Professional Documents
Culture Documents
o n f lRulebook
ict
Design: Mark M. Scott
Written by: Mark M. Scott, John E. Ling, Jr, Amber Scott, Brendan Davis
Editing: Luchina Smith, Ryan Costello
Design Contributions: Mike Campell, George Basley, James Conques, Mark Orapello
Art Direction: Mark M. Scott, Conflict Games Design Team
Art: Rick L Hunter, Jon Hodgson, Scott Purdy, Andy Hepworth, Mark Hyzer, Brandon Leach, Marcus F. Scott
Cover Illustration: Ihar Balaikin
Cartography: Michael K. Tumey, Conflict Games Design Team
Technical Engineer: Lloyd Warner
The Conflict Roleplaying Rulebook introduces players to tactical team-versus-team roleplaying,
where players compete against other players in dozens of objective-driven matches.
This book is compliant with the Open Game License (OGL) and
is suitable for use with the worlds most popular fantasy roleplaying
To learn more about the Open Game License and the d20 System
ISBN: 0-9824507-0-2
ISBN-13: 978-0-9824507-0-3
www.ConfictBooks.com
Dedication
Chapter 1
Intro...
=taBle oF conteNts
battle Points...
Passcards...
Supplemental Rules...
Team Feats...
Match Types...
Game mastering...
Pre-Configs...
Conflict Laws...
Appendix...
Conflict maps...
33
iNtroDuction
Chapter 1
What is Conflict Roleplaying?
following items:
Competition. Thats what this book is all about. Raw, unlimited yet
a new concept, but we as a tabletop gaming community have yet to
embrace the beauty of it. Most of us still play with the idea of being
a member of a group of cooperative players, the famous All for One
and One for All mentality, fine for certain tabletop gamers. For some
of us, being cheerfully cooperative just doesnt cut it. Theres an itch
to prove our dominance over the other players. If you have ever had
that itch, then you hold in your hands the right material to scratch it.
Conflict Roleplaying rules, matches and maps are designed to pit play-
A ConflictMapavailable at www.ConflictBooks.com
ers against the players on the other side of the table. Through tactics,
off. The goals can be as simple as kill the opposing team or as complex
A couple of friends.
as an adventure where teams have to race and chop their way to the
finish. So start working on your overconfident smirk because by the
end of this book you will be ready to show your friends what you are
Attitude
Passcards
Planted Items
Match Types
Map Elements
A Word on Pronouns
In Conflict Roleplaying, we strive to keep our pronouns in order. We
believe both in the equality of male and female gamers as well as correct grammar. For ease of reading, the pronoun she in our examples
always refers to the GM, while the pronoun
he refers to a player.
New Concepts
New concePts
Battlepoints
original objective. Experienced GMs and players can use these vari-
Map Elements
Laws
ately.
Conflict Map
Passcards
or character generation.
Team Feats
Planted Items
www.Conflictbooks.com.
Match Types
An objective drives every Conflict Roleplaying game. Match Types details the specific
Pregenerated Characters
objective and parameters for the teams playing in the match. Objec-
pregenerated characters. These are great for groups that are pressed for
tives vary from kill as many as you can in BloodSpill to Escort the
time or those who want to dive right into the game. The Battlepoints
are already set and the characters Battlepoints range from 85-143.
New coNcepts
The Hard Part
Chapter 1
The Hard Part
planning. Just keep in mind, both teams play by the same rules and
therefore the opportunity to take advantage of the rules is even on
both sides. Even if a team is bested by a clever tactic you can be sure a
series of clever countertactics will follow.
Golden Rules
of the Game Master to consider fair play before the match begins.
different character builds, magical abilities and rules. There are bound
two items:
outside of the rules as written. This occurs more often at high level,
when feats, spells, and items can be combined to create extremely
powerful characters. These instances can lead to arguments, so it is
gaming experience:
1.
2.
3.
feats, class abilities and spells will also lead to unbalanced advantages.
Although Conflict Roleplaying is a great outlet for this type of powergaming, no one wants to face unvanquishable opponents. The GM
has the final say. If she feels there is too much exploitation in any one
case, she should not be afraid to say no. The GM should also consider
the experience level of the player. It is wise to ensure each team has a
similar number of veterans, who can assist lessexperienced players.
Be mindful that certain individuals and teams will be able to plan and
execute better than others and solid teamwork should be encouraged.
In addition to the pregens in Chapter 12, Conflict Roleplaying groups
are encouraged to stockpile approved character sheets for future play,
Resolving Disputes
Hat of Disguise
Battlepoint Cost: 18
and losers and you simply cant win them all (although you can try).
Arguments that start with think about it like this and about what
is realistic do not apply in a game that has to simulate reality and fantasy is the most fun and balanced way possible. Unlike in the Pathfinder Roleplaying Game (or any Open Gaming Licensed system), what
the rules say is more important than what the rules imply. Players will
exploit imperfect rules. This is unavoidable. In fact, some players will
rely solely on their ability to exploit rules instead of cleverness and
gLossary
Conflict Keywords
Words used by Conflict players:
Battlepoints (BP):
Battlepoint Cap:
Match:
Match Length:
Match Types:
Passcards:
main objective.
Sheets of paper that are used to
Casualties:
acter.
Players that are killed, defeated or
Character Builds:
Planted Items:
Match.
A cooperative unit of one or more
Teams Feats:
players.
Special feats granted to all mem-
Hallows:
Tokens:
Variants:
Map Arcanum:
the match.
A separate document that holds
important terrainrelated facts
about a map. Helps players make
Map Elements:
Match Types.
Battlepoints
Chapter 2
Battlepoints Introduction
Battlepoints
The Battlepoints (BP) rating system is used to help level the playing
field by roughly estimating a characters ability to compete in Conflict
Matches. Specific sections of a character sheet are given a value and
the sum of those sections is considered the characters total BP.
Battlepoint Cap
Character
Levels
Suggested
Battlepoints Cap
Character
Levels
Suggested
Battlepoints Cap
24
11
294
28
12
375
37
13
475
50
14
600
65
15
754
85
16
979
114
17
1,218
143
18
1,550
185
19
1,955
10
233
20
2,480
BattLepoiNts
Tallying Battlepoints
Tallying Battlepoints
Battlepoints reflect a characters total degree of power, including abilities gained from class, race, and equipment. Battlepoints factor into
the abilities and modifiers granted by magic items by considering the
cost of the magic items themselves. To calculate a characters total BP,
consider the following:
Ability Scores
Race
Character Levels
Magical Equipment
Non-Magical Equipment
20
25
a Campaign Type for each match. The default is Standard Fantasy for
pre-made characters and tournaments. If the GM does not specify a
Those races considered the standard races and are listed here:
Dwarf
Halfling
Elf
Half Orc
Gnome
Human
Half Elf
Non-Standard Races: Players who wish to use non-standard races
must get explicit approval from the GM and may only choose from
the following races:
Aasimar
Goblin
Hobgoblin
Kobold
Mite
Orc
Tengu
Tiefling
Campaign Type then the default is used. All attributes start at a base
of levels or Hit Dice a character possesses, not just those from a single
class. For example: A character with 3 levels of the barbarian class and
used on ability scores can not be above the Campaign Type total. The
Battlepoint cost for ability scores is the total amount of points used to
Table 2.3 - Battlepoints by Ability Score
Score
Battlepoints
Score
Battlepoints
7
-4
13
3
8
-2
14
5
9
-1
15
7
10
0
16
10
11
1
17
13
12
2
18
17
Level
1
12
145
13
210
14
295
10
15
425
15
16
600
23
17
850
Tallying Race
34
18
1,200
50
19
1,700
10
71
20
2,400
purchase ability scores. In most cases, this will match the Campaign
Type. Remember, in all cases, the Battlepoints calculation is done
10
dwaRven riFleman
Battlepoint Total: 143
Chapter 2
Battlepoints Example
Magic Equipment
+1 Dwarven Powder
Musket*: 4750 gp
2,400/100=
+24 BP
*requires GM approval
Character Levels
fighter 8th =
+34 BP
Magic Equipment
Character Race
dwarf =
+2 halfplate: 4,750 gp
4,750 /100=
+48 BP
1,000/100=
+10 BP
+0 BP
Ability Scores
Purchase method
Str
13
Dex
17
Con
16
Int
12
Wis
12
Chr
Standard
Fantasy*
Magic Equipment
Cloak of resistance +1
Magic Equipment
+15 BP
50 gp x 5 (singleuse
item) = 250 gp x3 =
750/100=
+9 BP
Nonmagical
equipment
(All under 100gp)
Short Sword 10 gp
0BP
Magic Equipment
Powder horn 15 gp
0BP
0BP
Potion of shield of
faith +2
50 gp x 5 (singleuse
item) = 250 gp/100=
+3 BP
+0BP
Ability Scores
Race
Matches the purchase method of 10, 15, 20 or 25 Points. (15 is the default)
No cost for standard races. For non-standard races, multiply total character level by 10
Level
Equipment
Magical Equipment
11
Wealth by Level
Battlepoints
11
82,000 gp
1,000 gp
12
108,000 gp
the characters total starting wealth. Only items from the Pathfinder
3,000 gp
13
140,000 gp
6,000 gp
14
185,000 gp
by the GM.
