2.

that enters

plate’s squares,

Item Map Element No # 1. Bookworm Plate

◆◆

spell into an area of effect flame spell.

◆◆

Spellcasters will need to have an action readied to properly time the use of the Vapor Plate.

Conflict PvP : Tactics & Teams

C H A

E R 5

See Text See Text

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Laws are universal rules that can cause drastic changes to the battlefield characters, or even the players’ interaction with the game. The GM and players must all agree to a Law before it can be put in play.

,


Laws

LAWS

{LAWS DEFINED}

Player Laws: Player Laws take things one step further by modifying

Laws Defined

the behavior of the players themselves. While affecting the players

Laws are optional rules that the GM can apply to drastically change the dynamic of Conflict Matches. Laws universally apply to all characters

sitting around the table, these Laws are usually light-hearted and are designed to add to the fun. For example, Cantankerous Hallows limits the

regardless of class, race, or team affiliation. Their application changes

players to using hand gestures when their characters want to communicate.

the experience of the Match by limiting or expanding players’ options.

Creating Your Own Laws

Think of Laws as boundaries present in the world that characters cannot circumvent by any means.

Laws Usage on which Laws to apply to the Match, if any. The GM must review

spells such as fireball, this Law encourages heavy ground tactics for a

integrating Laws into her campaign. While some Laws might put an

good ol’ fashioned hack-and-slash.

interesting twist on things when used for an entire the entire story arc,

GM Notes:

other Laws don’t necessarily have to be in effect for the duration of the campaign. This section offers some suggestions on how to integrate various Laws into a traditional campaign, including scaling effects up

designed to add new dimensions and tactics to the Matches, Conflict

campaign starters.

most groups develop house rules to customize their game play, a group can develop custom Laws that work better for their group. However,

the number of Laws that a group can use in a Match, although some

1. Laws should be applicable to most Matches.

combinations will naturally contradict each other and thus should not

2. Laws must uniformly affect all characters on all teams.

be combined. Each Match Type will have a section with suggestions of Laws that work well with that particular Match.

3. A Law’s purpose is to change the strategies and tactics of a Match. Finally, remember that all players must agree to put a law into effect.

Types of Laws

Therefore, Laws need to be fair to everyone.

BLADE BOUND

◆◆

For multiclassed characters, all levels must be in classes that have no spellcasting abilities.

◆◆ ◆◆ ◆◆

Races with spell-like abilities are allowed. Rogues may still take the minor or major magic rogue talents. GMs may wish to allow paladins and rangers but disallow spellcompletion magic items (such as wands and scrolls).

CHARACTER GENERATION

Effect: Blade Bound restricts all players to classes that rely on mundane weapons and skills. Players may only select classes without any spellcasting ability. Examples of acceptable classes are: ◆◆ Barbarian ◆◆ Monk ◆◆ Fighter ◆◆ Rogue ◆◆ Cavalier ◆◆ Gunslinger ◆◆ Samurai ◆◆ Ninja

C

CANTANKEROUS HALLOWS

H A P

PLAYER Effect: This law affects the players more so than the characters. The

T

Hallows on this Battlemap emanate buzzes and bangs so loud that it in-

E R

Law Descriptions

There are three types of Laws: Action Laws (Red Banner)

(Green Banner)

6

The rules and effects of Conflict Laws will be outlined in the fol-

lowing manner:

(Blue Banner)

Law Name: The title by which the Law is known.

Action Laws: Action Laws directly affect the characters participating in the Match. These Laws are designed to tempt players to imagine creative new strategies to work within the restrictions of the Law. For example, the Radiance Law basks all corners of the battlefield in bright light. The Stealth skill becomes ineffective and characters must rely on spells

Type: This is where a Law is listed as being an Action, Character Generation, or Player Law. Effects: This section delves into the details of the Law, explaining what each Law affects in terms of game mechanics.

like invisibility and obscuring mist when attempting covert actions.

Spirit of the Law: Each Law is created with a specific purpose, known

Character Generation Laws: Character Generation Laws affect the

as the Spirit of the Law. Should any arguments arise regarding a Law’s

character creation process itself, modifying and limiting what classes or

effects, a GM is encouraged to make her judgment based upon the

tools the players are allowed to utilize while building a character for a

intentions of the Spirit of the Law.

given Conflict Match. By eliminating specific options or abilities from

GM Notes: Here can be found any advice for the GM regarding the

all characters, teams are driven to approach Match Types in new ways. For example, Shadow-Bound requires all players to create stealthy characters. Players used to kick-down-a-door tactics now must rely on concealment and ambushing.

Law.

76 | Chapter 6 | Laws

very low-magic and bloody. By denying the use of area damage through

duration of the Match, the GM’s options are much more flexible when

and down to suit the chosen Match Level and tips for using Laws as

when creating Laws, remember a few key guidelines:

Player Laws

and slashing. Although Laws in Conflict games are in effect for the

While a large number of Laws have been provided here, all of them

and approve Laws before they are implemented. There is no limit on

Character Generation Laws

The Spirit of the Law: Blade Bound is intended to make the Match

encourages all players to come up with their own ideas for Laws. Just as

Prior to the start of the Match, the players should discuss and agree

◆◆ ◆◆ ◆◆

the GM to challenge her players to move beyond the realm of hacking

Campaign Integration: The use of Laws adds depth and dimension to Conflict Matches and presents new obstacles to overcome with clever tactics and innovation. Integrating Laws into a campaign allows

Conflict PvP : Tactics & Teams

| 77


Laws

LAWS terferes with all voiced communication, whether that communication is magical or mundane. This includes the message spell, which requires vocalizing a whisper. When characters are standing only 5’ feet away from each other, the players of those characters can speak freely. But beyond that 5’, if there is any vocalization involved, the communication cannot be heard and thus the players are not allowed to speak a single word to each other; they can only mime. In game, the characters suffer a -8 penalty to Perception checks involving Listening and Concentration checks. The Spirit of the Law: This Law is intended to force the players (not the characters) to use a form of charades in order to communicate with

are not affected by the noise of the Cantankerous Hallows.

◆◆ ◆◆

supernatural abilities prior to the Match and make sure the player

ACTION

realizes how this Law will affect his character.

Effect: An unnatural wind is wailing across the entire area. The

smaller body. But he will be able to attempt to make a Strength

windstorm hinders flight, hampers the movements of small creatures

check to move as normal on the very next round.

◆◆

Campaign Integration: Cries of the Gods can be implemented dur-

a situation that alters their usual tactics. Any location might be a Dead

ing specific scenarios within a campaign or to the campaign as a whole.

Land, from an enchanted forest to a warded castle. The first time the

windstorm has no direct effect on characters, but all outdoor areas of

When characters find themselves in an area with powerful winds, the

GM decides to use the Dead Lands Law in her campaign, she should

the Battlemap will carry the following effects:

GM can use this Law to apply the wind’s effects to every side of the

drop warnings—through cryptic messages scrawled by other travellers

1. All Fly checks suffer a -4 penalty to success.

encounter. If the GM decides she wants to apply this Law on a wider

or conversations with knowledgeable townsfolk--that the characters

2. Creatures of Tiny size or smaller are unable to move forward

basis, Cries of the Gods can serve as a key plot element in a campaign.

are headed into an area where magic doesn’t function and should plan

against the force of the wind unless they succeed on a DC 10

For example, the GM might set her campaign in a narrow valley where

accordingly.

Strength check (if on the ground) or a DC 20 Fly skill check (if

the winds themselves serve as a challenge for players to overcome with

airborne).

creative builds and tactics. Because the penalties conferred by this Law

3. Ranged weapon attacks are blown off course, suffering a –4 penalty if both Laws are in effect.)

If players whose characters are more than 5’ away from each other

fighting closer in, lessen the use of flight and flight-based summons and

and who are visible to an enemy attempt to communicate, the

cause Tiny size and smaller creatures to be ineffective.

players must make their mimes in full view of the opposing player

GM Notes:

◆◆ ◆◆

not carry beyond 5’, so the players may effectively whisper to each that is.

◆◆

Matches with a high battlecap should have the above penalties doubled at the GM’s discretion.

When communicating across a 5’ space, characters are technically

other as normal. As long as no enemies are in range to overhear,

The wind will immediately blow any light material that is not tied down right of the battlemap – such as hats or dropped scrolls.

◆◆

All indoor squares are protected from the wind, even ones that are directly behind an open doorway.

Players may communicate by shouting while they are within 5’. However, if they merely cross paths during a round, then the noise

◆◆

Ranged weapon attack used indoors suffer no penalties, but a ranged attack that begins indoors and crosses out into the winds

of the Cantankerous Hallows prevents them from any speech.

suffers the same penalty as if it had been fired under the effects of

Campaign Integration: This Law is well-suited to any number of

the winds.

situations where communication between characters is limited by ambient noise. Whenever the characters find themselves near a source

can be easily integrated into any campaign to force a party to adapt to

or a similar spell be cast, the wind emanates a faint hint of magic. The

The Spirit of the Law: The effects of the high winds will bring the

shouting at each other in order to be heard, but their voices do

Campaign Integration: With proper setup, the Dead Lands Law

and greatly reduces the effectiveness of missile file. Should detect magic

The spell message, should it be used, carries only the noise that the

whose character can see theirs.

The GM should check each character for spell-like abilities and

for the force that the winds will suddenly exert on his abruptly

to hit. (This penalty stacks with the penalty from Tears of the Gods

Cantankerous Hallows are emitting.

◆◆

lose his movement action for that round, as he will not be prepared

GM Notes: Telepathy and other similar spells and abilities that are not voiced

magic spell) before he has taken his movement action, he will then

CRIES OF THE GODS

each other. That, or keep their characters very close together.

◆◆

{CRIES OF THE GODS}

◆◆

Tiny or smaller creatures who are indoors do not have to make a Strength check to move. But if they begin their movement indoors

of disruptive sound (e.g., a riot, a waterfall, a vociferous dragon, etc.),

become less cumbersome with more powerful characters, high-level campaigns may require some scaling in order to keep this Law effective. DCs of movement-related skill and ability checks should increase rela-

C

DEADLY FORCE

H

ACTION

A

Effect: For those times when a sword’s regular damage just isn’t

P

tive to the level of the characters, as should penalties to ranged attacks.

T

DEAD LANDS

E R

ACTION

Effect: The Match occurs on grounds which are magic-dead. No magic

6

of any kind functions during the Match including spells, magic items, spell-like abilities or 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. GM Notes:

◆◆ ◆◆

The Match becomes simpler to adjudicate without magic effects. 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.

and then move outdoors, they must make their Strength check as

enact the Cantankerous Hallows Law and let the charades and wild

soon as they cross into a square affected by the winds, with a failed

gesticulation begin.

roll causing their movement to be halted in that square.

◆◆

When a Tiny creature under the effects of enlarge or a similar spell abruptly has that effect stripped from him (such as with a dispel

78 | Chapter 6 | Laws

Conflict PvP : Tactics & Teams

| 79


P

lanted Items are strategic objects which the GM has the option of placing on the map before any Match. These objects are powerful enough to shift the balance of power. . .


Planted Items

S M E T I D E T N A L P

Table 7-47: Random Planted Weapons

{WEAPONS!}

a random selection, she can

Definitions objects which the GM has the option of placing on the map before any Match. Planted Items are typically powerful enough to shift the balance of

Everyone Knows

Planted Items for a Match, but it is the GM’s decision whether or not there will be Planted Items and what those Planted Items will be.

SHIELDSPLITTER LANCE

9

SIZZLING ARROWS (2)

10

SPRY WARHAMMER

Items table (Table 6-45),

5

JAVELIN OF LIGHTNING

11

UNDERCUTTING AXE

followed by rolling ran-

6

ROD OF THE VIPER*

12

VORPAL LONG SWORD

domly on the resulting

specific square is unavailable). If a third or fourth team is involved in the

commanded to attack (independently of the shield wearer), biting

Planted Item type tables

Match, the GM may choose to add a third or a fourth sword in order to

with the wielder’s base attack bonus (including multiple attacks, if the

(Tables 6-46 to 6-49).

keep the weapons equally accessible to all teams. The properties of the

wielder has them) and dealing 2d6 points of damage. This attack is in

weapons are as follows:

addition to any actions performed by the wielder.

◆◆

Flame Tongue: Once per day, a flame tongue weapon can cast out a 30’ ray of fire as a ranged touch attack, which does 4d6 points of fire damage on a successful hit. Otherwise, a flame tongue is a +1 longsword.

up to 20 when sundering weapons, striking objects, or attacking crea-

Planted Items can be placed anywhere on the map, but normally they

tures with damages resistances that are due to body type. Ammunition

are placed somewhere in the Neutral Area. The GM chooses and place

fashioned from adamantine is considered to be of masterwork quality

all Planted Items after the players have built their characters, but before

and also has the masterwork enhancement bonus of +1 on attack rolls.

they have placed those characters on the map. However, she does not

Boulderhead Mace Once per day, the wielder of a boulderhead mace can command the

been placed on the map.

mace to release its granite head. The released mace head instantly

Item Descriptions Table 7-46: Random Planted Items Categories 1D4

PLANTED ITEM

1

WEAPONS

3

SIEGE EQUIPMENT

2

MAP ELEMENTS

4

PERSONAL ITEMS

The following list of Planted Items is not meant to be exhaustive. In fact, the majority of magic items found in the core sourcebooks can be used in Conflict as Planted Items. Guidelines for adding other items follow the Planted Items list. The GM can specifically choose any Planted Items that will be used in a Match, or, if she would prefer

Once per day, upon command, the head of a rod of the viper becomes an actual serpent, which effect will last until the end of the Match. While the head is a serpent, any successful strike with the rod deals its usual damage plus poisons the target struck. This poison deals 1d3 Constitu-

Adamantine Arrows/Bolts (5)

Where is it?

reveal the locations of those Planted Items until after all characters have

Rod of the Viper

tion damage per round for 6 rounds. Poisoned creatures can make a

Adamantine is an ultrahard metal that naturally bypasses hardnesses of

88 | Chapter 7 | Planted Items

ROD OF WITHERING

8

move action.

where it has been placed. Players can suggest the use of particular

PLANTED ITEM

7

BOULDERHEAD MACE

Remember, picking up a weapon requires a

been placed on the map, what that Planted Item is and

1D4

ADAMANTINE ARROWS/ BOLTS (5) FIRE & ICE

used by anyone who picks them up.

players are informed when a Planted Item has

1 2

PLANTED ITEM

LION’S SHIELD

All “Planted Item” Weapons can be

Unless the Match Type states otherwise,

ROLL 1D12

3

Planted Weapons

power towards its possessor.

PLANTED ITEM

4

roll on the Random Planted

Planted Items are strategic

ROLL 1D12

Frost Brand: A frost brand has Every round, it absorbs the first 10

several abilities. points of any fire dam-

age its wielder would otherwise take. It extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can be used to dispel (DC 11 + caster level) any lasting fire spells at an ability level of +14. Finally, whenever the temperature drops below 0° F, a frost brand sheds light as a torch and this light cannot be extinguished. Otherwise, a frost brand is a +3 longsword.

stitution damage and end the poisoning effect. Multiple hits with the

P

serpent head extends the duration of the poisoning by 3 rounds for each

T

hit, while also increasing the DC of the Fortitude save by +2 for each hit.

E

Otherwise, the rod strikes as a normal +2 heavy mace.

deal hit points of damage. Instead, the rod of withering deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature successfully struck with the rod. If a critical hit is scored, the damage from

wielder commands. The boulder rolls in a straight line up to 60 feet,

struck with a staff of withering receives a Fortitude save

crushing everything in its path for 3d8+5 damage, Reflex save (DC

(DC 17) to negate all damage from the strike.

rubble and dust it leaves behind forms a 10-foot-square area of difficult terrain. Once the mace head has been released, the mace is no longer usable as a weapon. Until then, the boulderhead mace is a +1 heavy mace.

Fire & Ice

Longswords

A flame tongue longsword and a frost brand longsword are both placed on the map. Wherever the first of them is placed, the other is placed exactly opposite it on the map (or the nearest available square if that

Conflict PvP : Tactics & Teams

Javelin of Lightning When thrown, a javelin of lightning becomes a 5d6 lightning bolt – Re-

Shieldsplitter Lance The shieldslitter lance is a +1 keen lance that destroys

flex save (DC 14) for half damage. The javelin is destroyed in the attack.

shields. Whenever the wielder of a shieldslitter lance suc-

Lion’s Shield

opponent and the opponent’s shield take full damage

This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per Match as a free action, the lion’s head can be

7

A rod of withering strikes as a +1 light mace, but doesn’t

that hit is permanent ability drain. However, anyone

end of its path or if it crashes into something that it cannot crush. The

R

Rod of Withering

grows to the size of a Large boulder that rolls in a direction that the

19) for half damage. The boulder collapses into rubble and dust at the

H A

Fortitude save (DC 16) each round to negate all accumulated Con-

◆◆

C

cessfully strikes an opponent carrying a shield, both the from the attack. If the wielder makes a sunder attack against a shield with the shieldsplitter lance, the lance completely bypasses the shield’s hardness.

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Mthat pit teams of players against atch Types are scenarios of play

one another

a.k.a. “formulas for competition” or “War Games“


Match Types

S E P Y T H MATC

{MATCH TYPES FORMAT AND CONVENTIONS ?}

Match Events Many of the Match Types contain Match Events that can greatly alter the challenge of even the simplest of Objectives. In essence, Match Events are any magical effects that will be in play during the conflict. These magical effects may alter the strategies needed to win in ways you never expected. All of these magical effects are inherent to the

Each Match Types herein will contain the below descriptors and keys.

All rules that govern the achievement of Victory Conditions, the implementation of Match Events and the use of any special items bound to the Match are gathered together in this section. If at any point during a Match a question arises about the rules or governance of a particular Match Type, check this section first.

Cannot Be Circumvented: Players must understand that the effects

Match Setup Table

of Match Events are unavoidable. Magic and tactics, no matter how

The Match Setup Table gathers together vital information about the

powerful, cannot overcome the restrictions a Match Event imposes.

Match Type regarding the length of the Match, the number of teams,

Any willful attempt to disable a Match Event may result in disqualifica-

the size of the teams and how many Map Points will be allocated to

tion. However, working with a Match Event to the detriment of your

each team (if any).

enemies is perfectly acceptable. Nay, heartily encouraged.