10,500 gp
15
240,000 gp
Full Price Only: Equipment must be purchased at full price and qual-
16,000 gp
16
315,000 gp
23,500 gp
17
410,000 gp
33,000 gp
18
530,000 gp
46,000 gp
19
685,000 gp
10
62,000 gp
20
880,000 gp
*No single item may be worth more than 50% of the total.
Non-Magical Equipment
For example: A masterwork bastard sword costs 335 gold pieces and
Other Sources
Magical Equipment
The amount of game material available for use is huge, with new
cost, rounded up. For example, a player selects a +3 heavy steel shield
and a potion of flying as his magical equipment. The shield costs 9,320
rule, players need to have any source material used in their character
cost of 93.2 (rounded up to 94). The potion costs 750 gp, but is also
(rounded up to 38). The total Battlepoint cost for the players selections is 94 + 38, or 132.
3d6 10 gp
105 gp
Bard
3d6 10 gp
105 gp
Cleric
4d6 10 gp
140 gp
the characters wealth at 1st level. Use Table 2.6 - Character Wealth by
Druid
2d6 10 gp
70 gp
Level to determine wealth above 1st level. Next, consider any Conflict
Fighter
5d6 x 10 gp
175 gp
Laws the GM may have set down, as these Conflict Laws can limit the
Monk
1d6 10 gp
35 gp
Paladin
5d6 10 gp
175 gp
Ranger
5d6 10 gp
175 gp
Rogue
4d6 10 gp
140 gp
Sorcerer
2d6 10 gp
70 gp
Wizard
2d6 10 gp
70 gp
Purchasing Equipment
12
stArtinG a matcH
Presented here are the basic steps to starting a Conflict Match, followed by an expanded explanations and tips.
1. GM and Players
Chapter 3
Starting Steps
9. Passcards
The first obvious step is establishing who is playing and who will be
Map Elements locations, and Match Length, prior to the start of the
Match. The appendix has Passcard templates you can use as well as
photocopy. If there arent any copies currently available, you can use a
At the start of a match, each team makes a team initiative check. This
The next step is to agree on which Match Type to play. The list of
Team Initiative
choose the Match Type randomly, use the chart in the appendix. Be
establishes the order each team can act prior to the start of the match.
The slowest teammate (the character with the lowest initiative modi-
3. Choose Teams
fier) represents his team. Each team rolls a d20 and adds the slowest
In many cases, players can select their own teams. The GM may wish
to influence teambuilding for many reasons. A GM can assign players
to particular teams or use other methods discussed on the next page.
Once teams are selected each team may come up with a team name.
There are examples of team names later in this chapter.
teammates initiative modifier to the roll. The team with the highest
total acts first, the second highest acts next, and so on. If there is a tie,
the tied teams should roll again to establish an order. Acting in team
initiative order, teams gets the following opportunities:
1. Claim Map End: The acting team reserves their Map End (as
described on page 60). Hallows (when applicable) are also assigned
at this time.
2. Place or Pass: The acting team decides if they wish to place their
prior to doing this, the GM should speak with the players to deter-
characters and Map Elements or pass the option to the next team.
mine what level characters they are interested in playing. This will
The slowest team left in the order cannot choose to pass. The options
5. Choose Laws
Place Map Elements: The number of Map Points each team gets
The Laws used establish the guidelines for the Match. Be thoughtful
when choosing them. Laws can greatly affect each characters effectiveness and therefore all players will need to agree to them prior to
the match. Laws can be found in Chapter 6
The GM selects and announces the Conflict Map for the Match. She
also determines the Conflict Maps configuration. For more information about Conflict Map selection, see Chapter 7.
It is the GMs option to plant magic items on the map. These items
could include, for example, a potion of cure critical wounds, a vorpal
sword, etc. All players are aware of the planted items at the start of the
Players discuss who will play what, what each character can do and
which Team Feats will help the teams strategy. Once the team decides
on its tactics, players select and adjust their characters to suit. When
the characters are ready, each character gets approved by the GM.
Team Feats can be selected after the GM approves the teams charac-
Once the miniatures are ready, each player rolls initiative for their
character. Allow the normal combat rules to take over from there.
13
starting a mAtch
Presented here are additional options and tips for starting a Conflict
Roleplaying match.
Team Names
Teams should have a team name. This adds to the fun of the Match,
and also helps the GM address a particular team. Of course, players
may use any team name they like as long as it is appropriate for the
table. GMs may wish to come up with a list of team names for players
trouble coming up with a team name of their own, they can pick from
lent game in which to play multiple characters. Many players enjoy the
%
12
34
Pregens: To speed up play and setup time, the GM can have each
56
player make one character and use one pregenerated, or ask all
78
910
5960
1112
Fireballs
6162
Team Ibuprofen
1314
6364
E For Idiot
1516
Major Crits
6566
Snow Chance
1718
6768
the player to sit out the rest of the game. Instead he can adopt
1920
Vertically Challenged
(Halfings)
6970
OrganDonors
2122
Death By Net
7172
2324
7374
2526
Lost Boys
7576
2728
7778
2930
7980
3132
8182
3334
150
8384
Farfromsober
3536
That Hurt?
8586
Toooo Muuuccccchhhh!
3738
You Ok?
8788
Creeping Evil
One of the cool things about Conflict Match play is the effortless abil-
3940
Dispel Or Bleed
8990
ity to rotate GMs. Since there arent any story or plot arches, changing
4142
Duck Or Bleed
9192
are provided in Chapter 12 and on the back page the stat block is
reprinted with extra room to allow you to customize. This extra
Rotating GMs
9394
4546
9596
4748
person will GM. This will ensure everyone is on the same page.
4950
14
99100
Crimson Blades
War Hounds
WellKnown Magicians
AskMeNot
stArtinG a matcH
Chapter 3
Supplemental Rules
Choosing Teams
strategy gaming. The GM may restrict any spell based on her experi-
ence with Conflict Matches. Infeasible spells include those with very
ods, but selecting the two most experienced players is a smart choice.
Each rolls a d20, with the highest getting to pick first. Captains then
cause the player to leave the map, a disqualifying act (astral projection,
alternately select players from the available pool until all players are
ethereal jaunt, plane shift, etc.), and those relying on the unused align-
Random Odds & Evens: Another way to choose teams is to have the
that target an alignment (such as smite evil or protection from evil) now
players roll a d6 one at a time. The players that are first to roll even
ple, smite evil becomes smite opposition. Conflict matches are tactical
have a few options. Several matches, such as Ambush, play well with
an odd number of players. Check the match descriptions for this in-
characters
Once the GM has selected the Match Type, she reads over the rules
carefully. Noting the victory conditions, the minimum team members and maximum number of teams, any map point adjustments,
the Match Length and Planted Items. She must communicate all this
information to the players; reading straight from the book if necessary.
Example: Sarah, a GM new to Conflict Roleplaying, decides to roll
randomly for her groups first Conflict Match. She rolls a 5: McGuffin.
In her notebook, Sarah writes down, McGuffin. Must take a loadstone to other teams Hallow. Can be destroyed. 1 point for getting
loadstone to Hallow; most points in 10 rounds wins. Heavy; glows;
interferes with extradimensional travel.
Sarah tells the players they will be playing the McGuffin Match Type.
She tells them the match is 10 rounds long and reads the Objective,
Heres The Twist!, Victory Conditions, and The Great McGuffin sections out loud from the book. After answering any player questions,
Sarah moves on to the next step.
Supplemental Rules
tion are lost. A character cannot voluntarily step off the map
15
mAtch tyPEs
This chapter contains ten Match Types for GMs and players to choose
from, each with several variations to keep things interesting and
new. The variations offer some twist on the objective, which in turn
changes the tactics and strategies for each team.
Match Types are scenarios of play that pit teams of players against one
another. Think of Match Types as different competitive events, or as
formulas for competition. Each Match Type has its own objective and
victory conditions. At the beginning of each session, the players and
GM collectively agree on a Match Type, or the players allow the GM
Match Stalemates
to select a Match Type. Once the group selects the Match Type, the
players or the GM divides the characters into teams. The match begins
and the first side to achieve the Match Types objective wins.
team is the objective, the next team to kill an enemy team mem-
Replaying a Match
ber wins.
Each Match Type can be played again and again with different results.
This depends on what strategies players utilize and what character
builds they use. A simple change in opening tactics can alter the
outcome or feel of a replayed Match Type. There is no carry-over from
one match to the next; players cannot keep items or spell effects after
a match ends. However, if the players and characters remain the same
for a rematch, the GM can rule that some knowledge of the teams
carries over between matches. Each team remembers the opposing
teams appearances and combat tactics. With this information a team
may plan, adjust, or change their match tactics accordingly.
Match events add a twist to Match Types. Some matches may seem
easy to design tactics for, until a Match Events add a layer of complexity that requires a more dynamic strategy. Match events are, in essence,
magical effects that are the center of the Match Type. They create new
challenges that apply to all teams.
Match events can be magical effects that affect certain players or target
different players at different times. For example, in Regicide, the kings
crown has properties that affect only the character designated the
king. In Kill of the Hill, the faerie fire effect targets the characters in the
lead, and ceases when they fall out of the lead or become casualties.
A TPK (total party kill) occurs when all members of a single team
die. This always results in victory for the other team. Regardless of the
objective, if all team members fall prior to the objectives being met,
page 41.
Casualties
events are the purview of the GM. The whole point of the match event
16
is to add a new dimension to the match; for this reason, most contain
a cannot be circumvented clause. Magic and tactics, no matter how
powerful, cannot overcome the restrictions a match event imposes.
An attempt to disable a match event is a challenge to the GMs authority, and could result in disqualification. Making the match event work
for your team, though, is another story. Players are encouraged to
think creatively to find ways to turn a seeming disadvantage into an
advantage or part of a plan. Accept and work with the match event
instead of fighting against it to enrich the experience for all players.
mAtch tyPEs
Chapter 4
Match Type Format
Type, this section places it into concrete terms. The Victory Condi-
Objective
These are the names of the teams involved in the Match Type. In some
The twist is what makes the match unique This section describes rules
tives. During the match descriptor the text may refer to a team by the
Handicap Match
Name
The name of the Match Type is displayed at the top of the page. It is
how it is referred to in the book and on the Conflict forums.
Victory Conditions
This is the smallest number of characters needed for each team. Teams
cannot be composed of fewer characters than this number.
This is the recommended maximum number of teams that can participate in the Match Type.
The setup explains how to prepare for the Match Type. It covers map
points usage, miniature placement rules, and the other things that set
the stage for the competition.
There are Match Types which place restrictions on the starting points
of the characters. This section discusses any such adjustments.
Match Length
This provides the potential length for the Match Type in rounds. If
more than one length is mentioned, the GM can choose from those
listed. If the Match Length is Infinite, or if Infinite is selected, then the
Match lasts until the Victory Conditions are met.
Variants
Variants are altered versions of existing Match Types that usually have
a different twist, objective or setup. Groups are encouraged to play the
standard Match Type before experimenting with variations.
GM Notes
17
AmBusH
on any square of the map. The Defenders are restricted to the normal
placement rules.
Match Length Options:15 Rounds, 20 Rounds, Indefinite
Rules
The Ambushers receive the standard number of 100 Map Points.
The Defenders must wait two rounds before beginning the
match. (i.e The Defenders miniatures will not be placed on the
map until the third round.)
The Ambushers may start the match on any square of the map.
The Defenders are restricted to the normal placement rules.
The Ambushers are aware which Map End the Defenders will
start the match. However, they are not aware of which squares.
Objective
GM Notes
smaller number of players than the other team, the Defenders. The
Ambushers gain an initial advantage when they launch a surprise
attack on the Defenders to start the match. But can they maintain
that advantage when the Defenders counterattack with their superior
numbers?
The Ambushers have fewer numbers than the Defenders, but the
Ambushers receive a number of tactical advantages. The Ambushers
are the only team with Map Points. The Ambushers receive a number
of preparation rounds in which to lay traps and raise defences. When
the Ambushers do strike, they do so under the benefits of protective
magic and advantageous terrain.
However, the Defenders have greater numbers that should withstand
the Ambushers initial onslaught. Focused tactics by the Defenders
could wipe out the Ambushers smaller numbers with a little luck and
a lot of strategy.
Different Battlepoint Caps: The Defenders receive a smaller Battlepoint cap than the Ambushers. The Defenders adjust their Battlepoint
cap to be one level lower than the Ambushers per Table 2.1: Battlepoint Cap by Level.
Even Kill Victory Conditions: The Ambushers must kill a number
of Defenders equal to the original size of the Ambusher team. For
example, a team of 3 Ambushers facing a team of 7 Defenders must
kill 3 Defenders to win. The Defenders must kill all of the Ambushers
to win.
3. Reduced Preparation: The Ambushers receive only one round in
which to prepare their ambush.
Victory Conditions
Setup
Ambushers, Defenders
Team Names
Adjustments
Maximum
Teams
2
Defenders. During the ambush, the spy can disrupt the attack, turn
on his former teammates, or otherwise assist the Defenders. The spy
must reveal his allegiance during the first skirmish and thereafter
counts as a Defender. The GM can assign the spy by privately writing
18
19
They all want the hill. Men have died trying to take it.
But the hill is elusive. It does not sit still, it moves about the
battle field, like an aimless vagabond. Whoever controls
the hill, is master of the land. Today, the hill is mine.
Ty, Hill Slayer
Handicap Match
No. Teams are not assigned. Characters play as individuals
Objective
Each character needs to get to the hill and stay on it for the greatest
number of rounds to win. Kill of the Hill is a free-for-all format that
allows characters to play as individuals and not part of a team. Any
number of characters can participate in the Kill of the Hill.
All characters are aware of the hills location during round one.
Players cannot move the location of the hill.
The hill possesses all of the magical effects of a Hallow with the
exception of the Announcement effect.
Match Events
Kill Of the Hill: A fairy fire and dimensional anchor spells are automat-
ically cast on characters that share the lead. The spells are recast each
turn (not round). The moment a character is no longer in the lead or
is declared a casualty, the spells are removed. For the purposes of the
match the effect circumvents all magical and physical resistances.
Gias Reach: The hill begins at one of the predetermined locations
in the first round. At the beginning of the fourth round, and every
three rounds after that, the hill shifts to another location. The GM
rolls 1d100; each other location has a fifty-fifty chance of becoming
the new hill. Once the hill moves, it glows with the effect of a dancing
lights spell, as if cast on the summit of the hill. At the beginning of
each subsequent round, the dancing lights rise 30 feet into the air.
When the hill shifts again in three rounds, the dancing lights disap-
Victory Conditions
The player who has held the hill for the greatest number of rounds by
the time the match ends wins. A casualty cannot be declared the winner. To score a round, a character must spend an entire round with his
feet on the hill.
Scoring: In order to score, a character must Activated the Hill as
detailed under Hallows Activation on page 41.