Match Length: Provides the length of the Match Type in rounds.

Match and cannot be circumvented.

Format And Conventions

Match Rules

Title

If more than one length is mentioned, then the GM will make the

The name of the Match Type is displayed at the top of the page. All

Matches that are chosen to have an “Infinite” length, the Match lasts

Match Types will be referred to by their title within this book and on

until the Victory Conditions are met or a Draw is declared by the GM.

the Conflict Forums at www.ConflictPvP.com.

Minimum Team Members: This is the smallest number of characters

Objectives

needed on each of the teams involved in the Match. All teams must

determination of which length will be used for the conflict. For those

meet their Minimum Members requirement for the Match to be a valid

g Key Icon g Critical information is marked with a little icon of a key. This icon directs the GM to information that’s important to remember or note—key points that you’ll want to focus on or repeat aloud to the players.

GM Announcements The GM Announcements section states any rules or circumstances that everyone involved in the Match must to be aware of. The GM should read the Match objective plus all of the rules in this shaded section aloud to the players before the Match begins. That way, she knows that everyone involved in the Match has been made aware of them, or at least has had the opportunity to have made themselves aware of them.

Law Suggestions (optional) particularly recommended for a given Match Type will be listed here.

T

Laws are optional rules that the GM may apply to a Match in order

E

to change the dynamic of the conflict. The effects of Laws cannot be

Maximum Teams: The maximum number of teams that should be

in the description of the Law. Please see Chapter 6 for more informa-

involved in the Match Type.

tion on Laws and their use.

Objective. In others, their Objective will be very different.

Map Points: The amount of Map Points available to each team. Map

Victory Conditions

Points are used to purchase Map Elements, which are various items,

Variants

order to achieve the objective and win the Match.

Here’s the Twist The twists are anything that alters your perception of the Objective or that changes the expected method of achieving the Victory Conditions of the Match Type. In other words, Twists are any special rules that have been applied to the Match. These special rules are also what gives each of the Match Types of Conflict-PvP their unique flavor.

gust of wind spell. When such circumvention is possible, it will be noted

Variants are altered versions of a Match Type’s Objectives or Rules. Each Variant should be considered a different version of the Match that will result in a new PvP experience. When choosing a Match Type, be

Match Setup

sure to consider the Variants as well. Some groups may even prefer to

Once the map for the Match has been chosen, it must be prepared for

GM Notes

the conflict. All adjustments to starting locations and team makeup, the placement of special Match-related objects and the determination of any Match-related starting states will be found here.

8

periods of time, such as Fog of War being dispersed temporarily by a

some Match Types, all of the teams involved will be seeking the same

and their use.

R

permanently removed, but some Laws can be circumvented for brief

what each of the teams in the Match will be seeking to accomplish. In

Victory Conditions details the specific things that must be done in

A P

This is the overall goal of the Match Type. It is a direct statement of

begins. Please see Chapter 5 for more information on Map Elements

play the Variant over the standard Match.

This section is designed for the Gamemaster. It details any knowledge about the Match that it is important for the Gamemaster to know and it also acts as a reminder of anything that she needs to keep in mind for that particular Match Type.

100 | Chapter 8 | Match Types

Conflict PvP : Tactics & Teams

H

Any of the Laws can be used in any Match, but those Laws which are

one.

obstacles and creatures that can be added to a map before the Conflict

C

| 101


Match Types

S E P Y T H MATC

{CAMPAIGN INTEGRATION DESCRIPTIONS }

standard campaign.

Campaign Integration The campaign integration section invites the GM to bring some of the key principles and concepts of Conflict’s Matches into her campaign. The Campaign Integration sections can be found at the end of most Match Type descriptions. However, some Match Types are not readily

When to Integrate This section will go over when and where a given Conflict Match Type can easily be slipped into a campaign setting. Any necessary setup or requirements related to the campaign story or plot will be outlined

Match Rules Adjustments

These bonuses stack additively, meaning an Easy and Standard chal-

Similar to Match Events, there will be some specific Match rules that

lenge—worth 5% and 10% respectively—net a total of 15% additional

will need to be considered before integrating the Match Type into the

XP.

campaign. Additional rules or modifications of existing rules will be

Inactive players

found in this section.

A different reward is available for the Inactive Players. Since the characters the Inactive Players control are not in a position to gain XP, they

smooth integration or for future expansion. Some integrations may re-

Time and Consequences

quire a GM to build her story towards a scene where the chosen Match

This section will offer suggestions on how long to give the characters

◆◆

Plot Hooks, Magic Items, Artifacts, Rule Adjustments and Do’s and

Type can be used. In this case, it may take a session or two to bring the

to meet the goals and objectives of the Match. While most Conflict

Don’ts for integrating Conflict PvP into a campaign. You’ll also find a

game along to that point where the story matches the scenario laid out

Matches are timed, declaring an encounter over because of a time limit

system for issuing bonus rewards to the players based on the success-

in the integration.

in a standard campaign setting would make little sense. Instead, should

integrated. In these cases, the Campaign Integration section will be replaced by a Player Tips and Tricks section. In the Campaign Integration section, you’ll find an organized list of

ful completion of Match Objectives. And finally, a Character Defeat section is included containing advice to help the GM handle the occurrence of character death during the campaign integration. the GM the ability to spice up her campaign with various PvP Match Types, as well as offer new and unique plot devices, story arcs and

This section details the best method for dividing up the players into

There are a few terms used in this section which a GM should acquaint herself with before attempting a Campaign Integration. Campaign Character—a character who is part of the larger campaign, usually controlled and created by an Active Player. Active Player—a person who is at the session and has a character actively taking part in the current encounter or campaign. Inactive Player—a person who is at the session, but not necessarily taking part in the encounter; they might be a player whose character is busy elsewhere in the campaign, or they might be a spectator who isn’t actively part of the campaign, such as a friend, spouse, or relative of one of the players.

the players run out of time (or fail to meet the Match Type objective in other ways), this section will outline a variety of consequences that can be triggered. These consequences will offer new plot devices and story arcs to propel the campaign character back into the traditional campaign. Many of these consequences are reusable and can be added to a GM toolkit for future use outside of the PvP world of Conflict.

Player Rewards

competing teams. This can be a fantastic opportunity to allow new-

Campaign Characters

comers to try out the system before joining themselves or a chance for

Just as there are substantial consequences for failing to complete an

a player to try out a novelty persona. It also allows the players whose

integrated Match Type objective, the rewards for successfully complet-

characters are not currently active to remain involved.

ing an integrated Match are also substantial. These rewards are divided

Encounter Map Adjustments

up into challenges that can be completed for bonus experience points

Any requirements, modifications or notes related to the encounter map will be specified in this section. Also in this section will be rules for the integration of physical additions to the map, such as Hallows or Map Elements.

Match Event Adjustments

for the Campaign Characters and various meta-bonuses for the Inactive Players. The Reward challenges come in three difficulties, with each level offering a different experience bonus based on the difficultly of the challenge:

◆◆

(such as the Hands of Banishment). This section details how to handle

This section lists the opportunities that integrating the Conflict Match Type will provide to the players and the GM. Adding roleplaying and strategic opportunities that may not come along often enough in your

Easy: A challenge that the Active Players are most likely to pass. These challenges grant an additional 5% experience bonus.

◆◆

Standard: A challenge that the Active Players will have some difficulty completing. These tend to be the overall objective for the

Some Match Types will have specific magical events that will occur

Campaign Integration Intro

102 | Chapter 8 | Match Types

in a traditional campaign setting, it makes little sense to have the Active upon to take on the role of the enemy forces in an integrated Match.

Terminology

◆◆

in a struggle for supremacy is what Conflict PvP is all about. However, Players battle each other. Instead, Inactive Players are usually called

interesting twists for use in her current campaign.

◆◆

Splitting the Table The core of any Match is: conflict! Pitting the players against each other

With these campaign integrations, Conflict Games hopes to offer

◆◆

here as well as potential plot hooks and scenarios for the GM to use for

encounter. They grant an additional 10% experience bonus.

◆◆

can receive one of two alternative rewards: Hero Points:: Inactive Players may be awarded a Hero Point as per the Pathfinder® Roleplaying Game: Advanced Player’s Guide™ at the GM’s discretion.

◆◆

Lucky Breaks:

C

Should the GM and players prefer,

H

an Inactive Player

A

may be awarded

P

a Lucky Break for

T

their participation. The use of a Lucky

E

Break must be an-

R

nounced prior to

8

the roll. If a player wants to use a Lucky Break after the roll is made, then it will cost the player 2 Lucky Breaks to receive the same bonus. A Lucky Break is a +10 luck bonus that can be applied to any roll except for damage. Each Lucky Break only has one use before it is discarded. Multiple Lucky Breaks cannot be stacked for the same action. Lucky Breaks are metagame bonuses and therefore may not be traded, sold, forged, or otherwise manipulated in-game. Players may not swap Lucky Breaks between themselves, or share their bonuses. A player is limited to three Lucky Breaks at any one time.

Character Defeat Sometimes, the PC’s efforts just aren’t enough and they’ll find themselves out-matched or simply unlucky. This section will offer some

Challenging: The hardest, but most rewarding of all, these chal-

potential consequences should a PC fall, without necessarily resorting

GM should have a thorough understanding of a Match Event before

lenges require exceptional luck, planning and/or skill to accom-

to character death. To ensure the Match ends agreeably, it is critical that

attempting to integrate it.

plish. Accomplishing these challenges grants the players perma-

the Inactive Players are aware of the Character Defeat alternatives

nent bragging rights and an additional 15% experience bonus.

prior to the start of the Match.

such events, or whether to simply remove them entirely. Note: A

Conflict PvP : Tactics & Teams

| 103


Match Types

N O I T C A R EXT YPE M ATCH T

"Our comrade lies locked away in the enemy’s hellish prison,Honor

demands that we cross into the territory of our enemy and do whatever we must in order to free our comrade from their vile grasp.”

{HANDICAP}

- Bernard, Healer, and one of the few survivors

: STANDARD all intrusions, be they physical or magical.

Objectives

Therefore, the Prisoner is protected from all harm while held within it.

Each side has a different objective.

◆◆

Defending Teams: Keep hold of the Pris-

Hallow Break: The Prison Hal-

low is opened by spending a move action

oner. If you fail to keep hold of the Prisoner

to press a palm anywhere on the Hallow’s

and he is freed, then you must slay him before

surface and willing it to open. The Prison

he is brought to the enemy’s Hallow.

aged or suffer effects. All spells cast directly at the Prison Hallow will be immediately dispelled.

him from your enemies and deliver him safely back to your Hallow.

outside his confines. However, the imprisoned character can make

Defenders’ Hallow can then no longer serve any further use as a prison.

noise and listen for any sounds outside the Hallow.

Match Setup

Victory Conditions

Minimum Team Members

Maximum Teams

Map Points

releasing himself. Nor can the Defenders free

15, 20

2

4

0

◆◆

◆◆

Shackled: The Prison Hallow prevents the Prisoner

the Prisoner is still inside their Hallow or he is dead. The Match ends

from using any attacks, abilities, or spells while he is confined

immediately (with a victory for the Defenders) if the Prisoner dies.

within it. This effect is removed the instant the Prison Hallow is

Rescuing Teams: The Rescuers win if, at the end of the Match, the

opened.

Prisoner is out of the Defenders’ Hallow and still alive. The Match ends immediately (with a victory for the Rescuers) if the Prisoner reaches the Rescuers’ Hallow.

◆◆

Hallow Shift: A Hallow Shift occurs when a Hallow becomes unreachable by mundane means (and at the GM’s discretion.) When a Hallow shifts, it will move to the nearest space that is accessible by all and can properly fit the Hallow. If the Prison Hallow shifts, it

Here’s the Twist!

shifts its Prisoner safely along with it.

imprisoned in the Defenders’ Hallow, which leaves the Rescuers

Match Rules

outnumbered unless they can free him.

Opening the Prison: Only the Rescuers can open the Prison Hallow.

1. One of the members of the Rescuing Team begins the Match

2. The Defenders know that a rescue attempt is going to be made, so

The Prison Hallow is opened by spending a move action to press a palm anywhere on the Hallow’s surface and willing it to open. The

they are not surprised by the attempted prison break.

Prison Hallow opens at the end of the opener’s turn.

Match Events

Willed to Open: It takes a conscious effort of will to open the Prison

The Prison Hallow: An ovoid-shaped Hallow imprisons one character from the Rescuing team. The walls of the Prison Hallow prevent the Prisoner from seeing what is going on outside his confines. However,

Hallow. A Rescuer must be alive and conscious and able to concentrate in order to open the Hallow. If he cannot satisfy all of those conditions, then his hand being placed upon the Prison Hallow has no effect.

the imprisoned character can shout, bang on the Hallow’s walls and lis-

Oathbound: The Defenders are Oathbound not to touch or harm the

ten for any sounds outside the Hallow. A successful Perception check

Prison or the Prisoner until and unless he escapes his prison. Although

(no modifier) allows the Prisoner to hear any noises occurring just

once he leaves his prison, they can harm him to their hearts’ content.

outside of his prison. Similarly, other characters can hear the Prisoner

Fully equipped: The Match begins with the trapped Prisoner fully

after making a successful Perception check (no modifier).

equipped and in good health.

◆◆

Protected: The Prisoner is protected from all damage and effects while

Prison Wellbeing: The Prison Hallow is heavily defended against

Conflict PvP : Tactics & Teams

One side of the Conflict will be designated the “Defenders,” the other side will be designated the “Rescuers.”

pears and cannot be re-closed or reestablished.

Defending Teams: The Defenders win if, at the end of the Match,

Law Suggestions (optional)

Match Length

Prison Hallow. After the prison is opened, it disap-

or spells while he is confined within. 8. The walls of the Prison Hallow prevent the Prisoner from seeing

side; there is no possibility of the Prisoner the Prisoner. Only the Rescuers can open the

7. The Hallow prevents the Prisoner from using any attacks, abilities,

Empty Prison: Once released, the prison disappears and thus the

Hallow can only be opened from the out-

Rescuing Teams: Free the Prisoner, protect

134 | Chapter 8 | Match Types

he is inside the Prison Hallow. Neither can the Prison Hallow be dam-

◆◆ ◆◆ ◆◆

cealment and limiting vision.

Cantankerous Hallows: The Hallows are emanating bangs and buzzes so loud that when characters are more than 5’ away from each other, communication between the players of those characters is

C

The GM assigns a Hallow to each Map End.

limited to hand gestures.

The Defenders’ Hallow is ovoid in shape.

Variants

H

The GM selects which character is the Prisoner and she then places the counter representing the Prisoner in the Defenders’ Hallow.

◆◆

Fog of War: A misty vapor covers the field of battle, providing con-

The team with the highest Conflict Advantage roll notes the placement of their counters, or may elect to pass. The team with the lowest Conflict Advantage roll cannot elect to pass.

GM Announcements! 1. An ovoid-shaped Hallow imprisons one character from the Rescuing team. 2. The Hallow protects the Prisoner from all harm while he is held within it. 3. There is no possibility of the Prisoner releasing himself. Neither can the Defenders free the Prisoner. Only a Rescuer can open the Prison Hallow. 4. The Prison Hallow is opened by spending a move action to press a palm anywhere on the Hallow’s surface and willing it to open. The Prison Hallow opens at the end of the opener’s turn. 5. Opening the Hallow requires an effort of will. In order to open the Hallow, a Rescuer must be both alive and conscious. 6. Once released, the prison disappears and thus the Defenders’ Hallow can then no longer serve as a prison.

A P

Hostages: Each side has one of their members trapped in the

T

opposing side’s Hallow. Both sides now have the same Objective: to free their imprisoned comrade while preventing the opposing side from

E

rescuing theirs. The Match ends if a Prisoner is freed and brought back

R

to his home Hallow, with the rescuers winning the Match. If a Prisoner is killed, those who held him Prisoner immediately score a win. If the Match expires with neither of those things happening, then the Prison Hallows immediately disappear and the first team to slay the Prisoner they held is declared the winner.

Ring of Fire: The Rescuers are no longer outnumbered as they go to free the Prisoner – which means they will then outnumber the Defenders should they manage to free the Prisoner. However, the Defenders have 100 Map Points to use in the defense of the Prison Hallow. The Rescuers still have 0 Map Points.

GM Notes 1. Extraction is a great Match Type to use when you know that one of your players is going to be late. The tardy player will be the Prisoner. 2. Since the Prisoner cannot affect the conflict until and unless he is freed, the Prisoner can be assigned to one of the Rescuing players as a second character. That way, the player of the Prisoner is not sitting out of the game until their character is freed.

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Match Types

N O I T C A R EXT M ATCH

{CAMPAIGN INTEGRATION. . .}

A N DA R D T Y P E : ST

3. The GM can play the Prisoner until he is freed. Afterwards, another player can take control of the Prisoner as a second character.

of the map and the Defenders on the other half. Consequently, it is possible for the Defenders to be aggressive in their defence by

4. The Prison Hallow has all of the abilities of a normal Hallow. 5. The Prisoner should always have a place in the initiative

◆◆The Rescuers cannot know the layout of the Defenders’ strong-

Empty Prison: This rule depends on the nature of the prison.

prison. Standard:+10% (or 5% for partial success)

naissance.

Protected, Oathbound: These rules are unchanged.

Time and Consequences The GM should provide only 10-15 rounds to complete this scenario.

Match Events

The teams should know in advance how much time they have to rescue

The Prison Hallow: Feel free to substitute any restraints you deem

the Campaign Characters fail to meet their objective within the time

suitable, such as a magically-chained-up coffin, or the ovoid Hallow

limit, choose one or more of the below consequences to impact the

When to Integrate

described in the Match Type rules.

campaign:

Prison Wellbeing: The prisoner should be protected from harm.

Integrate Extraction into a campaign when a PC or important NPC

◆◆

is held prisoner by an enemy force. This enemy force should have the

The Extraction Match is intended to entice players to perform reconnaissance, create a plan based on the information they gather and execute a rescue mission, all within a fixed amount of time.

means to create and defend a prison that has magical properties.

their compatriot, or how long they must work to prevent his rescue. If

◆◆

◆◆

C

P

Hallow Break: The method for freeing the prisoner can change de-

trol of the new Defenders.

ward with their Campaign Characters once they have resumed regular

Defenders. It’s key that the Campaign Characters perform reconnaissance beforehand to identify the prison type as well as the method of

◆◆

◆◆

the Prison. The Campaign Characters are responsible for understanding that method beforehand through reconnaissance.

has the most impact or the highest entertainment factor.

R 8

escape the prison themselves.

Character Defeat

Captured!: Members of the rescuing team are captured and

During a Conflict Match, just like any lethal battle, death is a possibility

have to find a way to escape their predicament, or face whatever fate awaits captives like them.

Shackled: This effect is unchanged.

Opening the Prison: The GM can determine the method of opening

E

thrown into prisons of their own. The Campaign Characters will

its release.

◆◆

No Pay: If a third party has hired the Rescuers, they will not receive any pay or reward for their efforts.

◆◆

the death of Campaign Characters should be avoided during an integrated Conflict Match. When a character death is imminent the GM should consider one of the follow alternatives:

◆◆

Player Rewards

killing blow. This results in a broken or destroyed item as well as an unconscious Campaign Character.

◆◆

These rules are unchanged: Protected, Oathbound

The map should be split in half. All of the Rescuers start on one side

Fully Equipped: This rule is unchanged at the DM’s discretion. For

see the campaign integration section on page 103.

Dragged Away: To the Defenders, the Campaign Characters are worth more alive than dead. Campaign Characters that fall uncon-

In addition to the experience points awarded for defeating any enemy’s

teleportation.

Damaged: As an unfortunate consequence, a favored but replaceable item (i.e. sword, shield, spellbook, etc.) takes the brunt of the

the prison and report everyone’s descriptions to the authorities.

tasks. For information on how to calculate the experience points, please

Conflict PvP : Tactics & Teams

and that possibility should be made clear to all participants. However,

Witnesses: By chance, fleet-footed travellers observe the attack on

CR, further experience should be awarded for the following completed

more difficult rescue attempts, consider placing the prisoner’s equip-

T

play. The GM may award more than one Hero Point to the player who

Lockdown: Every exit to the prison is magically or physically

Willed to Open: This rule depends on the nature of the prison.

136 | Chapter 8 | Match Types

Prison within the time limit and without losing any team members. Challenging: +15%

(PZO1115) or a Lucky Break as per page 103. Players can use this re-

Match Rules Adjustments

high level characters as it is resistant to spells such as stoneshape and

“No One Left Behind”: Rescue the Prisoner and escape the

escape is their best course of action. The GM should assume con-

wishes to make things more difficult for the Rescuers.

ance to magic which can serve as a prison. A Hallow works well for

◆◆

Point as per the Pathfinder® Roleplaying Game: Advanced Player’s Guide™

Hallow Shift: This effect is unchanged, but can be removed if the GM

There must be a confinement device or a structure that has resist-

limit. Standard:+10%

another defender may arrive until the Campaign Characters realize

that it requires a special circumstance, such as the body of one of the

There are a few requirements for any Extraction map:

“In and Out”: Rescue the Prisoner and escape within the time

effects and from the Defenders themselves.

break down the barricades as well as fight through the Defenders to

Encounter and Map Adjustments

◆◆

A

rather than just a move action. Or she could alter the freeing action so

captured or kidnapped.

Hallow. Easy: +5%

Each player that participates as a Defender should be awarded a Hero

sealed tight. The Rescuers will have to unmake the magical locks,

integral to the current campaign story. This character must have been

“Jailbreak! ”: Successfully freeing the Prisoner from the Prison

beginning of the round that follows the allotted time. Each round,

can alter the freeing action, requiring several turns to free a prisoner,

Prisoner: The prisoner should be an Inactive Player or an NPC who is

◆◆

Keep in mind this protection needs to be safe against area-based spell

Rescuers: The Campaign Characters are the Rescuers.

take heavy losses during the encounter.

ing the prisoner and escaping. Easy: +5%

H

if the GM wants to make things more difficult for the Rescuers, she

acters are among the Defenders as it is expected that the Defenders will

“Here’s the plan…”: Come up with a plan for getting in, extract-

Defenders:

Splitting the Table prison as well as the prisoner within. It is key that no Campaign Char-

◆◆

Reinforcements: The Defenders’ cohorts will arrive at the

pending on what restraints are used to bind the prisoner. For instance,

Defenders: Inactive Players assume the role as the Defenders of the

Reconnaissance: Identify the number of defenders, the layout of the prison and observe or discover the method of opening the

one another until after they have performed the requisite recon-

Campaign Integration Intro

◆◆

defending the outer perimeter as well as the actual prison.

the Rescuers are not allowed to discuss plans for the rescue with

6. Ovoid: a 3-dimensional shape that is rounded like an egg.

Rescuers to make two stops if they want the freed prisoner to be at full

Rescuers:

strength.

hold beforehand. Once the map for the Match has been chosen,

order in case he is freed that round.

ment in a separate room or in a locked chest (or both), forcing the

scious will begin to be dragged away by the Defenders. This could trigger an interesting dynamic as other characters see their friends dragged away by the enemy.

◆◆

Arrested: The characters awake from unconsciousness in a normal prison cell. They could even be charged with crimes.

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Match Types

“Do you think yourself the greatest Monster Hunter in the land? The

MATCH TYPE: STANDARD

N O I T C E R R U INS

King offers riches and title to those who can slay more monsters than any

other. If you are brave, come and claim your glory!”

{PVP-TEAMS}

ster will appear in. This roll is made separately for each monster.

◆◆

- Francis, Royal Herald

The chosen monster is kept from the players until after they have finished prepping their characters for the Match.

Match Rules

◆◆

Any players with characters that have special abilities against specific monsters (such as a Rangers’ favored enemy ability) choose

Match Length

Minimum Team Members

Maximum Teams

Map Points

10, 15, 20

2

4

0

the monsters that their abilities are devoted to before the monster is announced. They then record this information on their Passcards.

◆◆

Once the players have finished prepping their characters and all special abilities against specific monsters have been recorded, the GM reveals the monster she wrote down.

Monster Kill Count: Each team will be awarded one kill for every monster of their assigned color that is slain, whether they are the ones who slew it or not. Announced Count: The GM must announce all teams’ current kill

◆◆

one Hallow to each Map End.

◆◆ ◆◆

Match Events

Slay more of the monsters assigned to your team than any other team

Monster Markings: The monsters of the Match have all had their

does of theirs.

torsos and any equipment on their torsos magically dyed to the color of their assigned team. These colors display across the entirety of the

Victory Conditions

chest and back areas, whether those areas are feather, fur, skin, scale,

At the end of the Match, the dead monsters will be counted and sorted

or armor, or a combination of the above. The dye is unremovable.

will be equal to the number of members on a team. Ex: If each team has 3 characters on it, then each monster group will have 3 monsters in it. Challenge Rating: The CR of the chosen monster will be approximately equal to 1/3 of the Match Level.

C

The team with the highest Conflict Advantage roll chooses their

H

pass. The team with the lowest Conflict Advantage roll cannot elect

First Wave: Each team will have an initial group of monsters assigned to it. The number of monsters appearing in each of the monster groups

Players form into evenly-numbered teams. Map End and notes the placement of their counters, or may elect to

count at the start of every round.

Objectives

The GM places a Hallow at the center of the map. She also assigns

to pass.

◆◆

be placed for each team and a team’s monsters will be placed within

E

that team’s Map End or at the center of the map.

R

GM Announcements!

immediately discernible the moment it is seen. A roll is never needed to

round, before anything else happens, unless the GM should rule other-

2. A monster will tend to attack the team that it is assigned to.

discern what color a monster is displaying, unless a monster has been

wise.

3. The GM will announce all teams’ current kill count at the start of

disguised in some way. The default colors are blue and red for a Match

Tied Matches: If a Match ends in a tie, then the Match enters Sudden

with two teams. If a third team is involved, their default color is yellow.

Here’s the Twist!

Death. Each tying team immediately has one additional monster appear

And the fourth team’s default color is white.

and the tied teams fight on for one more round. If the Match remains

Insurrection: At the beginning of every other round after the first (the

unresolved at the end of that additional round, then another monster

1. No barrier or restriction prevents a character from crossing the

3rd, 5th, 7th, etc), a new monster appears for every team that is still in

appears for each tying team and the Match is extended for a second

map and aiding the opposing team’s monsters, such as by healing

the Match. The monster appears before any actions are taken (unless

additional round. And so on, until the Match is resolved.

them or making them stronger, faster or tougher via magic. Teams

the GM rules otherwise) and the monster’s appearance does not

are allowed and encouraged to hinder the opposing team’s ability

provoke Attacks of Opportunity. Monsters are active and aware from

to slay their assigned monsters in any way they see fit.

the moment they appear on the map. There is no sound or visual cue

Match Setup

victory point. The team with the most kills wins. However, a team that has suffered a Total Party Kill cannot win the Match.

2. The monsters will be fighting back too. Thus, a team will have to

attached to a monster’s appearance – the monsters simply appear in a

keep themselves from being slain by the monsters they are trying

Hallow. Each monster appears randomly at either the central Hallow

to kill, while all the while fighting off any attempted incursions by

or the Hallow of the team assigned to kill it. A simple fifty-fifty die roll

enemy team members.

(made by the GM) determines which of those two locations the mon-

138 | Chapter 8 | Match Types

◆◆

Conflict PvP : Tactics & Teams

The GM notes down the Match Level, as the Match Level will be used as a variable during the Match.

◆◆

The GM secretly chooses what monster will be used in the Match, writing it down on a piece of paper.

8

1. Teams will all be facing the same type of monster.

Monsters Rise First: Monsters appear at the very beginning of the

the monster; if the monster is dead, the team it was assigned to scores a

P T

The GM places the monsters. The same number of monsters will

The colors are displayed prominently enough that a monster’s color is

based on the team to which they belonged. It doesn’t matter who slew

A

every round. 4. The GM will control the monsters’ actions. 5. The chests and backs of the monsters of the Match have all been magically dyed to the color of their assigned team. Any equipment in the torso area has also been so dyed. 6. At the beginning of every other round after the first, a new monster will appear for every team that is still in the Match. Each monster will appear randomly at either the central Hallow or the Hallow of the team assigned to kill it. 7. A team’s Monster Kill Count will be raised by one for every monster of their color that is killed, no matter which team does the killing.

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Match Types

MATCH TYPE: STANDARD

N O I T C E R R INSU

{CAMPAIGN INTEGRATION. . .}

Campaign Integration Intro

Splitting the Table

(For this campaign integration the Intelligent Gang Variant is used as a

Crew #1: All of the Campaign Characters will be on the same team,

model. )

competing against the other team for the Employer’s attentions.

no way of escaping without provoking Attacks of Opportunity. The

This scenario allows the GM to introduce a competitive Guild House,

Crew #2: Let any and all Inactive Players take control of the rival Crew.

chosen monster will be of a type that has the skill and capability to flee

Political Faction or Mercenary Crew in a dramatic and memorable way,

and hide.

as well as to encourage the PCs to be grandiose and spectacular in an

Law Suggestions (optional)

monster.

Deadly Force: All physical damage does one higher die of damage

run away and try to hide and they will take their first available action

and one more multiplier of critical.

to do so. These monsters will only fight if they are cornered and have

Dead Lands: The Match is set in dead lands – a place where all

Cowardly Critters: Instead of fighting, the monsters

magic fails to work.

Fog of War: A misty vapor covers the field of battle, providing

GM Notes

concealment and limiting vision.

Ley Line: The effects of magic are increased, causing all spells to

1. The initial monster placement should be made to give each team a

be cast as if they were under the effects of the Empower Spell and

roughly equal starting position.

Heighten Spell metamagic feats.

No Sidekicks: Prohibits the use of bonded animals and summoned creatures.

2. Be sure not to share the type of monsters with the players until all characters have revealed what monsters they have special abilities against (such as a Rangers’ favored enemy ability).

Variants

3. The monster type chosen for an Insurrection Match should be relatively mindless (Intelligence of 3 or less) and it should fight

Zombie Survival Night: Zombies are the chosen monster and they will be appearing every single round. The number of zombies that appear every round for each team is equal to ½ the Match Level (rounded up) + the number of members on a team. Ex: In a Level 5 Match with teams of three characters each, 6 zombies will appear for each team every round. The team with the most members alive at the end of the Match, wins. Good Luck!

accordingly. 4. For high-level Matches of the “Zombie Survival Night” Variant, you might want to consider adding zombies to the map in batches of 2 or 3. 5. For the “Zombie Survival Night” all zombies will return to life if negative energy is provided. (e.g. cause light wounds)

the Intelligent gang : A small group of tactically

6. The monster type chosen for the “The Intelligence Gang” Variant

intelligent humanoids or monstrous humanoids, such as dark elves or

should have a mind capable of tactical thought (Intelligence of at

hobgoblins, are the chosen monsters. The monsters are fully aware that

least 8) and they should fight accordingly, with each group fighting

the teams are coming for them and are prepared to defend themselves.

as an organized team.

The monsters will likely join forces to improve their chances. The Challenge Rating of the clever monsters should still be roughly equal to 1/3 the Match Level, and the number of monsters in each group should be about the same as the number of characters on each team. monsters, each team is assigned one very difficult monster – typically a monster of a CR roughly equal to 1.5 x the Match Level. The first team to kill their monster wins the Match. If none of the monsters are dead by the time the Match ends, the team whose monster has the fewest hit

Cherry Picking: Monsters are not assigned to teams. A team can score a victory point by landing the killing blow on any

140 | Chapter 8 | Match Types

for the “Here There Be Giants” Variant, to ensure that the chosen monster can survive against several rounds of steep damage with a couple of critical hits.

Here There Be Giants: Instead of facing groups of

points left wins.

7. The GM may need to boost the Hit Dice of the monster chosen

8. The chosen creatures for the “Cowardly Critters” Variant should

effort to impress a possible benefactor. A potential Employer of great wealth and influence has to choose between two groups of heroes (or Mercenary Crews, or assassins) with one choice being the Campaign Characters and the other being their

Encounter Map Adjustments The encounter maps that work the best for this scenario are ones with two separate entrances, multiple floors and a large room for the finale. Excellent choices include fortresses, towers and short dungeons.

best Crew and, more importantly, kill a couple of upstart personal rivals

Match Events

for cheap, the Employer has asked both Crews to eliminate one of those

Monster Markings: When the two upstart rivals get wind of the leaked

rivals each. To address alignment issues, the upstarts can be anything

information, they team up and hunker down in the same establishment

from evil hobgoblins to the local church for the righteous God of Light.

in an effort to survive the night’s onslaught. Each upstart member wears

competition (played by the Inactive Players). In an effort to choose the

C

P

the Crews will identify those they have been assigned to kill.

T

avaricious spy. No matter who, though, the individual crew will be told

Insurrection: Upstarts will arrive through doors and windows as the

E

they are responsible for his (or her) well-being.

Crew moves through the establishment. For the finale, both upstart

R

actions. This person can be a royal observer, official surveyor, or even an

When to Integrate The following story elements will need to be established: 1. The potential Employer has been introduced. 2. The potential Employer’s wealth or influence has been demonstrated to the Campaign Characters. 3. The potential Employer’s taste for retaliation and/or revenge should also be hinted at or fully revealed. 4. The other “Crew” has been introduced (or at least named) to the Campaign Characters. 5. The other crew members’ abilities and defenses can also be hinted

leaders can be in the same room, dug in and ready to defend themselves. Both upstart leaders are prepared to strike a deal to save their own hide.

Match Rules Adjustments Monster Kill Count: Whichever team scores the killing blow gets the point. Announced Count: This rule is unchanged per the GM’s discretion. First Wave: This rule is unchanged per the GM’s discretion. Challenge Rating: This rule is unchanged per the GM’s discretion. Monsters Rise First: This rule is unchanged per the GM’s discretion. Tied Matches: Should a tie occur between the teams, the observer

at or the Characters can slowly gather that information as a prelude

may agree to a Sudden Death. The GM releases one more monster onto

monster should also have the capability of cowardice (no creatures

to the Match.

the field and the Crew that lands the killing blow wins. Note that this

9. For the “Cowardly Critters” Variant, creatures with the sneak attack ability in addition to a natural ability to hide can add an element of fear for all parties involved. Conflict PvP : Tactics & Teams

A

colors or tattoos to identify their allegiance. It is by those markings that

Each crew will be saddled with someone to watch and record their

naturally have the skill to hide or some similar ability. The chosen without emotions, such as golems).

H

6. The information regarding both Crews’ arrival has been leaked to or discovered by the victims. 7. The person observing the crew is established and named to the Campaign Characters.

Sudden Death cannot push the Campaign Characters over the time limit. Alternatively, the observers will report back and let the Employer decide victory based off of team tactics and performance. Otherwise, see the Consequences below.

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N O I T C E R R INSU

MATCH TYPE: STANDARD

{CAMPAIGN INTEGRATION. . .}

see the campaign integration section on page 103:

The GM should provide between 10 to 20 rounds to complete this

Campaign Characters:

scenario. If the Campaign Characters fail to make a dent in the upstarts’

◆◆ ◆◆

forces within the allotted time, the Campaign Characters will suffer one of the below Consequences: The Observer is Held Hostage: The Observer is grabbed and is back-down, the Observer “gets it in the gut.” The team should have an understanding that if the observer dies, the Employer will be enraged and demand restitution. “They Promised Me a Share”: The opposing observer gets to the Campaign Characters’ observer then pays him for a biased report. This is because the opposing team has bribed their own observer. The PC may witness this, but they could never bring these accusations to the Employer.

◆◆

Shared Profit: If the two teams end the round with a tied score, the Employer can choose to hire both Crews—for shared profit.

Easy Pickings: Complete the Match without ever falling below 0

◆◆

Pest Control: The party manages to clear out every monster within the time limit. Standard: +10%

◆◆

Best In the Business: Score a substantially greater number of kills (6 or more) than the competing Crew. Challenging: +15%

Crew #2:

C

At the GM’s discretion, each player that participates as a Monster Surprised to see he’s on the wrong side of an ambush!

should be awarded a Hero Point as per the Pathfinder® Advanced Player’s Guide™ or a Lucky Break as per page 103. Players can use this reward

H A

with their Campaign Characters once they resume regular play. The

P

GM may award more than one Hero Point/Lucky Break to the player

T

with the greatest impact or entertainment factor.