GM Notes
The Hill must be reachable via mundane means.
More than one person can score and occupy the hill in a round.
Character can score points while burrowing.
Variants
Single Hill: Gias Reach is not active, and the hill remains in one loca-
Setup
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
No Team Assigned
No Team Assigned
No Team Assigned
20
Rules
tion for the entire match. The characters play on two teams, Attackers
and Defenders. The Defenders must protect the hill by disrupting any
attempts by an Attacker to spend an entire round with his feet on the
hill. The Attackers score one point each time one of their members
scores a round on the hill. The GM assigns a victory condition from 3
to 5 points. If the Attackers score that many points, they win. If time
runs out before the Attackers reach the victory condition, the Defenders win. The Hill under this variant is a 20 feet square.
Ki
l
l
i
ll o f t h e H
21
BloodsPiLL
GM Notes
Objective
Expect players to test the limits of what their characters can do.
In such a strategic match, players will be eager to build compli-
some quick fun. Players form evenly numbered teams, and clash in a
chapter on ideas for how to keep the action moving in the face of
Once a Planted Item is announced and placed on the map, players are not allow to move their miniatures until their initiative
turn.
As this Match Type is excellent for testing new builds, you might
consider either raising the Battlepoint Cap or even completely
eliminating it, to allow characters to spend all their available gold.
Variants
items before the start of the match but after the players have placed
however, only one person can be declared the winner. Even survivors
Victory Conditions
who are members of the same team must fight one another.
Whichever team has the most survivors at the end of the match, wins.
Iconic Group: This variant is for teams with four members each. One
member of each group must be a warrior type (barbarian, fighter,
Setup
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
<none>
characters can be the same class. Thus, if the warrior type is a paladin,
Map Points Adjustments: 200 Map points are assigned to each team.
Legendary Face Off: A single player from each team gets to play a
legendary iconic character. The icon can be from any popular literary
Rules
(e.g. Knights of the Round Table). The legendary icon will still need to
meet the Battlepoint cap.
Legendary Grudge Match: One player gets to be a Legendary Dungeons and Dragons icon. (eg a dual scimitar welding Drow or maybe
an aging wizard who has traveled all the realms but has forgotten it. )
The legendary icon will still need to meet the Battlepoint cap.
22
23
This battle isnt about killing; its about getting the other
side to talk. Our enemies have vital information and if we
take their secrets first, we will have a sizable advantage on
the battlefield. So lets go get one of those bastards!
Nulcore, Master at Arms
Handicap Match
No
If one team grabs an enemy and deliberately brings the imprisoned character adjacent to a teammate (for example, to get
through a doorway or down a corridor), the separation rule is
suspended until the teammates gain at least five feet of space
between them. For example, if the enemy drags an imprisoned
character through a doorway and ends their movement adjacent
to the imprisoned characters teammate, the teammate does not
have to move away until the enemy drags the imprisoned charac-
Objective
Each side tries to grab one member of the opposing team and bring
GM Notes
the prisoner to their Hallow. Any opposing team member will do, but
The opponent must remain alive for the duration of the round
as each side has the same objective, both teams will be on their guard.
at least one square (i.e. 5 feet) from any other team member. In other
Victory Conditions
secutive.
Setup
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
<none>
Rules
The GM places one Hallow on each side of the map and assigns
one team to each Hallow.
Team members must stand at least one square (i.e. 5 feet) apart.
A character can take any action that requires only one hand to
perform, such as cast a spell or make an attack with a light or
one-handed weapon against any creature within reach.
Variants
relevant.
24
and GraB
25
m GufFiN
c
Objective
While the McGuffin is being carried (or moved without being carried,
eval sport Mob Ball. Players form into two teams, and Hallows are
is put into play and each team must fight to bring it to the opposing
The effect ends when the character drops or discards the McGuffin.
Anyone carrying or otherwise moving the McGuffin glows with an
Victory Conditions
bag of holding or similar item. The light is too dim to have any special
The team that scores the most points by the end of the match wins.
thrown the loadstone will drop in the adjacent square, no more that 5
feet away. The McGuffin has hardness 10 and hit points 10.
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
<none>
Setup
Map Points Adjustments: Map points are not assigned
Starting Points Adjustments: No Adjustments
Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds
Rules
The GM chooses a square near the center of the map and places a
token representing the McGuffin on that square.
GM Notes
The McGuffin begins in the center of any Conflict Map.
Variants
Exploding McGuffin: The McGuffin in this variant is unstable and
explodes frequently. Every round there is a 10% chance of this occurring. When the McGuffin explodes, it inflicts 1d6/level of the match
to everything within a 10 foot radius (Reflex save for half). For example, a level 6 match (114 battlepoint cap) would deal 6d6 damage.
Single Hallow: There is only one Hallow. The teams are divided into
Defenders and Attackers. Defenders protect the Hallow and prevent
the other team from scoring. The GM assigns anywhere from 1 to 5
points. If the Attackers score more then what was assigned, they win.
Match Events
to the Hallow the most number of times wins. After each score the
26
is placed in the center of the map. The team to bring their McGuffin
McGuffin returns to a GM designated point in the map.
m cGufFiN
c
27
HellBreak
One of our comrades lies locked away in the enemys hellish prison. We owe it to our bond of comradeship to enter
the enemys territory and free our friend from their grasp.
Sir Midguard, Friend
Handicap Match
determined randomly.
Match Events
Yes
Objective
can activate the Hallow and release him. The enemy team cannot
remove the prisoner from their own Hallow, nor can they harm the
prisoner while he is in his prison.
Inside the Standing Hallow: The Hallow prevents the prisoners
spells and abilities from functioning. However, the imprisoned
character may shout, bang on the Hallow walls, and listen for sounds
to the DC allows the prisoner to hear noises outside the Hallow. Like-
wise other characters can hear the prisoner with a successful Percep-
ers are aware the Rescuers are on their way. The Defenders also know
that the Rescuers must activate the Hallow by touch to release their
imprisoned comrade.
Victory Conditions
Defending Teams: The Defenders win if, at the end of the match,
the prisoner is either still in the Defenders Hallow or he is dead. The
match ends immediately (with a victory for the Defenders) if the
prisoner dies.
Rescuing Teams: The Rescuers win if, at the end of the match, the
prisoner is either in the Rescuers Hallow or he is out of the Defenders Hallow and still alive. The match ends immediately (with a victory
for the Rescuers) if the prisoner reaches his home Hallow.
Setup
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
Rules
The GM places the Hallows on the map.
The Defenders Hallow is oval-shaped. The GM places the mini
representing the prisoner in the Defenders Hallow
28
GM Notes
to one team. Either the Defenders have planned the capture well and
get two rounds to prepare for the Rescuers arrival, or the Rescuers
have a plan of action ready for this contingency, and get two rounds
to prepare their assault. Neither team can effect or enter the opposing
teams Map End.
Prisoner Exchange: Each team has a member trapped in the other
teams Hallow. Each team now has the same victory condition: to free
their captured teammate and protect their own prisoner. When the
match expires, the team in control of both prisoners wins (if both
teams have control of their own prisoner, the one with their prisoner
first to or closest to their Hallow wins). Killing the enemy prisoner
scores a victory for the slaying team.
HeLLbrEaK
29
Regicide
Opposing teams are not aware who the actual king is and must
rely on the appearance of the King Crown.
Match Events
The Kings Crown: The kings crown is essentially a permanent
illusion with several special properties. First, the illusory crown is
visible even by creatures using darkvision, sonic location, or another
special sense that acts like vision (but not scent or tremorsense).
Second, the kings crown, though a magical effect, cannot be dispelled
by any means including a wish spell. Third, the light emanating from
Objective
The team that kills an opposing teams king first, wins. Players will
obscuring mist for 10 feet. Creatures 10 feet or closer to the king still
suffer normal concealment penalties for the area, but they can clearly
against vile assassins, while at the same time trying to kill the king on
comes from the Latin roots Rex (King) and -Cidium (to Kill).
diately crowned. The oversized crown hovers a few inches above the
kings head and shimmers with a gentle golden light. The light is too
1. The king of each team wears a crown. This magical crown makes it
difficult to hide or disguise the king in any way, granting an advantage
to his would-be assassins.