E

Character Defeat

R

to one Crew. Naturally, the other Crew is just as unhappy about

While being surrounded by bloodthirsty villains sounds like fun and

8

this and may take drastic measures to claim the full reward.

games, death is a very real possibility should a player get overrun. How-

Highly-Trained Lackeys: The upstarts have one or more highly-

ever, the death of Campaign Characters should be avoided . If aplayer

trained lackeys working for them and that lackey is not going down without a fight. Add an enemy with a CR one level below the

◆◆

Potential Employer

the Employer’s mission is now divided in half, with each half going

Any treasure, XP and pay that would have been handed out during

◆◆

Monster Slaying 101: Score the first kill. Easy: +5% HP. Easy: +5%

held by knife point. If the team does not drop their weapons and

◆◆

INTELLIGENCE GANG VARIANT

tasks. For information on how to calculate the experience points, please

Time and Consequences

◆◆

INSURRECTION CAMPAIGN INTEGRATION

falls, consider these alternatives instead:

◆◆

Lost in the Fray: The character falls in the midst of the horde,

party’s APL and grant him the appropriate class levels. The party

where he is immediately lost from view. The upstarts’ forces are

will have to defeat or flee from this lackey in addition to all the

unable to find him and with the battle continuing, are forced to

other henchmen. Despite the increased difficulty, the lackey still

forget about him. The fallen character automatically stabilizes, but

only counts as one kill.

his allies don’t find him until after the battle is concluded.

Reinforcements: A third Crew, this one allied with the upstarts,

◆◆

Captured: The upstarts’ forces begin to drag the player’s uncon-

arrives. The Campaign Characters will need to make a decision to

scious body away to their hideout. Any conscious teammates may

fight to the bitter end or flee. Any information reported to the Em-

attempt to stop the upstarts’ troops from dragging the body away.

ployer about the third Crew could be valuable. If things work out

If the player is successfully dragged off, he will have to be rescued in

well, this additional information could be handsomely rewarded.

a future encounter.

◆◆

Rewards

Broken Item: A favored piece of equipment takes the brunt of the

Crew #02

Crew #01

killing blow, saving the character’s life but breaking in the process.

In addition to the experience points awarded for defeating the upstarts’ CR, further experience should be awarded for the following completed

142 | Chapter 8 | Match Types

Intelligent Gang: Sensing Victory

The character stabilizes automatically, but loses one item of the GM’s choice.

Conflict PvP : Tactics & Teams

Royal Observer

| 143


Match Types

MATCH TYPE: STANDARD

L L A B B MO

What is more glorious? To get the Mobball into the enemy’s Hallow, or to

trample your enemy’s face into the dirt? …I’ll tell you – the most glorious is to

do both at once!”

{INDEPENDENT}

short, stubby, bare feet spring from its base and the Ball begins

All Are Mobballed: If multiple characters together attempt to move

taking a direct path to its starting location. Every round thereaf-

the Mobball, all are equally affected by all of the Mobball’s effects –

ter, the footed Mobball can perform a double move towards the

Burdened, Glow and Anchored.

starting location. A footed Mobball has a base movement of 20, an

AC equal to 10 + the Match Level and a Jump and Climb total skill check bonus equal to the Match Level. The Mobball cannot swim, stealth, or resist combat maneuvers (CMD 0). The Mobball cannot drown, but it can be damaged from falls. The Mobball also causes the following effects to anyone carrying it, even

Objectives

if carried indirectly (such as in a cart). These effects end the moment the

This Match is related to the violent, medieval sport of Mobball, from which this Match gets its name. Get the Mobball, get it to the enemy’s Hallow and hold it there for a round to score.

Match Events

Mobball is released.

◆◆

The Great Mobball of Misery: The Mobball appears as a smooth, per-

Victory Conditions

face remains asleep, until the Mobball is disturbed, at which point it will

to that of a torch. Those affected by the emerald light receive no

of the Two-Footed and In Possession rules below. The team that has

is the size of a large grapefruit. A handle fused to its top allows smaller

concealment benefits from darkness or blur or any other such spells

scored the most points by the end of the Match wins.

hands to carry it. The handle and ball are considered one item, so one

or conditions. The emerald light instantly dispels any spells like

Here’s the Twist!

cannot be broken without breaking the other. The Mobball has a hard-

darkness cast directly on the bearer. The light is too dim to have any

ness of 10 + the Match Level and 10 + the Match Level hit points. If it is

effect on undead or dark-dwelling creatures vulnerable to light. Anchored: The Mobball is dimensionally anchored, so it cannot

The Mobball has the following magical abilities:

be moved from this Plane and anyone bearing it is also bound by

being moved. It will magically impede the carrier, yell at its greatest

◆◆

the dimensional anchor effect. Nor, for that same reason, can the

stone that hates being disturbed and likes being moved even less. Whenever it is jostled or moved, the illusory face on the Mobball

2. The Mobball is breakable. If it is destroyed, a new Mobball immediately appears at its starting location. This means the Mobball

awakens and begins complaining loudly. This squawking is so

can be sundered.

loud that it can potentially be heard by anyone on the map with a Perception check (DC 10 +1 per ten feet between the character

3. The Mobball is dimensionally anchored, so it is unaffected by any spell that would otherwise shift it outside of this Plane. This effect is also extended to anyone or anything carrying it.

and the Mobball).

◆◆

4. The Mobball cannot be thrown. If the Mobball is thrown in any fashion, it drops in the square adjacent to the thrower, no more

back to its starting location.

152 | Chapter 8 | Match Types

instantly in its starting location after the explosion.

◆◆

have two feet firmly planted on an opponent’s Hallow at the end of his turn and he must keep them there until the start of his turn on the folIn Possession: To score the Hallow, the Mobball must remain in the

6 Match explosion inflicts 6d6 damage. The Mobball reappears

feet will spring from its base and the Mobball will begin walking

Two-Footed: In order to be awarded a victory point, a character must

the beginning of every round that it is not in its starting location,

within a 10’ radius (Reflex save for half damage). Ex: a Level

5. Possession must be retained. If the Mobball touches the ground,

Match Rules

lowing round. Hallow activation is not required to score in this Match.

itself and inflicting 1d6 fire damage per Match Level to everything

than 5’ away.

Mobball be placed in a bag of holding or any other such item.

Exploding: The Mobball is mentally and physically unstable. At there is a 10% chance that the Mobball will explode, destroying

Springing Feet: Whenever the Mobball falls Out of Possession,

Conflict PvP : Tactics & Teams

point on, however, each character must use his own wits to keep track

Sudden Death. If the Match enters Sudden Death, then the next team to score a victory point is immediately declared the winner.

character’s control for the entire scoring round. Out of Possession: If the Mobball is dropped or abandoned, it is considered Out of Possession and the Springing Feet Match Event will immediately occur.

Match Length

Minimum Team Members

Maximum Teams

Map Points

15, 20, 25

2

2

0

T E R 8

Match Setup

◆◆

The GM notes the Match Level, as the Match Level will be used as a variable during the Match.

◆◆ ◆◆ ◆◆

The GM assigns each team a Hallow on opposing sides of the map. Players form into two evenly-numbered teams. The GM chooses a square near the center of the map and places a mark on the battlemap to represent the Mobball’s starting location.

◆◆

The GM then places a token on the mark representing the Mobball’s current location

◆◆

A P

Glow: Bearers glow with an emerald radiance at an intensity equal

attitude. The Mobball will do everything it can to stop itself from volume and even on occasion explode.

begins, each character is aware of the location of the Mobball. From that

H

but its size can vary from one Match to another. Typically, though, it

Sentient Misery: The Great Mobball is a magically sentient

Initial Awareness: At the beginning of the Match, before the first turn

Match will be extended for 5 rounds, or may rule that the Match enters

ponents’ Hallow and holding it there for one round under the terms

◆◆

swim.

C

wake and start complaining. The Mobball always weighs 51 pounds,

destroyed, a new Mobball immediately appears at the original location.

its carrier. This includes all movement types such as fly, burrow and

Tied Matches: Should a Match end in a tie, the GM may rule that the

Teams score one victory point by bringing the Mobball to their op-

1. The Mobball is a magical, sentient stone with a near-belligerent

limit its carrier to less than a 5’ moment rate. Thus, it cannot immobilize

of anyone attempting to carry it, causing the bearer’s movement to

encumbrance.

◆◆

forts of anyone trying to carry it, halving their speed. However, it cannot

of the Mobball’s current location.

be impairing movement, such as a slow spell or difficult terrain or

ish. An illusory face of a grumpy old man floats below the surface. The

Limited Burden: The Mobball magically works against the ef-

Burdened: The Mobball magically works against the movement be halved. This slowing is in addition to any other effects that might

fectly circular orb, pitch-black in color and polished to a mirror-like fin-

-Haevoc the Heavy-Handed

The team with the highest Conflict Advantage roll chooses their Map End and notes the placement of their counters, or may elect to pass. The team with the lowest Conflict Advantage roll cannot elect to pass.

| 153


Match Types

MATCH TYPE: STANDARD

L L A B B MO

{CAMPAIGN INTEGRATION. . .}

Fog of War: A misty vapor covers the field of battle, providing

GM Announcements!

concealment and limiting vision.

1. To score a point, a character must retrieve the Mobball and hold it in the enemy’s Hallow for one round. The Team with the most points at the end of the Match wins. 2. The Mobball reappears instantly in its starting location after a point has been scored. 3. The Mobball varies in size, but is typically the size of a large grapefruit. It always weighs 51 pounds. A handle fused to its top allows smaller hands to carry it.

Variants A Single Hallow: There is only one Hallow. The teams are split into “Attackers” and “Defenders.” Both parties begin the Match in their respective Map End. The Attackers begin the Match with the Mobball in their possession. The Defenders begin the Match surrounding the special Hallow. Defenders guard the Hallow to try to prevent the Attackers from scoring. The Attackers try to get into the Hallow

4. In order to score, the Mobball must be held within the enemy’s

and score. Once scored, the Mobball disappears, instantly reappear-

Hallow for one round under the terms of the Two-Footed and In

ing at the center of the Attackers Map Edge. The GM assigns a victory

Possession rules. (see Match Rules)

number of between 1 and 5. If the Attackers achieve that many points

5. The Mobball is fragile. It can be sundered. If it is destroyed, a new

before the Match ends, they win.

Mobballs: This Match can have up to 4 teams involved.

Mobball immediately appears in its starting location. 6. The Mobball has a hardness of 10 + the Match Level, and it has

There is only one Hallow located in the center of the map. Each team

hit points of 10 + the Match Level. The Mobball does not have a

possesses its own Mobball, and starts with it in their possession.​The

“Broken” condition.

team that can score its Mobball in the Hallow the greater number of

7. The Mobball will halve the bearer’s speed, bind them with a dimensional anchor effect and cause them to glow with an emerald light that counters all effects of darkness and concealment, all the while complaining constantly and loudly.

scored, the Mobball disappears, instantly reappearing at the center of the team’s Hallow.

Match and the Mobball does not have the Springing Feet or Exploding

dropped or abandoned, feet will spring from its base and the

effects.

Mobball will begin walking back to its starting location.

GM Notes

(optional)

1. Each team’s Hallow should be an equal distance from where the

Dead Lands: The Match is set in dead lands – a place where all

Mobball has been placed.

magic (except for the Mobball) fails to work.

Face Off: All characters begin the Match standing only 10 feet apart from one another – and from the Mobball.

Spell Bound: Characters must come from one of the classes with 6 or more levels of spellcasting ability.

Steal the Roll: When someone is about to make an important roll, the opposing team can steal the roll and hand the roll off to a person of their choosing and also have that person use a die of their choosing.

154 | Chapter 8 | Match Types

be stacked, therefore only one Mobball can be scored at a time. Once

Classic MobBaLl: Up to 4 teams can be involved in the

8. When the Mobball falls Out of Possession, such as by being

Law Suggestions

times before the Match ends is declared the winner. Mobballs cannot

2. The initial placement of the Mobball should be accessible by mundane means. 3. The Mobball’s slowing effect cannot reduce speed below 5ft.

for more information.

true plans come to light: An elaborate prison break has been

Campaign Integration Intro Integrating Mobball into a campaign does not include player vs. player combat or team tactics competition. It’s instead focused on the unique minor artifact known as the Great Mobball of Misery. Similar to the Mobball of the Match, the powers of the Great Mobball of Misery are

planned using the Mobball’s explosive nature to get past the prison walls where the NPC’s significant other awaits.

Encounter & Map Adjustments Most maps will do, although setting up natural obstacles, such as a hill

focused on stopping its being moved and expressing its displeasure at

the Mobball could roll down, is encouraged.

being disturbed. The GM will be able to offer a unique (and sometimes

Match Events

hilarious) encounter to her players by presenting them the Mobball of Misery. Moving what doesn’t want to be moved through sheer determination, wit and willpower will become a memorable challenge for the players.

When to Integrate The GM must provide the players a definitive purpose for transporting the Mobball; otherwise, they will likely leave the bloody thing behind. Consider any of these three scenarios:

Scenario `I: 1. In the middle of the night, a glowing Mobball begins to walk angrily through their encampment. The Mobball is now immensely annoyed that it has run into “yet another group of bastards.” The

Exploding the Mobball: In campaign scenarios, the explosive effect

C

of the Mobball should be triggered off of a particular topic of conversa-

H

tion the PCs may have or a commonly used key word that the Mobball

A

clearly disagrees with. When the topic or word is raised, the Mobball

P

will warn of its displeasure by shaking and raising its voice. If the topic is continued or the keyword repeated, the explosive effect occurs. It may

E

then, if the proper phrase or word is chosen, it will be a frequent source

R

of entertainment to the GM.

◆◆

Light Explosions: Despite common belief, the Mobball is not evil in alignment. Although it will use an explosion to end a conversational topic that it does not like, it will not try to outright kill its

far too meager for “a talented artifact such as itself.” Through its grumbling, the Mobball would go on to mention who offered the reward and how much it was for.

Scenario `II 2. The Mobball is found in a corner of an underground structure with a sign that reads “Do not move!” After the adventurers succumb to their curiosity, the voice of the Mobball will trigger the collapse of the structure. Unless the characters bring the Mobball to a desigbe buried alive. Although the distance they need to travel is short,

within range of the Mobball.

the rumblings of the collapsing structure have awakened other (perhaps monstrous) obstacles.

Scenario `III

T

take some time for the PCs to understand the explosion’s trigger. Until

Mobball would also complain the reward offered for its return is

Combatants should receive a Perception (listen) check when

Conflict PvP : Tactics & Teams

ing the PCs to be caught and placed into prison, the mastermind’s

section is not applied during Match play.

nated place it calls “home” within a short amount of time, they will

sion ability and the Dispel Barriers ability as it sees fit. See page 42

this perfectly circular orb across town without notice. Fully expect-

6. The Pertinent Grumbling mentioned in the Campaign Integration

4. Remember, the Mobball’s grumbling can easily be heard by others.

5. Keep in mind, each Hallow is sentient and will apply the Expan-

3. An NPC of wealth and influence has hired the characters to bring

| 155

8


Match Types

MATCH TYPE: STANDARD

L L A B B MO

Great Mobball of Misery

g

{THE GREAT MOBBALL OF MISERY}

The

g

Talkative: During the height of its grumbling, the Mobball can reveal

carriers. Therefore, the Mobball will filter its explosions down to

work detailing the reward of the Mobball as well as the location of the

Artifact

as little as 1d6 points of damage in an effort to keep its carrier alive,

“rightful” owner.

Aura strong (all schools); CL 20th

pertinent information regarding the campaign story, current quest or

but miserable.

Scenario `II

Slot: ring; Price—; Weight 51 lbs.

dilemma to its carrier. This is triggered by the carrier asking a specific

Description:

question to the Mobball. The answers are limited to one per Mobball

The Mobball appears as a smooth, perfectly circular orb, pitch-black

carrier. The Mobball tends to handle answers similarly to a wish spell

in color and polished to a mirror-like finish. An illusory face of a

(i.e. The question is interpreted literally and any holes in the ques-

grumpy old man floats below the surface. The face remains asleep,

tion are left unfilled), and the scope of the power is similar to what is

Talkative: During the height of its grumbling, the Mobball can reveal pertinent information regarding the campaign story, current quest or dilemma to its carrier. This is triggered by the carrier asking a specific question to the Mobball. The answers are limited to one per Mobball carrier. The Mobball tends to handle answers similarly to a wish spell (i.e. The question is interpreted literally and any holes in the question are left unfilled). The scope of the power is similar to what is gained by drawing the Vizier card from the deck of many things. (i.e. “Knows an-

If scenario two is used, the consequences are obvious. The trick is enticing the players to move the Mobball. First, the Mobball value should be apparent to anyone with even the most basic Appraisal skills. Second, the Mobball is sentient and can be aware of the Campaign Characters, listening for that key word or conversational topic that it dislikes so very much.

Scenario `III

gained by drawing the Vizier card from the Deck of Many Things.

until the Mobball is disturbed, at which point it will wake and start

(i.e. “Knows answer to next dilemma.”) Any questions regarding the

complaining. The Mobball always weighs 51 pounds, but its size

Mobball’s home will be scoffed at instead of answered.

can vary from time to time. Typically, though, it is the size of a large grapefruit. A handle fused to its top allows smaller hands to carry it.

The Mobball also causes the following effects to anyone carrying it,

swer to next dilemma.”) Any questions regarding the Mobball’s home

If the third scenario is used, remember the key is for at least one of the

The Mobball cannot be destroyed by physical means. The handle and

even if carried indirectly (such as in a cart). These effects end the

will be scoffed at instead of answered.

characters to wind up in jail alongside the Mobball. The mastermind

ball are considered one item so neither can be broken.

moment the Mobball is released.

behind the scenario will be sure to tip off the guards if the Campaign

Match Rules Adjustments

Characters get too close to the endpoint undetected.

C

Burdened: The Mobball magically works against the move-

H

stone that hates being disturbed and likes being moved even less.

ment of anyone attempting to carry it, causing the bearer’s movement to be halved. This slowing is in addition to any other

A

Sentient Misery: The Great Mobball is a magically sentient

under the suggested campaign integration scenarios. However, the

Player Rewards

Whenever it is jostled or moved, the illusory face on the Mobball awakens and begins complaining loudly. This squawking is so

effects that might be impairing movement, such as a slow spell

“Out of Possession” rules remains in effect, with adjustments. Whether

The primary rewards for this Match Type Integration consist of

loud that it can be heard by anyone with a Perception check:

or difficult terrain or encumbrance.

or not the Mobball springs feet and walks away from the group is under

improved reputation, achieving a goal to progress the story and other

(DC 10 +1 per ten feet between the character and the Mobball).

the GM’s discretion. However, as a guideline, the Mobball will spring

in-game intangibles as the GM sees fit.

feet when left unattended or when it isn’t the center of attention.

Time and Consequences

The “Two-Footed” and “In Possession” Match Rules are not applicable

Since this integration is less about an actual Match per se, and more about the retrieval of the Mobball, there is no specific time limit involved. However, as with all campaign scenarios, there should be defined consequences. Should you choose not to use one of the consequences suggested below, be sure to have consequences that better suit

Glow: Bearers glow with an emerald radiance at an intensity

T E

Exploding: There is a chance that the Mobball will release

equal to that of a torch. Those affected by the emerald light

R

The Talkative effect can be used to reward PCs for carrying the burden

an explosion, inflicting up to 10d6 fire damage to everything

receive no concealment benefits from darkness or blur or any

of the Mobball. For example, while they are attempting to ask the right

8

within a 30’ radius, Reflex save (DC of 16) for half damage. The

other such spells or conditions. The emerald light instantly

questions, an indirect negotiation can take place in which the Mobball

Explosion does not harm the Mobball.

dispels any spells like darkness cast directly on the bearer. The

drops hints of items, events, or elements important to the Campaign

Light Explosions: Despite common belief, the Mobball

light is too dim to have any effect on undead or dark-dwelling

Characters.

is not evil in alignment. Although it will use an explosion

creatures vulnerable to light.

Character Defeat

to end a conversational topic that it does not like, it will not try to outright kill its carriers. Therefore, the Mobball will filter its explosions down to as little as 1d6 points of

As the campaign integration is less about an actual Match play and

your campaign prepared ahead of the presentation of the Mobball.

more about the retrieval of the Mobball, there are no specific options

Below you will find suggested Consequences for the aforementioned

for character defeats.

damage in an effort to keep its carrier alive, but miserable. •

Springing Feet: Whenever the Mobball is released or freed,

Anchored: The Mobball is dimensionally anchored, so it cannot be moved from this Plane and anyone bearing it is also bound by the dimensional anchor effect. Nor can the Mobball be placed in a bag of holding or any other such item.

Destruction Requirements

scenarios:

short, stubby, (sometimes hairy) bare feet spring from its base

Scenario `I

and the Mobball begins taking a direct path in the opposite di-

To destroy the Great Mobball of Misery, it must be brought back to

rection. Every round thereafter, the footed Mobball can perform

the original home of the poor soul who is trapped within. The Mob-

a double move away from its carrier. A footed Mobball has a

ball’s home is a special place that could be anywhere in the world.

base movement of 20; an AC equal to 10; and Jump, Climb and

The Mobball no longer remembers where home is but will recognize

Swim skill check bonuses of +2. The Mobball cannot stealth

it when it arrives there. On arrival, it will want to be released and

or resist combat maneuvers (CMD 0). The Mobball cannot

allowed to walk about reminiscently. If this act occurs, the soul

drown.

will be freed and the Mobball will finally have some

If scenario one is used, the Campaign Characters should come across the previous owners of the Mobball. It should be apparent that the previous owners are searching vigorously for the Mobball. Whether it’s through parlaying or through a fight, the significance of the Mobball should be made clear to the Campaign Characters. If the Campaign Characters engage in a fight, they should find among the loot paper-

156 | Chapter 8 | Match Types

P

Conflict PvP : Tactics & Teams

kind and heart-felt words for its carriers.

| 157 | 157


Match Types

But, sir! We just got this bastard into our prison! Now you want to give

P A W S R PRISONE

MATCH TYPE: ADVANCE

him back? “Yes. . .” a grim voice replies, sighing. “It appears my son is now

among the enemy’s prisoners. So yes, I would say it’s time to negotiate!”

{PVP-TEAMS}

-

Score Fair Good Excellent Superb

◆◆

Objectives

Bring Your Ally to Your Hallow: (2 points) If an allied team successfully brings their Ally back to their Hallow, they earn two

Successfully negotiate your Ally’s freedom and bring him back to your Hallow. Keep hold of your Hostage and grab one of the enemy as an

◆◆

Perfect Match

Prison Officer Warrick and a father”

Description

Victory Points

After the Swap, the Ally is alive and in the Allied team’s Hallow

1 Point

After the Swap, the Hostage and a captured enemy are alive and in the Allied team's Hallow

2 points

After the Swap, the Ally and a captured enemy are alive and in the Allied team's Hallow

3 points

After the Swap, both the Hostage and the Ally are alive and in the Allied Hallow

4 points

After the Swap, the Ally, the Hostage and a captured opponent are all alive and in the Allied team's Hallow

5 points

victory points.

Here’s the Twist!

Safe and Unharmed: (3 points) If the Ally arrives at the Hallow

1. Disqualification rules regarding slaying your own teammates are

terms of said negotiations must – at the very least – include where (on the map) and when (in which round) the Swap will occur. In order to

C

conclude the negotiations, a “Representative” from each team must

H

additional hostage for all the trouble they’ve caused you. Try not to kill

unharmed, the Allied team earns 3 bonus victory points (total of 5

conditionally suspended for this Match Type. A character may

shake hands on the agreement.

anybody.

points). If an Ally is ever injured prior to arriving at the Hallow, the

commit a Mercy Kill if his teammate is captured by the enemy.

The Swap: The Swap will be considered completed when both parties

Allied team cannot earn these bonus Victory Points.

Whenever a character falls under the control of the enemy, the

have shown up at the designated exchange point with something that

Slaying the Hostage, “That’ll teach ya”: (2 points) If a team kills

GM will declare him to be Captured. Once the GM has declared a

at least looks like their Prisoner and the Hostages have crossed the

character to be in Captured, then—and only then – his teammates

halfway point between the two parties. The instant that the Hostages

E

may attempt a Mercy Kill on him. If the captured character should

are closer to their allies than to their captors, the oaths of Protection are

R

later escape captured, the option of committing a Mercy Kill on

lifted.

him is immediately revoked.

Oath of Protection: At the start of the Match, the captors have all

Victory Conditions

◆◆

their former Hostage after the Swap has been completed, that team

At the end of the Match, after all Fines have been assessed (see Match

earn two victory points.

Rules), whichever side has the most victory points, wins.

Acquisitions Victory Points

Note: The Victory Points below are earned the moment the event occurs and cannot be scored multiple times.

◆◆

Capturing an Enemy Character, “What do we have here”: (2

2. The captors of a Hostage are Oathbound to protect their Hostage

points) If a team captures an opposing team member after the Swap

until he is either freed or the Swap has been concluded. Purpose-

ing a Hostage while he is under your Protection results in immediate

goals:

has been completed, they earn two victory points.

fully harming a Hostage while he is under your protection could

disqualification. Once the Swap has been completed, that oath is im-

Drag a Captured Enemy Back to Your Hallow, “You’re gonna

result in immediate disqualification (GM discretion). Once the

mediately rescinded.

pay”: (3 points) If a team can bring a captured enemy team mem-

Hostage has escaped or the Swap has been completed, that oath is

ber back to their Hallow, they receive three victory points.

immediately rescinded.

Tied Up: Hostages are bound by rope and cannot free themselves.

◆◆

Negotiation Victory Points

◆◆

Negotiation: (1 point) When negotiations for the hostage exchange have been completed successfully, each team earns one victory point. The terms of the negotiations must – at the very least – include where (on the map) and when (in which round) the Swap will occur. In order to conclude the negotiations, a “Repre-

◆◆

Gain Leverage: (2 points) If at any point during the Match, a team has the Hostage and their Ally in their possession, that team earns

tiations have been concluded. Once the GM has announced that

two victory points.

negotiations are complete, that oath is immediately rescinded.

Match End Victory Points

sentative” from each team must shake hands on the agreement.

In addition to the above victory points, when the Match ends, each

Transport Victory Points

◆◆

Free Your Ally: (1 point) Whether it’s through negotiation, deceit, violence, or escape, once an Ally is no longer Held by his captors, the allied team earns a victory point.

158 | Chapter 8 | Match Types

3. A Hostage’s allies are Oathbound not to free him before the nego-

team earns an achievement victory point bonus depending on their overall level of success in the Match. The Match End victory points can be found below on Table 8-63 .

Rope has a Hardness of 0, HP of 2 and Break DC of 23. Tied Matches: If the Match ends with both teams tied for victory, the Match enters Sudden Death and the team that scores the next victory point wins the Match. Fines: All Fines will be subtracted directly from a team’s victory point

None.

◆◆

The Negotiations: The Swap must be negotiated. Teams cannot earn victory points until after the negotiations have been completed. The Conflict PvP : Tactics & Teams

8

Match Events Match Rules

total. A team will be assessed a fine for the following actions: Killing a prisoner before negotiations are complete: -5 points and at GM discretion disqualification for the offending character.

◆◆

P T

sworn oaths to protect their prisoner from harm. Purposefully harm-

Victory Points are earned by successfully completing the following

A

Killing an escaped prisoner before the Swap has been made , but after negotiations are complete: -5 points.

| 159


P A W S R E N O S I R P

Match Types

MATCH TYPE: ADVANCE

{VARIANT: DANGEROUS PRISONERS}

Male Half-Elf Sorcerer 7

N Medium humanoid (Half-Elf) Male Half-Elf Sorcerer 4

Init +1; Senses Low-light vision; Perception +8

N Medium humanoid (Half-Elf)

DEFENSE

Init +1; Senses Low-light vision; Perception +7

AC 11, touch 11, flat-footed 10 (+1 Dex)

DEFENSE

hp 42 (7d6 +14)

AC 11, touch 11, flat-footed 10 (+1 Dex)

Fort +6, Ref +3, Will +9 +2 vs. enchantments

hp 28 (4d6 +8)

OFFENSE

Fort +5, Ref +2, Will +6 +2 vs. enchantments

Speed 30 ft.

OFFENSE

Melee +2 Range +4

Speed 30 ft.

TACTICS

Melee +1

Before Combat The Deceitful Sorcerer will use charm, illusion,

TACTICS

hypnotism, dancing lights—whatever it takes to bring about a moment

Before Combat The Deceitful Sorcerer use the feats Silent Spell and

of inattention. Failing that, he will hamper his captors’ actions. He has

Still Spell to their fullest in aid of his escape. His rat familiar is not on

the feats Silent Spell, Still Spell and Quicken Spell.

his person, but is hiding somewhere nearby and cannot be found. The

During Combat He will NOT obey orders, though he might pretend

first moment that his captor’s attention wanders, he will summon his

to. He’s only goal is to reach the safety of the Allied Hallow, relying on

familiar to gnaw through his bonds. The Deceitful Sorcerer gains the

his Allies to do their jobs and protect him.

Alertness feat when his familiar is nearby

STATISTICS

During Combat His only goal is to reach the relative safety of the Al-

Str 8, Dex 12, Con 14, Int 10, Wis 14, Cha 17

lied Hallow and he will use any means available to do so.

Base Atk +3; CMB +2; CMD 13

STATISTICS

Feats Skill Focus (Perception), Silent Spell, Still Spell, Quicken Spell,

Str 8, Dex 12, Con 14, Int 10, Wis 14, Cha 17

Spell Penetration, Improved Familiar

Base Atk +2; CMB +1; CMD 12

Skills Acrobatics +1, Appraise 0, Bluff +3, Climb -1, Diplomacy

Feats Skill Focus (Perception), Silent Spell, Still Spell,

+5, Disguise +3, Escape Artist +1, Fly +6, Heal +3, Intimidate +4,

Arcane Skill Focus: Knowledge (Arcane), Eschew Materials,

Knowledge (arcana) +9, Perception +8, Ride +2, Sense Motive +3,

Skills Acrobatics +1, Appraise 0, Bluff +3, Climb -1, Diplomacy +3,

Stealth +2, Spellcraft +7, Survival +2, Swim 0, Use Magic Device +5

Disguise +3, Escape Artist +1, Fly +5, Heal +3, Intimidate +3, Knowl-

Languages Common , Dwarven, Infernal

edge (arcana) +7, Perception +7, Ride +2, Sense Motive +2, Stealth

SQ Immune to Magical Sleep, + 2 vs. Enchantments, Arcane Familiar

+2, Spellcraft +7, Survival +2, Swim 0, Use Magic Device +4

Nearby (alertness), Arcane Skill Focus (arcana), Empathic Link with

Languages Common, Dwarven, Infernal

Familiar, Eschew Materials, Share Spells with Familiar, Deliver Touch

SQ Immune to Magical Sleep, + 2 vs. Enchantments, Arcane Familiar

Spells through Familiar, Speak with Familiar, Speak with Animals,

Nearby (alertness), Arcane Skill Focus (arcana), Empathic Link with

Metamagic Adept (2/day) – no increase to casting time

Familiar, Eschew Materials, Share Spells with Familiar, Deliver Touch

Combat Gear None. Other Gear None.

Spells through Familiar, Metamagic Adept (1/day)

Sorcerer Spells 0 lvl (at will)—bleed, dancing lights, detect magic, ghost

Combat Gear None. Other Gear None.

sound, light, mage hand, message

Sorcerer Spells 0 lvl (at will)—bleed, dancing lights, detect magic,

1st lvl (7/day)—disguise self, feather fall, fog cloud, identify, mage armor,

ghost sound, mage hand, message

shield

1st lvl (7/day)—disguise self, identify, mage armor, shield

2nd lvl (7/day)— arcane lock, darkness, invisibility, minor image

2nd lvl (4/day)—invisibility

3rd lvl (5/day)—dispel magic, fly

164 | Chapter 8 | Match Types

Conflict PvP : Tactics & Teams

DECEITFUL SORCERER

Male Half-Elf Sorcerer 12

N Medium humanoid (Half-Elf)

Init +1; Senses Low-light vision; Perception +10 DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex) hp 88 (12d6 +36)

Fort +9, Ref +5, Will +12 +2 vs. enchantments OFFENSE Speed 30 ft. Melee +5/+0 Range +7/+2 TACTICS Before Combat See tactics for 7th level. During Combat See tactics for 7th level. STATISTICS Str 8, Dex 12, Con 16, Int 10, Wis 14, Cha 17 Base Atk +6; CMB +5; CMD 16

C

Feats Skill Focus (Perception), Silent Spell, Still Spell, Quicken Spell,

H

Spell Penetration, Improved Familiar, Combat Casting, Iron Will Skills Acrobatics +1, Appraise 0, Bluff +3, Climb +1, Diplomacy +6,

A

Disguise +3, Escape Artist +1, Fly +8, Heal +3, Intimidate +4, Knowledge

P

(arcana) +12, Perception +10, Ride +2, Sense Motive +4, Stealth +3,

T

Spellcraft +10, Survival +2, Swim 0, Use Magic Device +6

E

Languages Common , Dwarven, Infernal

R

SQ Immune to Magical Sleep, + 2 vs. Enchantments, Arcane Familiar

8

Nearby (alertness), Arcane Skill Focus (arcana), Empathic Link with Familiar, Eschew Materials, Share Spells with Familiar, Deliver Touch Spells through Familiar, Speak with Familiar, Speak with Animals, New Arcana (lvl 4), Metamagic Adept (3/day) – no increase to casting time Combat Gear None. Other Gear None. Sorcerer Spells 0 lvl (at will)—bleed, dancing lights, daze, detect magic, ghost sound, jolt, light, mage hand, message 1st lvl (7/day)—disguise self, enlarge person, feather fall, fog cloud, identify, mage armor, shield 2nd lvl (7/day)—arcane lock, command undead, darkness, invisibility, protection from arrows, minor image 3rd lvl (7/day)—dispel magic, displacement, fly, rage, slow, suggestion 4th lvl (6/day)—confusion, dimension door, fire shield, globe of invulnerability lesser, stoneskin, shocking image, wall of ice 5th lvl (5/day)— mind fog, overland flight, passwall, telepathic bond 6th lvl (3/day)—repulsion

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Bheart and soul of Conflict PvP.

attlemaps and Passcards are the

Proper use of both will lean the odds in one’s favor.


Battlemaps & Passcards

S P A M E BATTL

{INTRODUCTION}

Conflict Maps are a bit different from the maps used in standard roleplaying games. While they share similar aspects, including the familiar grid on which to place miniatures, Conflict Maps are designed specifically for use in Conflict Matches and contain several features that facilitate their use in the player-versus-player environment. This chapter presents an introduction to the features of the Conflict Map so that you can utilize them in Match play as well as prepare your own maps for Conflict Matches.

Figure 9-2

Vertical Configuration Two Teams | One Center Line | Vertically

Map Ends

Map End :Team 1

Map End :Team 2

In miniatures games, beginning locations for characters are usually confined to a few squares and are typically inflexible. To avoid that static arrangement, Conflict Maps offer large starting areas called Map Ends. The team that wins Conflict Advantage (described later in this chapter) has the right to reserve its Map End; other teams choose their Map Ends according to their Conflict Advantage order. Teams place their character and Map Elements within the borders of their Map End.

Introduction to Conflict Maps The Maps included with Conflict PvP are specially designed for use in Conflict Matches. The design and features of the Maps have been play-tested to ensure that each Map offers an equitable distribution of advantages and obstacles to all teams. The primary features of Conflict Maps are discussed below.