2. Each team possesses limited resources. The king will find it neces-
GM Notes
means.
Variants
Victory Conditions
The first team to bring an opposing king to negative hit points, wins.
Setup
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
<none>
Rules
Each player rolls 1d6. The highest roller on each team becomes
the king of his team. Reroll to break ties.
Each team begins on their Map End with their own king to
protect.
30
One-Sided Regicide: Only one team has a king, and the other team
is a group of assassins. To win, the assassins must simply kill the
king. The team with a king can achieve victory by bringing him safety
through the opposing teams side of the map and into the opposing
teams Hallow.
Safe Points: In this variant, there are two Hallows designated on
the map by the GM. These Hallows are considered safe points for
the king. The opposing teams agree not to harm any king for one full
round after the king enters the Hallow. The king also agrees not to be
the source of any harm to the opposing characters during that time.
One round of safety begins at the end of the turn in which the king
enters the Hallow and lasts until the end of the kings next turn. During that round, the king may perform actions that do not violate the
terms of the match at the GMs discretion.
REGicide
31
Brothers Keeper
Objective
can avenge him begins the turn that the character drops below zero hit
points and ends at the end of his turn four rounds later.
Brothers Keeper Rings: Modeled after the friend shield rings, these
1. Each team of two shares a pair of rings that allows them to share
damage and communicate telepathically.
2. A character can return from the dead if his brother avenges his
death.
and/or message, Treat these spells as if cast by a 4th level caster, with
Victory Conditions
the casters partner the only valid target/recipient. This effect has no
range limitation, but both partners must be on the same plane. Both
Setup
spell effects last 1d4 rounds and only one ring can be in effect at a
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
<none>
Match Rules
time.
GM Notes
Many of the variants for Bloodspill work well with the Brothers
Keeper Match Type and can be used without alteration.
Match Rules
All brothers begin the match wearing one ring from the Brothers
Keeper Ring Set. It is the only ring that can be worn on that hand
All brothers begin the match with the ability to perform the Restitution Match Event once per match.
Match Events
Restitution: If a character falls below zero hit points, he can return to
life if his partner fells an opponent within 3 rounds. When a character returns to life, he regains 50% of his original hit points. (i.e. half
of his hit points prior to any spells or effects) The characters returns
on his next turn after the opponent is killed. For example, Corbus
(initiative 12) and Vincent (initiative 7) are partners. Their enemy,
Cat (initiative 13) kills Vincent. One round later, Corbus kills Cat on
initiative 12. On initiative 7, later in the round, Vincent returns to life
at half hit points. A fallen character returned to life appears, standing,
32
Brothers Keer
Keeper
B ro t
h
r
33
moNster mAsh
No
match with two teams, the default colors are blue and red. For three
Objective
appear. In a standard match, the colored strips are visible on the mon-
teams, yellow monsters appear, and for four teams, white monsters
The objective of this Match Type is for either team to kill as many of
the monsters assigned to their team as possible.
the first(3rd, 5th,7th,etc) and prior to any other actions (or at the rate
side of the map. Therefore, characters are free to attack opposing team
chosen by the GM), a new monster for each team appears at one of
members, protect the opposing teams monsters, or even heal the op-
The monsters are placed in initiative order prior to any other actions.
Monsters are active and aware at the beginning of the round. Monster
Victory Conditions
At the end of the match, the dead monsters will be counted and sorted
based on the team to which they belonged. The team with the most
dead monsters wins. The team must have a least one surviving member to be declared the winner. Slaying your opponents monster will
Spawning does not trigger an attack of opportunity. The act of spawning generates no sound or visual cues.
GM Notes
The GM needs to keep a running tally of each teams dead monsters and announce the counts loudly at the start of each round.
Minimum
Team Members
Maximum
Teams
<none>
A monster will tend to attack the team that they are assigned to.
Classes with special abilities or bonus versus specific monsters,
like a rangers favored enemy, must announce which monsters
his abilities apply to prior to the match.
Setup
Variants
Zombie Night: In this Match Type, zombies are the target of all the
fun. Zombies are easy to kill, but teams can use negative energy to
repair their opponents marked zombies. This can make it difficult for
Rules
The Intelligent Gang: Each team must hunt down a small yet tacti-
as dark elves or hobgoblins. The monsters are aware of the teams pres-
34
sh
Ma
ns
te
moNstER mAsH
Mo
35
Seizing ground while protecting ground is difficult. It requires a delicate balance that only master planners possess.
Today, the enemies Hallow stands in the way of victory, yet
our defenses can not be neglected. Their goal matches ours
so we must remain balanced. Our plan must be executed
swiftly and to perfection. Otherwise, those of us who return
will only find our enemies laying in our beds...
Koncaive, The Conqueror
Handicap Match
No
Objective
Enter and hold the other teams Hallow. Conquer and Reap is modeled after classic style competition, with each side trying to take
control of the others home base.
Rules
A character can activate the enemy Hallow only once per round.
If an ability, spell, or magic item allows a character to act twice
in a round, he can use only one of those actions to activate the
Conquer and Reap requires a balance of aggressive offense and sensible defense. An extremely bold team might leave their base unde-
Variants
Single Hallow: There is only one Hallow. The players are divided into
Victory Conditions
round awards one point. The GM can assign a victory condition any-
A team that occupies both their own Hallow and an enemy Hallow for
a move action to activate the Hallow and begin and end their turn in
A team which controls their own Hallow and an enemy Hallow five
the Hallow. Each member of a team counts separately (i.e. two team-
rounds wins.
mates who begin and end their turns in the same Hallow, each count
Setup
Team Names
Adjustments
Minimum
Team Members
Maximum
Teams
<none>
tions. To win, a team must occupy their own Hallow and every other
36
extremely difficult scenario, this variant changes the victory conditeams Hallow for one round.
Re
ap
&
co n q ue r
37
map Elements
Map Elements are items that players or teams purchase and place
Each team must carefully consider Map Element selection and place-
on the map prior to the start of the match. Map Elements include
whether she has placed any restrictions on available Map Elements, and whether she is using any optional Map Element rules.
Take the GMs restrictions into account when making decisions.
Map Points (mp) are used to purchase Map Elements. In most Match
Types, each team has 100 mp to spend. In general, a team should try
to spend all their Map Points. Unspent points are wasted. There are
some Match Types that assign a different number of mp. Consult the
carefully. Look for narrow areas where enemies are likely to pro-
ceed. These are great places for Map Elements to catch multiple
cost more than the standard 100 mp allotment. These high cost Map
can adjust Map Points to make them affordable. Map Points cannot be
traded in or swapped between teams.
There are a few rules that govern the use of Map Elements:
preciate a team that doesnt bog the game down with arguing and
states otherwise, characters can still trigger their own Map Elements
and suffer from its effects. In the heat of battle, these errors are com-
mon and results should be kept. For their mistake, characters should
Magic Aura: Map Elements do not emit magical auras. Therefore, detect spells and other forms of magical divination treat
them as non-magical. Players may still use non-magical skills and
abilities to find and disable Map Elements.
38
Each Map Element has additional options that teams may purchase.
The costs for each option are listed under the respective Map Element
descriptions. The GM can adjust Map Points to allow for Map Elements to scale in power with the match.
map Elements
Chapter 5
The Hallow
The Hallow
may only use its magic once per round. The GM determines the Hal-
minous runes of light that flow intricately along the surface area of a
lows actions.