Center Lines Center Lines separate Conflict Maps into halves both vertically and

the borders. Letters are displayed top to bottom, with double letters (e.g., AA, BB, etc.) repeating after Z if necessary. Numbers are displayed sequentially on the left and right sides of the map. The vertical and horizontal lines form 1-inch grid squares. The location of each square within the grid can be determined by noting the intersection of the let-

Neutral Ground The area of the Map within 4 squares (typically 20 feet) of the Center Line(s) in play is considered the Neutral Ground. At the start of most Conflict Matches, teams may not place their characters or Map Elements within the Neutral Ground.

always read as the corresponding letter followed by the corresponding

Map End Configurations

number (e.g., d3 as shown in Figure 9-1). The location of all characters,

There are four potential Map End configurations. This is determined

Map Elements, etc. can thus be expressed in terms of grid coordinates.

by the number of teams playing in the Match:

ter-number combination, as shown in Figure 9-1. A grid coordinate is

Figure 9-1

H

lishing the Neutral Ground. On official Conflict Maps, these lines are Center Lines when preparing other maps for Conflict Matches.

All Conflict Maps are printed with a series of numbers and letters along

C

Map End :Team 1

horizontally. The Center Lines serve as the starting point when estabclearly marked, but any line that separates the map evenly can serve as

Grid Coordinates

◆◆

Two Teams: A Match with two teams has one Center Line in play,

A

Figure 9-3

Horizontal Configuration

P T

Two Teams | One Center Line | Horizontally

E R

The Map is split down the middle horizontally, Team chooses their side* and can begin the match anywhere** on their side except for Neutral Ground.

Figure 9-4 Map End :Team 1

Map End :Team 2

The Map is split both horizontally and vertically, Team chooses their side* and can begin the match anywhere** on their side except for Neutral Ground.

Three Teams: A Match with three teams has both Center Lines in play as shown in Figure 9-4. One section of the Map is vacant at the start of the Match.

◆◆

Four Teams: A Match with four teams uses both the vertical and

* Determined by the Conflict Advantage Check (see next page)

horizontal Center Lines, as shown in Figure 9-4 Map End :Team 4 (if necessary )

Conflict PvP : Tactics & Teams

Three or Four Teams 3 or 4 Teams | Two Center Lines

Figure 9-3.

◆◆

9

Map End :Team 2

either vertically as shown in Figure 9-2 or horizontally as shown in

184 | Chapter9|Battlemaps&Passcards

The Map is split down the middle vertically, Team chooses their side* and can begin the match anywhere** on their side except for Neutral Ground.

Map End :Team 3

** Characters cannot start the Match on difficult terrain. (see page 15 for details)

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Battlemaps & Passcards

S D R A C S PAS

{INTRODUCTION}

to communicate back, should she have the need. Along with recording the in-combat details, Passcards™ also let players keep track of their win-loss record. After the match, players can note at the bottom whether they were victorious or not. Whether to hang on to it for bragging rights or to keep score, having a record of exactly what happened in the Match makes the Passcard™ fun memorabilia.

Filling in Your Passcard™ Filling in a Passcard™ at the start of the Match is a critical step to having a successful Conflict Match. Generally this 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 when-

Passcard™ Introduction

ever his character’s data changes. Below is an explanation of each section of the Passcard™. While some

Passcards™ are the key to private communication during a Conflict™ game, whether that is communication amongst players or between

fields, such as name, are self-explanatory, all are detailed here for the sake of completeness.

a player and the GM. For example, if a player wanting to cast dominate person on one of his enemies without informing all of the enemy players of what he was doing, he could use his Passcard to inform the GM of his chosen

name for their group. The player records his Team’s name in this field.

Passive Perception: Prior to starting a Match,

Although team names aren’t required, they helps the GM address the

the player should roll a Perception check and

teams and keep track of characters. Coming up with a name together

record the result with all modifiers in this space

can also be a fun team-building activity. Team names also factor into

for use as a passive Perception check through-

the roleplaying and taunting that takes place at the table. For example, taunts against the opposing team during play are common, and Team names add color: “ You cannot hide from The Mighty Fumblers!”

out the Match.

A list of example team names can be found on page 17.

as well as his Combat Maneuver Defense

Date of Play: The player records the date in this field.

(CMD).

Match Type: Before a Conflict Match can begin, the group needs to

Movement: The player records his movement

select a scenario to play. The player records the Match Type in this field.

speed(s) in this field, and also makes note of

Match Types are covered in detail in Chapter 8.

any modifiers to his speed(s).

Match Length in Rounds: Each Match lasts for a set number of

Saving Throws & Buffs: The player records

C

rounds, generally 10, 15, 20, or until the victory conditions are met. The

his saving throw modifiers in this field, in ad-

H

player records the Match Length in this field. As the Match progresses,

dition to any spell effects that might enhance

knowing how much time is left becomes more important, making this a

them. It is the responsibility of the player to

handy reference for players.

update these numbers if they change during

Match Laws: Check off any Match Laws in play. The players and the GM should be familiar with the effects of these Laws on the game. Match Level: The level of the Match should be entered here. The Match Level is key as it is used as a variable to determine things like the Difficulty Class and the damage amounts of certain Match Events.

action. Prior to the start of a Match, Passcards™ also give a player the

Combat Maneuvers: Use this space for the player’s Combat Maneuver Bonus (CMB)

T

current total.

E

AC & Buffs: Full, touch, and flat-footed ACs

R

are recorded in the appropriate squares. In Mobility feat or a dwarf’s Dodge bonus against

saves, Armor Class, and more. This is information that will help the

BP Cap: The player records the Battlepoint Cap in this box, making

GM may also use this location to inform the

certain his character’s total is beneath the Cap.

player of any penalties the character receives to

Map Elements: If a team has placed any Map Elements on the battle-

his Armor Class.

field, the player records the coordinates here. This helps the GM and

# Hit Points: The player records his maximum

the player recall the locations of Map Elements during play.

and current hit point totals in this field. Use the

information about the Match itself: the Battlepoints Cap, Match Type, Match Length, Match Level and Laws in use. There are also areas for pertinent information both the player and the GM need to keep track

The Header Section

Elements and the character’s Perception modifier. This information is

Player’s Name: The name of the player goes in this field.

The Sidebar Section

important to the player and the GM, so it holds a prominent location

Character’s Name: Record the character’s name in this field.

The Sidebar section is used to record changes to the character during

on the Passcard™ for easy reference.

Starting Items Held: In this field the player records what his charac-

As a Conflict Match progresses, the focus of Passcards™ switches to the

ter is holding and in which hand. Characters may begin play with one

round-by-round section. Players communicate private knowledge with

item in each hand or with a single two-handed item. If a player begins

the GM through this section, detailing hidden movement and actions

play with a two-handed weapon or item, he notes that item in the entry

as well as detailing any private notes about their actions and abilities

for the main hand and enters a ditto in the field for the off-hand.

that the player needs the GM to know. There is also space for the GM

Team’s Name: Before play begins, each team should agree upon a

of without the other team’s knowledge, such as the location of Map

188 | Chapter9|Battlemaps&Passcards

Conflict PvP : Tactics & Teams

play. Attributes like hit points, AC and Saving Throws are expected to change frequently during a Conflict Match. Use a pencil and eraser to keep the numbers straight on the sidebar. Initiative: The player records both his initiative modifier and total in this field. This helps the GM quickly sort Passcards™ in the order in which actions will take place.

9

the open area, list any modifiers, such as the

Battlepoints: Records the character’s Battlepoint total in this field.

Additionally, the header section (described later in this chapter) tracks

P

the game so the GM always has access to the

space to provide the GM with basic facts about his character, such as GM adjudicate the Match smoothly and fairly.

A

giants are listed. As the Match progresses, the

space below to write any math or notes regarding hit points. Remember, characters begin Conflict Matches with maximum hit points. Dummy Indicator: This check-box is used for the “Snatch and Grab” Match Type. When playing Snatch and Grab, the GM will check “Yes” or “No” to inform the player of his status. Match Victory: If you are going to keep your Passcard™ for bragging rights, then be sure to record its outcome by checking the appropriate box.

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S D R A C S PAS

{TIPS AND EXAMPLES}

◆◆

it will somehow simulate a complex plan only wastes time.

tions. “I ready an action to attack when someone comes around the

Too Complicated: A player should be cautious of having a plan

corner” tells the other team exactly what he is planning. They should

so complex it requires everyone on the team to continually pass long-winded Passcards™ to the GM; this can both confuse and

character comments in a tactical combat. Most readied actions neces-

irritate the GM, which is never a good policy. If there is a moment

sitate Passcards™ to communicate in order to keep actions strategic.

when the team needs to step away from the table to discuss their

Passcard™ Tips

plan, then they can do so within a limited amount of time set by the GM.

◆◆

not metagame with that information, but it is hard to ignore out-of-

Passcards™ are an integral part of Conflict™ Matches. Learning when to

I Delay: A player that is not sure what he wants to do may simply

use them is as important as learning how to use them. If a player runs

announce a delay. In most cases, a Passcard™ should not be used to

out of room, he may be trying to fit too much into his turn. If an action

announce a delay action.

is valid but requires a lengthy explanation, there are ways to make the most of the Actions field. The following tips allow for smoother, faster

Hidden Movement

rounds and make running the Match easier on the GM.

The primary 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 from the other team, it probably will not change their tactics.

◆◆

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

◆◆ ◆◆

Use the Movement Columns: The Movement column on the Passcard™ allows a player to concisely specify his start and end spaces, but it is very important that he indicates in the Actions sec-

that miniatures on the board are moved as they typically would be. If player’s actions if he is invisible or hidden through some other means;

Use Standardized Abbreviations: Abbreviations, by definition, save space, so use them.

now?” and the answer is “yes,” he should use a Passcard™. Keep in mind there are enemies within line of sight, using a Passcard™ only hides a

Keep it Brief: There is ample space in the Notes section on the Passcard™ for most actions, but try to stay concise.

When the other team enters that room, though, they will remember

tion if he is moving before or after his action.

◆◆

Announce Part of an Action: If a player’s action is so compli-

the GM on his turn. The GM acknowledges the written actions with a

addition, the GM should let players know when their turn is com-

simple nod. When the enemy comes into view, Lazarus flames strikes,

ing up next. This will give players ample time to have their Passcard™

dealing enough damage to change the complexion of the Match.

and actions ready.

Meanwhile. . .

Coordinate: Once a player has an action in mind, he can pencil it

Catspaw, a rogue hiding behind a column (at J7), spots an enemy orc

in and show it to his teammates, since his plan of action may con-

entering the room of his Hallow. Wanting to make use of his consider-

flict with theirs. Players may not be able to share information with

able sneak attack, Catspaw decides his first action will be to retreat

teammates if their characters are in other areas of the map or if they

around the corner and hide. Not wishing to alert the enemy, he writes a

are prevented from communicating (e.g., by the effects of a silence

very simple Passcard™ entry:

spell). The GM has final say if players can communicate or not.

◆◆

Remain Flexible: A player should have a backup plan in mind in case his original action suddenly becomes unnecessary or impossible.

Examples of Passcard™ Use

C The GM looks at the Passcard™ and says, “Roll it.” Catspaw rolls and announces, “18.” The GM marks the results of the Stealth roll in the GM

A

Talkback field and hands the Passcard™ back. She removes Catspaw’s

P

In square B2, Lazarus stands invisible, protecting his sacred Hallow. A

mini from the board and rolls Zen’s (the orc) Perception check in

T

secret. Zen fails, and thus cannot see Catspaw advance. Catspaw has

E

Perception check (listen) tells him that an enemy character is advancing from the stairs at the far side of the room. Lazarus decides to cast flame strike once he’s certain it’s a foe, but doesn’t want to tip his hand. He fills out his Passcard™ with his location, then writes that he is going to ready an action to cast flame strike once he sees an enemy character. Being sure to include flame strike’s save DC, he hands the Passcard™ to

successfully sneaked up on Zen and can now roll to stab him in the back. Catspaw’s strike lands for major damage, almost killing Zen with a single blow. The Match continues from this point, and a new rivalry between Catspaw and Zen begins.

some of the information is critical. For example, a player could

out anyone in line of sight, others cannot act based on the miniature’s

say aloud, “I take a five-foot step around the corner, take a move-

location, as they cannot see him.

equivalent action to draw an item, and then do this,” then use the

Other Passcard Uses

Passcard™ to communicate in secret to the GM what the item is and what he intends to do with it.

Here are a few more situations in which Passcards™ are very useful:

◆◆

Keep it Clear: The GM has multiple Passcards™ to sort through

Who’s Got the Rulebook?: From time to time, you might have an im-

and many actions to resolve; a messy, vague Passcard™ creates a

portant game-mechanics question or require clarification of a Conflict

headache. All sections of the Passcard™, including starting and end-

scenario or Law. The Passcard™ makes an ideal medium through which

ing coordinates, should be filled in neatly. Abbreviations should be

to gain information from the GM without broadcasting your inten-

double-checked to ensure they are used correctly.

tions. If you ask “What do you roll to Bull Rush again?” the opposing team can expect Bull Rush attempts, and might take precautions. For the same reason, you wouldn’t want to say “I forget what the Guillotine Plates we bought do.” Using Passcards™ keeps this information private. Readied: Readied actions, by definition, broadcast a player’s inten-

◆◆

Think Ahead: Immediately upon ending his turn, a player should start thinking about what to do next to get an idea of what he wants to do even if those actions might change based on other characters’ actions. He should always keep an eye on the map for anything that might make him change his plan. As the player’s turn nears he

Conflict PvP : Tactics & Teams

H

Scenario I

cated he has trouble fitting it onto his Passcard™, consider if only

otherwise, he will be seen. Likewise, if he is in a room by himself with-

192 | Chapter9|Battlemaps&Passcards

◆◆

becomes more certain of his actions and can fill in his Passcard™. In

| 193

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Gamemastering

G N I R E T S A M E M A G

{THE ART OF ADJUDICATION} should read up on underwater combat prior to the start of the Match. If

where to find it, the GM must decide what is logical and commit to that

the Map Element “Rusty” might come into play, she should have stats

ruling. The phrase “for now” can be useful in such situations, as in, “For

for a rust monster on hand. Again, it’s not necessary to memorize all the

now, we will do it this way. After the Match, I’ll look up the exact rul-

rules she might need. Sticky notes are invaluable for summarizing im-

ing for next time.” The GM is also responsible for encouraging players

portant rules and can be used as bookmarks for the corresponding page

to announce their actions in a reasonable time. Some players deliberate

in the rulebook.

their actions so carefully that it slows down play for everyone. In order

GM Assistant Sometimes the GM will plan a particularly large or complicated Match. In such instances it may be helpful for the GM to have an assistant to al campaigns, the referee role may be a change of pace, but it is not at all

Conflict Gamemastering

difficult to adopt. Only a few minor changes are required for the GM to

Acting as Game Master in a Conflict PvP Match is much like running an ongoing campaign, though in many ways it’s easier. You don’t have to spend the week dreaming up new plots and statting out monsters and NPCs, only to have the story derailed when someone makes a lucky die roll or the PCs decide to do the one thing you didn’t plan for. In other ways, though, refereeing a Conflict Match can be tricky. The onus is on the GM to keep the game brisk and exciting while mediating disagreements between the players. This chapter contains a summary of the information essential to running a Match as well as tips and tricks to make your job as GM a little easier. Throughout this chapter, the word “you” refers specifically to the Game Master (GM).

Adjudication and the Referee Role Running a Conflict PvP Match requires different priorities and a different focus than traditional GMing. In an ongoing campaign, the GM’s primary role is that of storyteller. It is her job to keep the action moving, to introduce interesting characters and elements, and to build an entertaining and engaging storyline. Entire sessions—even entire story arcs—may pass without a single combat as characters rely on their wits and wiles instead. In Conflict PvP, the GM’s primary role is that of referee. Each Match Type encapsulates a story and there is no plot to continue from Match to Match. The GM’s role becomes that of an all-knowing but impartial overseer. Her job is to keep the Match moving forward, adjudicating rules and answering questions as they arise. For GMs used to tradition-

196 | Chapter 10 | Gamemastering

take on her new role. While the skills and knowledge gained from running traditional campaigns will come in handy in refereeing a Conflict Match, they are by no means necessary. Because each Match Type includes all the information necessary to run a Match, players unaccustomed to acting as GM can take a turn running the game, keeping ses-

aid in adjudication. Ideally, the assistant is not a player but a second GM. A player with a “rules-lawyer” mindset is ideally suited for this task. When using an assistant, it is the GM’s job to keep the action moving, to referee common situations, and to receive Passcards™. The role of the assistant is to look up rules in more complex situations in order to provide rulings on spell effects, combat maneuvers, and other rules-based issues the GM cannot adjudicate on the fly.

as GM burnout. If such a condition should arise in the course of a tradi-

Roll in the Open

tional campaign, the GM can use Conflict Matches to step away from

The GM makes fewer die rolls in a Conflict PvP Match than in a tradi-

her campaign while still keeping her players engaged. Conflict PvP is

tional campaign. In many Matches, she won’t have to make any die rolls

also a great way to avoid canceling a gaming session when someone

at all. When the time does come for the GM to roll the dice, she should

can’t make it or when one of your players brings a friend along. And if

roll where the players can clearly see the dice. In traditional campaigns,

your group prefers to stick with traditional campaigns, most Match-

GMs often keep their rolls secret to build suspense, to keep the details

es include tips on Campaign Integration to work Conflict Matches into

of enemies hidden from players, or to fudge results for the sake of the

your storyline.

story. None of that is necessary in Conflict PvP Matches. In the play-

sions fresh and interesting and avoiding the dreaded affliction known

Know Your Rules Many GMs have an encyclopedic knowledge of the rules already, but

er vs player environment it’s very important for players to know that all rolls are accurate and all modifiers accounted for. In order to reassure players of her status as impartial moderator, the GM should make her

to avoid this, it’s a good idea to let players know when their turn is coming up, so that by the time their turn arrives they can be ready with their action. When a player remains indecisive, remind him that the Panic Rules are in full effect. When he has about 20 seconds left, let him know he is panicking and will lose a move action as a result. Another important factor to be considered when it comes to keeping the game moving along at a smooth tempo is the use of Passcards™. While Passcards™are a valuable tool when it comes to conveying hidden movement and other secret actions, there are many occasions when us-

H

ing a Passcard™ is unnecessary and will only slow down play. Remind

A

the player to use them only when necessary. See Chapter 9 for a com-

P

plete discussion on when and when not to use Passcards™.

T

Mmmm… Fudge!