Location
different map is used, Hallows can be placed on any ground that the
low expands its width, until it is 5 feet larger than the creature
triggered. As shown in Table 5.1- Hallow Expansion, the Halentering its space. The size of the Hallow is not reduced unless a
Hallow shift occurs. Only actual match participants can trigger
the Expansion. Illusions, summoned creatures, familiars, etc.
cannot trigger the Expansion. As long as the Hallow stays within
the confines of the map, walls and other physical barriers do not
Ownership
Hallows Activation
Hallow Scoring
Large
Huge
Gargantuan
Colossal
10 x 10
15x15
20x20
25x25
35x35
the teams, the rules and the victory conditions. All Hallow remains
Hallow shifts, it will move to the next nearest space that is acces-
neutral and will use the abilities listed below in an effort to keep the
sible by all and can properly fit the Hallow. The Hallow returns to
39
map Elements
by only one team, but which inflict no penalties on other teams, are
more expensive. Map Elements usable by only one team, and which
in this book for both Conflict matches and tournaments, some GMs
Example: Sarah decides the Distance Viewer is usable by only one side. The
and players may get the urge to create their own Map Elements.
team that places the Map Element can use it to view an enemy teams Hal-
Creating your own Map Elements is a fun way to customize the game
to your own preferences. Some ideas will require several tries to
implement properly; others will come to you perfectly all at once. This
low. If another team tries to activate the Distance Viewer nothing happens
happens.
of the game.
ponent to challenge.
Example: Sarah the GM gets an idea for a new Map Element. By using the
Map Element, a character can view another area of the map remotely. She
jots down the concept along with the name, Distance Viewer.
decides that to activate the Distance Viewer, a character must stand behind
the lectern and grasp the edges while concentrating. Casting a clairvoyance
The next step is to decide who can activate the Map Element. Can any
team benefit from its placement, or can only one team make use of
it? If only one team can use the Map Element, do other teams suffer
a penalty if they try, or does it simply not work? Any of these options
are valid and affect the cost of the Map Element. As a general rule,
Map Elements usable by anyone are cheapest. Map Elements usable
40
mAp ELemeNts
Effects
In this stage, you detail the effect of the Map Element. If it duplicates
Chapter 5
Creating Your Own Map Elements
material out of which the Map Element is built, and look for similar
Map Elements to determine hardness and hit points.
a spell effect, make sure you reread the spell and ensure it works how
you think it works. If it requires a saving throw, determine what the
save DC should be. You can use the spell effect the Map Element
whose sensor is placed when the Map Element is placed, and does not nec-
essarily have to be next to the enemys Hallow. One idea that immediately
comes to mind is a Distance Viewer tailored for the McGuffin Match Type,
where the sensor always shows the McGuffin, and the Distance Viewer can
be used by either side. She jots these ideas down for future matches.
bonus. 10 + 3 + 1 = 14).
Since the Distance Viewer is a relatively low powered Map Element, Sarah
rd
lists its dispel magic DC as 21. She decides its stone lectern appearance
Example: Sarah decides that clairvoyance is the perfect spell to use for
the Distance Viewer. She defines the Distance Viewers effect as, Creates
a magic sensor 10 feet from the enemy teams Hallow. Anyone from your
team who stands in the Distance Viewer and concentrates can see as if
standing next to the sensor. The activator can rotate the sensor in all directions, but cannot move it. You cannot see through magical darkness. If the
area around the Hallow is naturally dark, you can see in a 10 foot radius
Map Element
Summary
catch plates
guillotine plates
Cost
The easiest way to determine a cost for a new Map Element is to look
at existing Map Elements and choose one of a similar power level.
slip plates
Use its cost to determine a cost for your new Map Element. It is not
launch plates
pods
rusty
shatter plates
These traps impede movement and can possibility entangle your enemies.
shield plates
Options
The final step is to think of any optional rules you might want to attach
to your new Map Element. These might include different forms of
activation, the option to have a particular allegiance or none at all, the
option to move the Map Element midway through a match, or countless others. Look at existing Map Elements for ideas.
This is also the point at which you want to brainstorm any potential
attacks the Map Element might suffer, and what the effects will be.
In general, a dispel magic spell suspends the effects of a Map Element
recommended to create Map Elements with a cost lower than 25, and
all costs should be divisible by 25 .
10
teleportation
plates
41
map Elements
catch plates A disembodied hand appears from below, wraps its powerful fingers around you and with great strength it pulls you to the earth.
catch plates: lesser
MP Cost:
50
MP Cost:
75
Triggered By:
All Teams
Triggered By:
Non-Purchasing Teams
Size:
10 x 10
Size:
20 x 20
Trigger:
Proximity
Trigger:
Proximity
Reset:
Auto
Reset:
Auto
Perception DC:
20
Perception DC:
30
Disable:
DC 20
Disable:
DC 30
Effect: Greater catch plates can catch up to four characters per round.
it and will attempt to snag the creature out of the air. If caught, the
The effects are the same as the Lesser version with the following ad-
Reflex save avoids this effect. Lesser catch plates can catch one char-
Area: Target
Duration: Instantaneous
Alarm Effect:
Spell Resistance: No
Slowed Flight:
remain unaffected,
unless the power has
Tactical Notes:
catch plates are useful for snaring flying opponents attempting to
get from one point to another on the map.
a dependency on
being airborne. In
which case, it may be
deemed ineffective
by the GM. Natural
flight is unaffected.
hidden opponents.
In matches that involve magic users, catch plates are a good idea
due to their common flying tactics.
mp Cost
10
Disable DC by 5. Can
Improved Craftsmanship Increases
be purchased up to twice.
Improved Pinning
42
Description
Increase Perception DC by
5. Can be purchased up to
twice.
10
10
map ELemEnts
Chapter 5
Using the surfaces on which guillotines once stood, these plates provide all who stand upon them a deadly accuracy.
MP Cost:
25
Triggered By:
All Teams
Size:
10 x 10
Trigger:
Touch
Reset:
N/A
Perception DC:
20
Disable:
15
guillotine plates
MP Cost:
50
Triggered By:
All Teams
Size:
5x5
Trigger:
Touch
Reset:
N/A
Perception DC:
20
Disable:
20
character already has the feat, then the plates have no effect. This effect
Tactical Notes:
Choose the right team member to fight from the plate, preferably
a character with a high Base Attack Bonus.
Stability : Guess what? Theyre not moving you off this plate!
Place the guillotine plates behind walls next to entrances and
guillotine plates
benefactor
A 5x5 plate allows your team much better control of the plates.
Before the match begins, your character should be equipped with
a weapon that already has a high critical threat range, such as a
falchion, scimitar or rapier.
Weapons with low critical threat ranges, but high critical multipliers, such as axes or pole arms, are also good options.
Description
Disable DC by 5. Can
Improved Craftsmanship Increases
be purchased up to twice.
Improved Camouflage
Increase Perception DC by
5. Can be purchased up to
twice.
mp Cost
5
10
43
launch plate
map Elements
MP Cost:
50
MP Cost:
75
Triggered By:
All Teams
Triggered By:
Non-Purchasing Teams
Size:
10 x 10
Size:
20 x 20
Trigger:
Proximity
Trigger:
Proximity
Reset:
Auto
Reset:
N/A
Perception DC:
20
Perception DC:
30
Disable:
DC 20
Disable:
DC 30
Effect: Same as the lesser version with the following additional effects
occurring first:
dispel magic
School transmutation; Level druid 8, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M/DF (lodestone and iron filings)
Range medium (100 ft. + 10 ft./level)
Area up to one 10-ft. cube/level (S)
Duration 1 round/level (D)
Saving Throw none; see text; Spell Resistance no
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level)
and compare that to the spell with highest caster level (DC = 11 + the
spells caster level). If successful, that spell ends. If not, compare the
same result to the spell with the next highest caster level. Repeat this
process until you have dispelled one spell affecting the target, or you
have failed to dispel every spell.
reverse gravity
School transmutation; Level druid 8, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M/DF (lodestone and iron filings)
Range medium (100 ft. + 10 ft./level)
Area up to one 10-ft. cube/level (S)
Duration last for 1d4 rounds (D)
Saving Throw none; see text; Spell Resistance no
This spell reverses gravity in an area, causing unattached objects and
creatures in the area to fall upward and reach the top of the area in 1
round (maximum of 60ft.) If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same
manner as they would during a normal downward fall. If an object
or creature reaches the top of the area without striking anything, it
remains there, oscillating slightly, until the spell ends. At the end of
the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can
attempt a Reflex save to secure itself when the spell strikes. Creatures
who can fly or levitate can keep themselves from falling.
faerie fire
School evocation [light]; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area creatures and objects within a 5-ft.-radius burst
Duration last for 1d4 rounds (D)
Saving Throw none; Spell Resistance yes
A pale glow surrounds and outlines the subjects. Outlined subjects
shed light as candles. Creatures outlined by faerie fire take a -20
penalty on all Stealth checks. Outlined creatures do not benefit from
the concealment normally provided by darkness (though a 2nd-level
or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any
special effect on undead or dark-dwelling creatures vulnerable to light.
The faerie fire can be blue, green, or violet, according to your choice
at the time of casting. The faerie fire does not cause any harm to the
objects or creatures thus outlined.
44
Tactical Notes:
launch plates hold opponents in place, so your team can control
the map. The Reverse Gravity effect of the launch plates pins opponents to the ceiling and lowers their
AC,
Description
Increase Perception DC by
Improved Camouflage
+5. Can be purchased up to
twice.
Increases Disable DC by +5. Can
Improved Craftsmanship
be purchased up to twice.
Stronger Magic
mp Cost
10
5
10
map ELemEnts
Chapter 5
It looks like a stalking jelly fish floating in the air. Filled with a lethal substance the pod has no sting, but explodes in a deadly burst.
pod: lesser
pods
pod: greater
MP Cost:
25
MP Cost:
50
Triggered By:
All Teams
Triggered By:
All Teams
Size:
10 x 10
Size:
10 x 10
Trigger:
Proximity
Trigger:
Proximity
Reset:
No Reset
Reset:
No Reset
Perception DC:
N/A
Perception DC:
N/A
Disable:
N/A
Disable:
N/A
Effect: At the GMs discretion, pods can be prefilled with any non
Effect: In addition to the lesser pods functions, the greater pods are
magical liquid or powder. This occurs prior to the start of the match.
A pod can hold the equivalent of one dose or flask of substance. When
Pod Statistics:
every direction. The square the pod occupies is considered the center
of the effect and all others in a 5 foot radius are considered splash
squares. A pod automatically triggers once it is damaged beyond its hit
points. No other spell effects can be added to lesser pods. lesser pods
levitate a few feet off the ground in plain sight. The expense of the
contents.
Description
mp Cost
Toughness
10
Thick Hide
Increase AC by 5. Can be
purchased up to twice.
10
10
Loyalty
Double Dose
25
45
map Elements
Rust Monster A dull-colored creature prowls for food, and strikes with limbs of chitin. Its touch reduces metal weapons to brittle rust.
Rusty: Lesser
Rusty: Greater
MP Cost:
50
MP Cost:
75
Triggered By:
N/A
Triggered By:
N/A
Size:
N/A
Size:
N/A
Trigger:
N/A
Trigger:
N/A
Reset:
N/A
Reset:
N/A
Perception DC:
N/A
Perception DC:
N/A
Disable:
N/A
Disable:
N/A
Effect: A rust monster can be added to the map and placed on any un-
occupied square on the purchasing teams side of the map. The Lesser
will not attack the possessions of the purchasing team and has the
following statistics:
GM controls Rusty while the creature is in play. The Lesser Rusty has
Rusty: Greater
XP N/A
Rusty: Lesser
N Large aberration
XP N/A
Init +5; Senses darkvision 60 ft., scent metals 90 ft.; Perception +14
N Medium aberration
Defense
Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
Defense
hp 55 (11d8+11)
hp 27 (5d8+5)
Offense
Offense
Statistics
Str 13, Dex 17, Con 13, Int 3, Wis 13, Cha 8
Statistics
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Finesse
46
Tactical Notes:
Remember, Rusty can trigger your Map Elements, so its initial
placement is key.
Additional build options
Teams may purchase the following improvements at the mp cost indicated.
Effect
Description
mp Cost
Toughness
10
Thick Hide
Increase AC by 5. Can be
purchased up to twice.
10
Loyalty
10
mAp ELemeNts
Chapter 5
If the rider wears or carries any metal objects, the rust monster runs the
Riding a rust monster might seem like the easiest thing in the world. They
risk of becoming confused. Every round the rider must make a DC 10 Ride
arent too tall and theyve got nice broad backs and built-in reins. Riding
check to keep the rust monster focused (this is a free action). On a failure,
a rust monster isnt the simple bit of fun experienced rust-riders make it
the rust monster becomes disoriented (Roll 1d6: on a 1 the rust monster
seem.
moves straight ahead to the extent of its movement; on a 2-5 the rust mon-
Greenhorns soon learn that rust-riding is more fun than regular old
ster stands still for one round; on a 6, the rust monster tries to attack its
horseback riding, but its also a lot more dangerous. Getting astride a rust
rider with its antennae.) The rider need not make this check every round if
monster is the first hurdle, literally. While most folks think of rust monsters
as about the size of a large dog, they can grow much bigger than that
A rider who chooses to wear metal armor or carry metal items suffers an
additional -2 penalty to all Ride checks (including the Ride check to control
Most experienced riders can mount a rust monster without issue, but
his rust monster every round), as the rust monster is stubborn and doesnt
untrained riders might slip and fall (DC 5 Ride check to mount/dismount
a rust monster). Getting astride quickly is even more difficult (DC 25 Ride
experienced rider. Inexperienced riders might want to stay away from rust
Once aboard, you can do just about anything on a rust monster you could
monsters altogether. But when your team is on the ropes and rust-riding
do on a regular horse. Its just a little more difficult (any Ride task can be
might get you the win, take a chance! Fortune favors the bold, after all. The
worst that can happen is you wind up flat on your butt on the ground while
actions rust monsters can perform youll never see a horse do.
Using their innate attacks is the most common action a rust monster might
Regular
Rusty
Ride DC
Ride DC
Mount/Dismount
Move
10
None
Stay in saddle
10
None
The rust monster will enter the dark area and find the straightest path to
Invisible
10
15
Free
the nearest exit, regardless which exit the rider wanted. Their sense of smell
is so strong, they can find metal even on an invisible enemy. With a DC 20
10
None
Ride check, a rider can urge the rust monster to sniff out the nearest source
Focus mount
15
Standard
Cover
15
20
Immediate
/Move
Soft fall
15
20
None
Leap
15
20
Spur mount
15
20
Move
20
Standard
20
25
Move
20
25
Free
take. A rust monster can make a bite or antennae attack at the same time
its rider attacks, if the rider knows what hes doing (as a free action, a rider
can make a regular attack while the rust monster makes a bite or antennae
attack. This is a free action requiring a DC 15 Ride check).
Rust monsters can also lead their rider through a dark area, since rust
monsters can see in the dark. As a standard action, a rider can urge the rust
monster to proceed through a dark area. This requires a DC 15 Ride check.
should be metal-free as
just in case.
Task
Type of Action
Part of
Movement
47
map Elements
shatter plates A daunting gauntlet of reaping steel that impedes every step and intimidates foes.
shatter plates: lesser
MP Cost:
25
Triggered By:
All Teams
Size:
10 x 10
Trigger:
N/A
Reset:
N/A
Perception DC:
N/A
Disable:
N/A
Tactical Notes:
Set them in high traffic areas of the map to force opposing teams
to take longer, more predictable routes.
MP Cost:
50
Triggered By:
Non-Purchasing Teams
Size:
10 x 10
Trigger:
Touch
Reset:
none
Perception DC:
20
Disable:
DC 20
Tactical Notes:
Greater Shatter Plates entanglement effect can only be triggered by
the other team, which makes them ideal for defending Hallows.
Use them to set up ambushes. Your ranged attacks can cut down
anyone who gets entangled.
48
Description
mp Cost
25
Improved Camouflage
10
10
Improved Craftsmanship
Improved Snaring
map ELemEnts
While the greasy flooring strips your enemies of their pride, the diabolically-designed caltrops achieve true harm.