E R

Whether you’re a GM or a player, the temptation to fudge rolls in roleplaying games is sometimes too much to resist. Players don’t like to fail; after all, the characters they spent so much time building are supposed to be heroes. GMs share that dislike of failure, especially when her entire story line could be sabotaged by a single die roll that slays the villain she worked so hard on. GMs don’t just fudge rolls to save villains; they sometimes do it to save players or to scale back an overpowered encounter. In Conflict PvP, the GM must resist the temptation. Because a Conflict GM acts more like a referee than a storyteller, players

rolls in the open.

must be able to trust her to play it straight. Even when a GM fudges rolls

Keep the Action Moving

ers won’t mind, others—particularly those on the other team—might.

bat and movement in the Pathfinder game system. But a good GM will also familiarize herself with tactics like Grappling, Disarming, and other

In a Match that is heavy on combat and strategy, it’s easy to get bogged

to win back. Fortunately, many of the reasons a GM might find to fudge

combat maneuvers, which are likely to be employed in a Match.

down by details. Tactical spells such as web and entangle create complex

rolls in more traditional roleplaying games—saving a PC’s life to pro-

situations that can slow down the Match. As GM, you must be willing

tect a friend’s feelings or keeping a villain alive in order to keep the plot

to make a decisive ruling to keep the action moving along. In tourna-

from unraveling—don’t apply in Conflict Matches. Even in player-ver-

ment play in particular, it’s important to make an accurate ruling, so the

sus-player competition, no one likes when their character dies, but one

GM may wish to ask a player to look up the rule in question while the

of the advantages of Conflict PvP is there’s always another

GM handles the next few actions. If the rule is unclear or no one knows

Match where a character can rise again to victory.

memorizing every page of the rulebook isn’t necessary for running a good Conflict PvP Match. Al a GM needs to know is basic rules of com-

Be Ready The GM should study all rules pertinent to the Match Type and map she’s chosen for play. If, for example, a river appears on the map, she

Conflict PvP : Tactics & Teams

C

in a player’s favor, she is still violating that trust, and while some playAs with all matters where trust is involved, once it is violated, it is tough

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Gamemastering

G N I R E T S A M E M A G

{WHEN TO REMOVE A MINIATURE}

Conflict PvP into your campaign:

Rules Lawyers

◆◆

Short a Player: Sometimes it doesn’t matter if one player can’t

In all tabletop gaming, a rules lawyer can be a boon to the gaming table

make it to the game; the campaign can go ahead without him.

if you leverage his knowledge to your advantage. Like all good players,

Other times, an absence might keep the game from moving for-

a good rules lawyer accepts that GMs often have house rules that help

ward. Rather than coming up with an awkward session that might

them keep the game running smoothly. The GM should make it clear

ramble a bit, integrate a Conflict Match. The players that did show

that she welcomes the input of a rules lawyer in instances where he be-

can still enjoy playing their character. In fact, each player will have

lieves a mistake has been made. The GM should look up any disputed

an opportunity to gain extra experience points by the added re-

rules on her own, but she should listen carefully and without bias to in-

wards system in all Conflict Campaign integrations.

put from her players. Once the GM has reached a decision, she should announce the ruling to all players. If the rules lawyer still disagrees, the

◆◆

bers might want to play in your game for only a session or two. You

GM should make it clear that she is willing to discuss it, but after the

might have one of your old players in town, or a sibling might ask

Match so that it doesn’t delay play any further. It’s important not to fall

to join a session just to see what playing the game is like. In such

into the trap of relying on the rules lawyer or looking to him for clarifi-

situations, traditional campaigns require the GM to come up with

cation of every rule. To do so grants more authority to him than to oth-

a story line involving a new character for a single session, but if you

er players and may lead to difficult situations. If a rules lawyer abuses

can’t finish the game in the allotted time, you’re stuck with an NPC

the privilege afforded to him when the GM allows him his say, argues

and the need to tie up a storyline you never intended in the first

with the GM, or displays generally disruptive behavior, a private con-

place. Conflict provides a tidy solution to such problems, giving

versation is in order, and the GM should make it clear that such poor

you an easy means of integrating a guest into a game or teaching

sportsmanship could disqualify him from play. See “Disqualifying Behavior” for more information.

Campaigns & Conflict Matches

the rules to a new player through participation in a Conflict Match.

◆◆

Conflict Matches have a lot to offer players who prefer story-based campaigns. The Conflict system lends itself to many situations that can add a new, fun dimension to story-based game. Integrating Con-

Special Guest Star: On occasion, other friends or family mem-

◆◆

little prep work. For most Matches you just need to review the Match Type and supplemental rules right before the Match. This will give you a good grasp of the rules and the structure of Matches. Match Types

is how a character survives. Some players can’t help using metagame knowledge in a Conflict PvP Match. When he hears another player tell the GM his plan to lurk behind a door to await the chance to jab his dagger into someone’s kidney, such a player might send their character

the map and should remain on the map until they perform an ac-

A

communicate movements and actions through the use of Passcards™.

tion that you, as GM, feel warrants their removal.

P

Combat Situations: It is best that minis stay on the map during

T

combat situations. However, if a character withdraws from combat

E

Using such hidden movement, the character is not represented on the map, yet he continues to participate fully in the Match. As GM, it is up

◆◆

to you to decide if a situation necessitates pulling a mini. Remember,

and then successfully hides or becomes invisible, the mini can be re-

though, that specific criteria must be met (such as a character making

some downtime and still lets your gaming group hang out and

by someone spotting a hidden character with a successful Perception

have fun playing the kind of game they love.

check), you should return the mini to the map. The following are a few

moved, once the GM ensures that the character is hidden from all

◆◆

◆◆

Stealth: Pull a mini if the player rolls a successful Stealth check and no opposing team members can see the character. Keep in mind,

paign situations can easily be worked into a Conflict Match For ex-

though, that characters cannot hide while being observed unless

ample, if the PCs captured a prisoner at the cost of one of their own

they have a feat or other special ability that enables them to do so.

◆◆

Magic: If invisibility or a similar spell effect is placed on a character, the mini should be pulled. Because it is difficult to detect the movements of an invisible character, the mini should remain off the map for the duration of the spell, even if an opposing team member pinpoints the character’s general location. The “Swordless” Match Type is a good example of a situation in which you might have to

Conflict Matches are a great change of pace from regular campaign.

posing team to throw off players familiar with your style and tac-

move minis on and off the board as characters activate their Hood-

There are lots of reasons to integrate Conflict PvP into your regular

tics. Using Conflict Matches this way introduces a diverse array of

wink Rings or take possession of weapons.

campaign, beyond just doing something different. Here are a few sce-

new variables to your story and can also provide a good way to get

narios that will help you to know when it’s a good time to integrate

a feel for new players before inviting them into the group.

◆◆

The Decoy: Please see the Burden Of The Crown Match Type on page 112 for information about magical decoys and Miniature use.

Cover & Concealment: Cover or concealment is not a strong enough reason for the character’s Miniature to be removed from the map. Although, if the character successfully hides after achieving cover or concealment, then the Miniature can be removed.

◆◆

R 10

opponents.

situations that may warrant removing a mini:

judication. With only a little forethought and planning, many cam-

Conflict PvP : Tactics & Teams

son to remove the mini from play. Here are a few other common situa-

den character’s miniature (mini) from the map and allow the player to

Throwing Players Off Your Scent: Recruit players to run the op-

198 | Chapter 10 | Gamemastering

that, by itself, not having a direct line of sight is not a strong enough rea-

H

that most closely resembles the next encounter.

◆◆

in the best interests of the Match for you to do so. Just keep in mind

At the Start: At the start of a Match all minis must be present on

jump right back into the action by using the Conflict integration

How to Integrate

or times when a player makes a request to remove the mini, but it is not

◆◆

be backstabber is there. To avoid this scenario, you can remove the hid-

in the game dies and it’s too early to call it a night, let those players

tools in the GM’s arsenal.

There will be times where you are tempted to remove a mini off the map

C

mini from the map, and once those circumstances are broken (such as

The Situation Calls For It: Some situations in your campaign will

When Not to Remove a Miniature

tions where it is best if the mini stays put:

elsewhere, even though his character has no way of knowing the would-

til you can work out the details of the next story arc. It gives you

situation with a Prisoner Swap Match. Or more than one character

tegrate the Match into an ongoing campaign, creating a range of new

chanted sword, or a bit of knowledge about their opponents, advantage

a successful Stealth check against all his foes) before you remove the

(or an important NPC) being taken hostage, you could resolve the

appropriate for integration include tips and suggestions on how to in-

Players naturally seek advantages. Whether it’s a powerful spell, an en-

Filling the Gap: A Conflict Match is a great way to fill the gap un-

be screaming out to use Conflict instead of normal campaign ad-

flict PvP Matches into your regular campaign is easy, requiring only a

When to Remove a Miniature

Flying: With so many items and spells at their disposal to take to the skies, it’s only a matter of time before your characters start flying. When a character is far above the ground the GM faces the decision of whether to remove the mini from the map since it’s not on the same plane as other characters, or to leave it because the character is still technically there, even if aloft. In cases of flying (or even climbing to high places such as a roof), it’s best to leave the mini on the map, though you’re well advised to employ some means of indicating that they’re above ground level. Elevation indicators— column-like cylinders marked with heights in feet—are quite useful for this purpose. You can find elevations indicators in your local hobby shops; otherwise, placing a miniature on a d6 or two will serve to show that a character is aloft.

| |199 199


T

en pre-generated characters at three different stages of their PvP careers. That’s 30 statblocks with tactical profiles designed to win —without any apologies.


INTRODUCTION

S R E T C A R A H C N E G PRE {INTRODUCTION}

Conflict Games has chosen to supply 10 ready-made characters for use in Conflict PvP Matches.

Specialized & Min/Maxed for PvP These characters have been specifically optimized to win Conflict PvP Matches. These characters are hardened and sharpened to a fine point, able to kill a regular PC in one or two

There are three stat blocks for each character, one for each of the three

Special Abilities & Gear

of performing one (maybe two) attack

listed stages of their career. The battlepoints cost for the character at

This listing of a characters special abilities

that stage is listed at the bottom of the statblock. Feel free to swap out

and gear is provided so that these pre-

combinations, enhancements, bonus-

potions, weapons, and especially spells in order to make the character

generated characters can be played with-

more suitable to your liking. More importantly, feel free to adjust

out needing to look up all of their abilities

Adjusting Stat Blocks

these builds in order to meet whatever

in the various sourcebooks first, allowing

Battlepoint cap has been assigned to the

them to be much more pick-up-and-play.

these characters are not recommended

Match by the GM.

However, not all special abilities and gear

for campaign play due to their specialized

Visit the Conflict Forums for More

rounds. So enjoy them, but please, let’s keep them to PvP arena. As you can imagine,

nature. Campaign characters should be more well-rounded and versatile. Moreover, these characters often have taken their abilities scores to extremes in order to accommodate the specialized nature of their attacks or defenses. Again, this is not

Most Conflict Matches begin with all

tions are not provided. In addition, some

of the characters involved taking a few

special abilities have been summarized to conserve space. For the full details of

rounds to prepare themselves for battle.

C

This section details what each of the

H

characters is holding in each hand at the

A

actions they normally take during those

square which refers to the sourcebook that

first three rounds. (Conflict Matches are

T

it originated from. The keys are:

generally short. It is not recommended

E

Pathfinder® Roleplaying Game Core Rulebook™ (PZO1110)

that anyone take a build that demands

R

flict PvP character, bring that too!

players when the big bad guy, which your

will be listed. For example, spells descrip-

Each item in this list starts with a colored

If you’ve got a concept for another Con-

suprise your GM and impress your fellow

Starting Items & Prep Rounds

and theories on how to defeat these

stories about these characters in action.

campaign characters. This way you can

start the Match.

sourcebook.

tweaks and your improvements and your

found herein will be “borrowed” for your

stackings, etc. with your GM before you

sions about the characters in this book,

com. We encourage you to bring your

the offensive and defensive combinations

fied in this section, please confirm the

these abilities, please refer to the original

in the Conflict Forums at ConflictPvP.

we encourage and expect that some of

with the mechanics of a technique speci-

For more custom characters, discus-

characters, please join the conversation

ideal for long-term campaigns. However,

techniques very, very well. If you disagree

start of the Match, and what preparatory

more than 2-3 rounds to prepare for

11

combat.)

Pathfinder® Roleplaying Game: Advanced Player’s Guide™ (PZO1115)

In-Play Defense

Formating

Pathfinder® Roleplaying Game: Ultimate Magic™ (PZO1117)

Progressions

Each character herein will contain the

Pathfinder® Roleplaying Game:

the active defense of a character. Some

Ultimate Combat™ (PZO1118)

of these characters have invested their

Each of the ten characters are listed at three

Tactical Concept

GM prepared for hours, stunningly drops in only two rounds.

below descriptors or keys.

separate stages of their adventuring careers, thus allowing these characters to be used

The tactical concept is a general overview

in Matches of many different Battlepoints

of the character’s battle strategy, as well

caps. The current Battlepoints used for

as a little backstory in order to give you

these character are 50, 155 and 380. You

a feel for the character and his combat

can alter these builds as needed in order to

potential. The details of their combat

fit with whatever Match and Battlepoint

techniques will be explained much

Cap your group is intending to play.

more fully in the Offense and Defense sections.

Battlepoints in defensive abilities, while others place their trust in heavy Pathfinder® Roleplaying Game: Advanced Race Guide™ (PZO1121)

armor and a high armor class. Whatever their main defensive strategy,

In-Play Offense

The middle section details how the character normally defends himself

that they will use in specific situations. The attack technique listed first is always the character’s main battle strategy. The attack techniques listed later are back-up attack strategies and strategies for specific situations that may occur during a combat. Because of the specialized nature of these characters, they are capable

210 |

Chapter 11 |

Conflict PvP : Tactics & Teams

The defense section is divided into three areas. The first is a description of

Each of the characters has a number of different Offensive Strategies

P

this first section details it. against a particular weakness of his fighting style, such as how a melee character normally handles facing a ranged character. The last section is a detailing of the character’s strategy for surviving a desperate situation, whether that is to escape, using a special item, or utilizing an alternate means of providing a defense, or whatever other means they have available for turning a desperate situation around.

| 211


R O T I S I U Q N I M A MAD

{INQUISITOR OF THE HOUSE OF DRAGONS}

Human Inquisitor 5 NE Medium Humanoid (human) Init +4; Senses Perception +10 DEFENSE

AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex) hp 29 (5d8); Judgement of Profane Healing 2 Fort +4, Ref +3, Will +6 Defensive Abilities Judgement of Profane Protection +2; DR Judgement of Profane Resiliency 2: Magic; Resist Judgement of Profane Purity +2, Judgement of Profane Resistance 4 (Fire) OFFENSE

Speed 20 ft. Melee Greatsword +6 (2d6+4/19-20/x2) Ranged Heavy crossbow +5 (1d10/19-20/x2) Special Attacks Bane (+2 /2d6) (5 rounds/day), Dragonbreath (Fire) (2/ day) (DC 12), Judgement of Profane Destruction +2, Judgement of Profane Justice +2, Judgement of Profane Piercing +2, Judgement of Profane Smiting (Magic) Spell-Like Abilities Detect Alignment (At will), Discern Lies (5 rounds/ day), Venomous Stare (5/day) (DC 14) Inquisitor Spells Known (CL 5, +6 melee touch, +5 ranged touch): 2 (3/day) Weapon of Awe (DC 14), Brow Gasher, Flames of the Faithful (DC 14) 1 (5/day) Cure Light Wounds (DC 13), Magic Weapon (DC 13), Burst Bonds (DC 13), Linebreaker 0 (at will) Acid Splash, Light, Bleed (DC 12), Detect Poison, Guidance, Virtue STATISTICS

Str 16, Dex 14, Con 10, Int 10, Wis 14, Cha 10 Base Atk +3; CMB +6; CMD 18 Feats Favored Judgment (Humanoid (human)), Furious Focus, Judgment Surge (1/day), Power Attack -1/+2, Precise Strike Skills Acrobatics +4, Bluff +4, Climb +8, Escape Artist +1, Fly -1, Heal +6, Intimidate +10, Perception +10, Ride -1, Sense Motive +8, Spellcraft +6, Stealth +7, Survival +6, Swim +4 (Modifiers: Monster Lore) Languages Common SQ Inquisitor Domain: Dragon, Judgement (2/day), Solo Tactics, Teamwork Feat (change 2/day), Track +2 Combat Gear +1 Buckler, +1 Scale mail, Greatsword, Heavy crossbow, Bolts, Crossbow (10) Other Gear BATTLEPOINTS

Ability Scores 15; Race 0; Level 10; Expand Source books: Core Rulebook, Advance Player’s Guide, Ultimate Magic 1; Equipment: +1 Buckler 12, Equipment:+1 Scale mail 12, Equipment: Bolts, Crossbow (10) 0; Grand Total:50

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Conflict PvP : Tactics & Teams

STATBLOCK: MADAM INQUISITOR

Human Inquisitor 9 NE Medium Humanoid (human) Init +4; Senses Perception +14

Human Inquisitor 13 NE Medium Humanoid (human) Init +5; Senses Perception +19

DEFENSE

DEFENSE

AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex) hp 49 (9d8); Judgement of Profane Healing 4 Fort +6, Ref +5, Will +8 Defensive Abilities Judgement of Profane Protection +2; DR Judgement of Profane Resiliency 2: Magic; Resist Judgement of Profane Purity +2, Judgement of Profane Resistance 8(Fire), Spell Resistance 13

AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex) hp 69 (13d8); Judgement of Profane Healing 5 Fort +8, Ref +6, Will +11 Defensive Abilities Judgement of Profane Protection +3 / +6, Stalwart; DR Judgement of Profane Resiliency 3 (Good); Resist fire 10, Judgement of Profane Purity +3 / +6, Judgement of Profane Resistance 10 (Fire)

OFFENSE

OFFENSE

Speed 20 ft. Melee Greatsword +9/+4 (2d6+4/19-20/x2) or Armor spikes +5/+0 (1d6+3/x2) Ranged Heavy crossbow +8/+3 (1d10/19-20/x2) Special Attacks Bane (+2 /2d6) (9 rounds/day), Dragonbreath (Fire) (2/day) (DC 14), Judgement of Profane Destruction +4, Judgement of Profane Justice +2, Judgement of Profane Piercing +4, Judgement of Profane Smiting (Magic) Spell-Like Abilities Detect Alignment (At will), Discern Lies (9 rounds/day), Venomous Stare (5/day) (DC 16) Inquisitor Spells Known (CL 9, +9 melee touch, +8 ranged touch): 3 (3/day) Cure Serious Wounds (DC 15), Dispel Magic, Banish Seeming, Battle Trance 2 (5/day) Silence (DC 14), Hold Person (DC 14), Weapon of Awe (DC 14), Flames of the Faithful (DC 14) (6/day) Expeditious Retreat, Cure Light Wounds (DC 13), True Strike, Magic Weapon (DC 13), Burst Bonds (DC 13) 0 (at will) Acid Splash, Light, Bleed (DC 12), Detect Poison, Guidance, Virtue

Speed 20 ft. Melee Greatsword +12/+7 (2d6+4/17-20/x2) Ranged Heavy crossbow +11/+6 (1d10/19-20/x2) Special Attacks Dragonbreath (Fire) (2/day) (DC 16), Greater Bane (+2 / 4d6) (13 rounds/day), Judgement of Profane Destruction +5, Judgement of Profane Justice +3 / +6, Judgement of Profane Piercing +5, Judgement of Profane Smiting (Magic, Evil, Adamant) Spell-Like Abilities Detect Alignment (At will), Discern Lies (13 rounds/day), Venomous Stare (6/day) (DC 19) Inquisitor Spells Known (CL 13, +12 melee touch, +11 ranged touch):5 (1/day) Flame Strike (DC 18), True Seeing (DC 18) 4 (3/day) Invisibility, Greater (DC 17), Stoneskin (DC 17), Hold Monster (DC 17), Freedom of Movement (DC 17) 3 (5/day) Cure Serious Wounds (DC 16), Dispel Magic, Banish Seeming, Battle Trance, Deadly Juggernaut 2 (6/day) Silence (DC 15), Hold Person (DC 15), Invisibility, Weapon of Awe (DC 15), Flames of the Faithful (DC 15) 1 (6/day) Expeditious Retreat, Cure Light Wounds (DC 14), True Strike, Magic Weapon (DC 14), Burst Bonds (DC 14), Wartrain Mount 0 (at will) Acid Splash, Light, Bleed (DC 13), Detect Poison, Guidance, Virtue

STATISTICS

Str 16, Dex 14, Con 10, Int 10, Wis 15, Cha 10 Base Atk +6; CMB +9; CMD 21 Feats Favored Judgment (Humanoid (human)), Furious Focus, Instant Judgment, Judgment Surge (1/day), Outflank, Power Attack -2/+4, Precise Strike, Swap Places, Weapon Focus (Greatsword) Skills Acrobatics +8, Bluff +4, Climb +9, Escape Artist +7, Fly -1, Heal +6, Intimidate +16, Perception +14, Ride -1, Sense Motive +10, Spellcraft +10, Stealth +10, Survival +8, Swim +4 (Modifiers: Monster Lore) Languages Common SQ Inquisitor Domain: Dragon, Judgement (3/day), Solo Tactics, Teamwork Feat (change 2/day), Track +2, Weapon cord Combat Gear +1 Armor spikes, Spell resistance (13) Scale mail, Greatsword, Heavy crossbow, Heavy crossbow, Buckler, Bolts, Crossbow (10) Other Gear - Torch, Weapon cord BATTLEPOINTS

Ability Scores 15; Race 0; Level 45; Expand Source books: Core Rulebook, Advance Player’s Guide, Ultimate Magic, Ultimate Combat 2; Equipment: +1 Armor spikes, Spell resistance (13) Scale mail 93, Equipment: Buckler, Bolts, Crossbow (10), Torch, Weapon cord 0; Grand Total:155

STATISTICS

Str 16, Dex 14, Con 10, Int 10, Wis 16, Cha 10 Base Atk +9; CMB +12; CMD 24 Feats Escape Route, Favored Judgment (Humanoid (human)), Furious Focus, Improved Critical (Greatsword), Instant Judgment, Judgment Surge (1/day), Outflank, Power Attack -3/+6, Precise Strike, Shield Focus, Swap Places, Weapon Focus (Greatsword) Skills +12, Bluff +4, Climb +4, Escape Artist +12, Fly -1, Heal +7, Intimidate +22, Perception +19, Ride -1, Sense Motive +14, Spellcraft +12, Stealth +15, Survival +10, Swim +11 Languages Common SQ Astrolabe, Inquisitor Domain: Dragon, Second Judgement (5/ day), Solo Tactics, Teamwork Feat (change 3/day), Track +6 Combat Gear Bolts, Crossbow (10), +1 Fire resistance Scale mail, Greatsword, Heavy crossbow, Masterwork Buckler; Other Gear Torch, Weapon cord BATTLEPOINTS

Ability Scores 15; Race 0; Level 169; Expand Source books: Core Rulebook, Advance Player’s Guide, Ultimate Magic, Ultimate Combat 2; Equipment:+1 Fire resistance Scale mail 192, Equipment: Masterwork Buckler 2, Equipment: Bolts, Crossbow (10), Torch, Weapon cord 0; Grand Total:380

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C H A P T E R 11


R O T I S I U Q N I M A MAD

{INQUISITOR OF THE HOUSE OF DRAGONS}

TACTICAL PROFILE: MADAM INQUISITOR

KEY Pathfinder® Roleplaying Game Core Rulebook™ (PZO1110) Pathfinder® Roleplaying Game: Advanced Player’s Guide™ (PZO1115) Pathfinder® Roleplaying Game: Ultimate Magic™ (PZO1117) Pathfinder® Roleplaying Game: Ultimate Combat™ (PZO1118) Pathfinder® Roleplaying Game: Advanced Race Guide™ (PZO1121)

Tactical Concept

Healing: Gains fast healing 1. The inquisitor can heal 1 point of dam-

Flanking bonus increases to +4 if the other flanker also has this feat, and

to as a swift action, raising the damage to 4d6+4. Applying a Judgment

age each round. The healing increases by 1 point for every three levels.

ally gets an AoO if you score a critical hit against the target.

Surge-modified Judgment (profane destruction), she can raise that to

Barren, orphaned, and without family of her own, she has only her

Justice: Grants a +1 sacred bonus on all attack rolls. This bonus in-

Power Attack (Feat)

4d6+6. Then Power Attack brings it up to 4d6+9. However, Madame

cause: rooting out all heresy from the faith. Through decades spent

creases by +1 for every five inquisitor levels she possesses. At 10th level,

Level 5: -1/2 | Level 9: -2/+4 | Level 12 : -4/+8

Inquisitor will not stop there, and will further augment her weapon with

destroying the wicked wherever she saw it, Madame Inquisitor has

this bonus is doubled on all attack rolls made to confirm critical hits.

You can subtract from your attack roll to add to your damage.

her spells. Weapon of awe gives another +2 to damage (and to hit), and

developed a technique that she calls the Sword of Cleansing – a tech-

Piercing: Grants a +1 sacred bonus on concentration checks and

Precise Strike (Feat)

magic weapon adds another +1, bringing the total to 4d6+12. Finally,

Whenever you and an ally who also has this feat are flanking the same

flames of the faithful adds a full d6, bringing the final total to an unthink-

the creature, you deal an additional 1d6 points of precision damage

able 5d6+12.

with each successful melee attack. This bonus damage stacks with other

BUILD: Class – bane, Class – Judgment (profane destruction), Feat – Judgment Surge, Feat – Power Attack, Spell – weapon of awe, Spell – magic

nique that has yet to meet its match in sheer destructive power.

caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Special Abilities & Gear Bane:

Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. At 12th level, damage increases to 4d6. This ability lasts for a number of rounds equal to your level. These rounds do not need to be consecutive. (see Instant Judgement)

Protection: Grants a +1 sacred bonus to Armor Class. This bonus in-

sources of precision damage, such as sneak attack. This bonus damage is

creases by +1 for every five inquisitor levels she possesses. At 10th level,

not multiplied on a critical hit.

this bonus is doubled against attack rolls made to confirm crits.

Second Judgement (Su) (Inquisitor)

Level 9 (155 BP): By 9th level, her Judgment Surge infused Judgment

Purity: Grants a +1 sacred bonus on all saving throws. This bonus in-

At 8th level, whenever an inquisitor uses her judgment ability, she

(profane destruction) has increased to +4, and her Power Attack to +6,

creases by +1 for every five inquisitor levels she possesses. At 10th level,

selects two different judgments, instead of one. This only consumes one

bringing her Sword of Cleansing technique to 5d6 +17.

the bonus is doubled against curses, diseases, and poisons.

use of her judgment ability.

Level 13 (380 BP): By 12th level, her Judgment Surge infused Judg-

Shield Focus (Feat)

ment (profane destruction) has further increased to +5, and her Power

Increase the AC bonus granted by any shield you are using by 1.

Attack to +9, plus her bane has transformed into greater bane, which

P

Solo Tactics (Ex) (Inquisitor)

all together brings her ultimate damage total up to a stunning 7d6+21

T

Count Teamwork feats as if your allies had the same ones.

when using her Sword of Cleansing technique.

Stalwart (Ex) (Inquisitor)

Allies by force

E

Resiliency: This judgment makes the inquisitor resistant to harm,

Damage Resistance, Fire (Gear)

granting DR 1/magic. This DR increases by 1 for every five levels she

You have the specified Damage Resistance against Fire attacks.

possesses. At 10th level, this DR changes from magic to an alignment

Dragonbreath (Fire) (Su) Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of dam-

(chaotic, evil, good, or lawful) that is opposite the inquisitor’s.

age—this damage increases by +1d6 every even number level you gain

Resistance: The inquisitor is shielded by a flickering aura, gaining 2

beyond 4th level. A creature hit by your dragonbreath attack can make

points of energy resistance against one energy type (acid, cold, electric-

a Reflex save (DC 10 + half your cleric level + your Constitution modi-

ity, fire, or sonic) chosen when the judgment is declared. The protec-

fier) to take half damage. At 9th level, you can use this twice per day.

tion increases by 2 for every three inquisitor levels she possesses.

Inquisitor Domain (Dragon) (Inquisitor)

Smiting: The inquisitor’s weapons count as magic for the purposes

Associated Domain: Scalykind

of bypassing damage reduction. At 6th level, the inquisitor’s weapons

If you succeed at a Fort or Will save for reduced effect, you take none instead. Swap Places (Feat) You can trade places with an ally with this feat during your movement. Track (Inquisitor) Add half your level on Survival skill checks on tracking .

Instant Judgment (Feat)

also count as one alignment type (chaotic, evil, good, or lawful) for the

May pronounce or change a judgment as an immediate action

purpose of bypassing damage reduction. The type selected must match

Judgement (Su) (Inquisitor)

one of the inquisitor’s alignments. At 10th level, the inquisitor’s weap-

An inquisitor can pronounce judgment upon her foes as a swift action.

ons also count as adamantine for the purpose of overcoming damage

(see Instant Judgement) At 4th level and every three levels thereafter,

reduction (but not for reducing hardness).

the inquisitor can use this ability one additional time per day. Once

Judgment Surge (Feat)

activated, this ability lasts until the combat ends, at which point all of

(1/day) treat your class level for your judgment class feature as if it

the bonuses immediately end. If she is frightened, panicked, paralyzed,

were 3 higher than normal. If you have multiple judgments active at the

stunned, unconscious, or otherwise prevented from participating in the

same time, this benefit applies to all of them.

combat, the ability does not end, but the bonuses do not resume until

Monster Lore (Ex) (Inquisitor)

Sword of Cleansing

Adds her Wisdom modifier on Knowledge skill checks in addition to

Level 5 (50 BP): If her enemies give her enough time to fully empower

she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make.

her Intelligence modifier, when making skill checks to identify the abili-

Destruction: Gains a +1 sacred bonus on all weapon damage rolls.

ties and weaknesses of creatures.

This bonus increases by +1 for every three inquisitor levels.

Outflank (Feat)

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Conflict PvP : Tactics & Teams

Venomous Stare (Sp) (Inquisitor, Domain) Level 5: (1d6+2) (5/day) (DC 14) | Level 9: (1d6+4) (5/day) (DC 16) | Level 12:(1d6+6) (6/day) (DC 19) 30’ Gaze attack deals Nonlethal damage and fascinates targets. Weapon cord (Gear) Attached weapon can be recovered as a swift action.

In-Play Offense

her sword, Madame Inquisitor can imbue her weapon with an unholy amount of damage. Her chosen weapon is a two-handed sword, giving her 2d6+4 as her base damage, which she will immediately add bane

weapon, Spell – flames of the faithful

C H A

R

Madame Inquisitor has the ability to treat all allies as if they had the same teamwork feat as she does, for the purpose of determining whether she gains a bonus from her teamwork feats. Outflank and Precise Strike can further empower her Sword of Cleansing technique, while Swap Place and Pack Attack can easily turn the tide of battle in her favor.

Starting Items & Prep Rounds Starting Main hand: Two-Handed Sword Off-hand: n/a

Round 1: invoke bane, cast flames of the faithful Round 2: invoke Judgment (destruction), cast weapon of awe Round 3: cast magic weapon; or (12th lvl) cast stoneskin

In-Play Defense Overall Strategy: Madame Inquisitor’s main defense is her dragonshaped masterwork scale armor and masterwork buckler, and the fact that few dare come close to her and her righteous sword, but she is also heavily protected from fire. At higher levels, she has even endowed her armor with the ability of fire absorption. At 12th level, she will also regularly cast stoneskin.

| 235

11




INDEX A—M Index

ϕIndex ϕA

Elixir of Fire Breath................................. 94

Greater Oil of Magic Vestment +5.... 94

Equipment

Greater Oil of Magic Weapon +5....... 94

Bundles...........................................................29

Armored Up..............................................................30 Blade Brother.......................................................30 Blind Justice............................................................30 Body Guard..............................................................31 Bombardier..............................................................31 Deluxe Mount.......................................................31 Dervish........................................................................32 Healer..........................................................................32 Hill Chaser..............................................................32 Illusionist.................................................................33 Master Spotter....................................................33 Poisoner......................................................................33 Provoker/Charmer..........................................34 Striker..........................................................................34 Sunderer.....................................................................34 Triggerman..............................................................35 Weapon Soaked....................................................35 Wrestler....................................................................35

Action Laws................................................... 76 Adamantine Arrows/Bolts.................... 88 Ambush (Simple Match)........................... 104

ϕB Ballista, Light............................................. 91 Bardic Effigy................................................ 93 Battlemaps...................................................... 184 Create your own.........................................186

Battlepoints.................................................. 7 Battlepoint Caps........................................22 Using Campaign Characters...................22 What are Battlepoints.............................22

Bombard, Light............................................ 92

Guillotine Plates....................................... 54

ϕH Healing............................................................ 37 Hidden Movement...................................... 192

ϕI Insurrection................................................. 138

ϕJ Javelin of Lightning................................. 89

ϕK Kill of the Hill............................................ 144

ϕL

Bookworm Plates....................................... 46

Costs 26

Launch Plates.............................................. 55

Boots of Speed.............................................. 93

Familiars & Animals Companions..........25

Laws

Boulderhead Mace.................................... 88

High-Level Characters............................29

Action Laws..................................................76

Brother’s Keeper......................................... 108

Starting Wealth.........................................29

Bundles (See Equipment)......................... 29

Extraction..................................................... 134

Burden of the Crown............................... 112

ϕF

Catch Plates................................................. 47

Fake Plates..................................................... 50, 90

Character Generation Laws................ 76

Fascinate Plates.......................................... 51

Cloak of Displacement............................ 94

Fearsome Hallows..................................... 52

Cries of the Gods...............................................78 Dead Lands...............................................................79 Deadly Force..........................................................79 Face Off.......................................................................80 Fog of war.................................................................80 Hasted..........................................................................81 Ley Line........................................................................81 Radiance.....................................................................82 Stayed Hand............................................................83 Tears of the Gods..............................................84 Warded........................................................................85

Cloak of Resistance +5............................ 94

Fire & Ice Longswords............................. 88

Character Generation Laws..................76

Colossus, Match.......................................... 116

Flame Tongue............................................... 89

Black Dragon..............................................124

Fog Plates...................................................... 53

Demon outsider...........................................122

Frost Brand................................................... 89

Giant Ettin...................................................120

ϕG

Blade Bound...........................................................77 Ki Bound.....................................................................81 No sidekicks............................................................82 Shadow Bound......................................................83 Spell Bound.............................................................83

ϕC

Faerie Fire...................................................... 49

Cannon............................................................ 92

Fair Play.......................................................... 10

Conquer & Reap (Standard Match).. 126 Creating Laws.............................................. 76

ϕD

GameMastering........................................... 196 Disqualification.........................................204 GM Assistant................................................197

Deathmatch: Arena................................... 130

Handling Player Stall Tactics..............203

Decoy Plates................................................. 48

Hidden Characters....................................200

Disqualification......................................... 204

Metagaming..................................................200

Drift Plates................................................... 49

Metagaming Off the GM..........................201

ϕE Elemental Gem............................................. 94

N D E X

Creating Laws..............................................76 Player Laws...................................................76

Cantankerous Hallows...............................77 Steal the Roll.......................................................83 Team Faith................................................................84 Unpanicked..............................................................85 Types of Laws................................................76

Preparing for the Conflict Match......206

Action Laws.............................................................76 Character Generation Laws....................76 Player Laws..............................................................76

Rules Lawyers..............................................198

What are Conflict Laws..........................76

Glossary.......................................................... 8

I

Lion’s Shield.................................................. 89

| 255


Conflict Tournaments are Coming to your FLGS look for banners like these at your hobby store

if they are not there, tell the store's owner the banners are free! All any retailer has to do is sign-up for Event Support at ConflictPvP.com\EventSupport for the program. Once they have been certified as a retailer, Conflict Games will send them tournament kits (for free). These kits include banners, tournament rules books, pre-generated characters, GM tools and more. This is a one-time sign up program. Once a retailer has signed up, they will continue to receive promotional kits from Conflict Games for free.

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