Chapter 5
MP Cost:
25
MP Cost:
50
Triggered By:
All Teams
Triggered By:
Non-Purchasing Teams
Size:
10 x 10
Size:
10 x 10
Trigger:
Touch
Trigger:
Touch
Reset:
N/A
Reset:
Auto Reset
Perception DC:
N/A
Perception DC:
20
Disable:
DC 20
Disable:
DC 20
Slip Plates
Effect: When the trap is sprung, the Slip Plates are suddenly covered
Effect: In addition to the Lesser effects, the Greater Slip Plates pro-
prong faces up no matter how the caltrop comes to rest. You scat-
ics check. Failure means the creature cant move that round (and must
ter caltrops on the ground in the hope that your enemies step on
then make a Reflex save or fall), while failure by 5 or more means the
them or are at least forced to slow down to avoid them. Each time a
creature falls. Creatures that do not move on their turn do not need to
Description
mp Cost
Improved Camouflage
10
Improved Craftsmanship
Improved Grease
5
10
Set them in high traffic areas of the map to force opposing teams
to take longer, more predicable routes.
Slip plates:
lesser
opponents who
cannot manage to
of caltrops with no
Be sure to taunt
heroic history,
immediately stop if
Tactical Notes:
despite their
against the creature. For this attack, the creatures shield, armor, and
unusual opponents.
TacticalNotes:
Set in places where a charge is likely. The caltrop effect makes
Greater Slip Plates perfect for stopping an opponents charge.
49
map Elements
Teleportation Plates A ring of glowing script envelops all who enters and transports them out of harms way.
Teleportation Plates: Lesser
MP Cost:
50
MP Cost:
75
Triggered By:
All Teams
Triggered By:
Size:
10 x 10
Size:
10 x 10
Trigger:
N/A
Trigger:
Touch
Reset:
N/A
Reset:
Auto Reset
Perception DC:
DC 20
Perception DC:
25
Disable:
DC 20
Disable:
DC 30
the 4 corners of the map. While standing on a plate, the character may
purchasing teams.
a solid body, each traveling creature takes 1d6 points of damage and is
shunted back to the original plate.
GM Note: If more than one team purchases the lesser teleportation
plates, the additional plates fill the remaining corners of the map. If
Tactical Notes:
Take advantage of the ability to move instantly to any of the four
corners of the map.
Improved Camouflage
10
Improved Craftsmanship
50
map ELemEnts
Chapter 5
Shield Plates
With a single focused thought, magically infused steel springs forth and defends your blind side.
MP Cost:
50
MP Cost:
75
Triggered By:
All Teams
Triggered By:
Size:
5x5
Size:
5x5
Trigger:
N/A
Trigger:
N/A
Reset:
N/A
Reset:
N/A
Perception DC:
10
Perception DC:
15
Disable:
20
Disable:
25
Effect: As an immediate action, the user of the shield plate may sum-
mon an animated steel tower shield. The details of the tower shield is
as follows:
tion 10/magic against ranged weapons. (The Plates do not grant you
The user does not need to have Tower Shield Proficiency to use
it.
effect can outlast the summoned tower shield. However, once the
The user does not take the standard -2 penalty to attack rolls.
user of the shield fails to have at least two feet on the square the shield
The user does not gain the maximum Dex bonus penalty.
The user of the shield must have at least two feet on the square
that the shield plates occupy. If the user moves off of the shield
plates or is knocked prone, the effects immediately end.
During a match, the same shield plates may only be used once
per character.
only be
Tactical Notes:
Damage reduction
against range effects
makes it ideal for characters holding ground or
defending a Hallow.
Description
mp Cost
Improved Camouflage
10
Bullrush opponents off lesser shield plates and steal their map
Improved Craftsmanship
element.
Improved Shield Size
5
25
51
map Elements
- A representation of the god of life, carved from the purest ivory and after a brief prayer, wounds are lifted.
Effect: The statue has the ability to heal wounds as its lesser version.
However, the healing ability of this statue is 2d8+10 points of damage.
MP Cost:
25
Triggered By:
Size:
10 x 10
Trigger:
N/A
MP Cost:
75
Reset:
N/A
Triggered By:
Perception DC:
N/A
Size:
10 x 10
Disable:
DC 20
Trigger:
N/A
Reset:
N/A
Effect: The statue has the ability to heal wounds. The Statue of Life:
Perception DC:
N/A
Disable:
DC 25
a character must touch the statue and verbally request its healing.
This requires a move action but does not require a Use Magic Device
Effect: The statue has the ability to heal wounds as its lesser version.
must wait 3 rounds to use the statue again. The statue can heal mul-
Tactical Notes
will work for them are not. Therefore, opponents may desperately
727 pounds.
MP Cost:
50
Triggered By:
Size:
10 x 10
Trigger:
N/A
Reset:
N/A
Perception DC:
DC 20
Disable:
DC 20
Description
mp Cost
When Divine Retribution is added to the Map Element, the purchasing team receives healing as normal from the statue.
Divine Retribution
Opposing teams, however, take damage equal to onehalf the amount normally healed. This damage cannot be avoided or
50
Divine Right
Improved Craftsmanship
52
When Divine Right is added to the Map Element, only the purchasing team can benefit from the statue. Divine Right is
not detectable by the opposing teams and only after the statue is used are the results known.
25
map ELemEnts
Chapter 5
Fog Plates
Concealed by fog rising from magical floor plates, a thief waits for his chance to kill.
fog plates: lesser
MP Cost:
50
MP Cost:
100
Triggered By:
N/A
Triggered By:
N/A
Size:
5x5
Size:
10 x 10
Trigger:
N/A
Trigger:
N/A
Reset:
N/A
Reset:
N/A
Perception DC:
N/A
Perception DC:
N/A
Disable:
20
Disable:
25
Effect: A gush of Fog billows upwards from the ground. The fog ob-
as the solid fog spell. Creatures moving through a solid fog move at half
farther away have total concealment (50% miss chance, and the
match.
Vertical Concealment: In
disperses the fog in 1 round. The fog will remain dispersed for 2
feet. This gives the fog an impressive tower of solid clouds while
Tactical Notes:
Use the fog to hide your spellcasters and healers from opponents.
Use the fogs height to hide flying characters or creatures.
Fog plates are perfect for skirmishing characters.
Wind: Unlike lesser fog, only a severe wind (31+ mph) disperses
these vapors and it does so in 1 round. The fog will remain dispersed for 2 rounds before returning to full effect.
Additional build options
Teams may purchase the following improvements at the mp cost indicated.
Effect
Description
mp Cost
Improved Camouflage
10
Improved Craftsmanship
53
laws
all characters, teams approach familiar Match Types in new ways. For
Laws are optional rules that the GM can apply to change the dynamic
ment.
Player Laws
Action Laws
Character Generation Laws
Player Laws
Action Laws
54
Player laws affect the players sitting around the table. These laws are
usually light-hearted and are designed to add to the fun at the gaming
table. For example, Panic lets a team enforce a 60 second time limit on
a players turn.
Creating Laws
While the laws described in this chapter add different dimensions and
are a source of new fun during Conflict Matches, Conflict Roleplaying
players are encouraged to come up with their own ideas for laws. Just
as most groups develop house rules to customize their game play, a
group can develop custom laws that work better for their group. When
creating laws, remember a few key guidelines.
lAws
Chapter 6
Law Descriptions & Summary
Law Descriptions
BLADE BOUND
Character Generation
ing releases and on our forums and blogs located on the web at:
Effect: Blade Bound restricts all players to classes that rely on mun-
www.ConflictRoleplaying.com
dane weapons and skills. Players may only select classes without any
Law Name
Type
The Spirit of the Law: Blade Bound is intended to make the match
Effects
central idea the Law was designed around is the Spirit of the Law. If
arguments arise because of the rules of a law, the GM is encouraged to
judge the Laws purpose based on The Spirit of the Law.
GM Notes
Advice for the GM on topics that could come up during game play
Table 6.1 Laws Summary
1 Blade Bound
2 Deadlands
3 Face Off
4 No Sidekicks
5 Fog of War
Summary
6 Panic
7 Radiance
8 Shadow Bound
Simple
Movement
GM Notes:
GMs may wish to allow paladins and rangers but disallow spell-
Law
d12
Fighter
Monks
Rogue
10 Spell Bound
12 GMs Choice
DEAD LANDS
Action
Racial abilities that modify saving throws and skills are not affected by this law.
55
Law: No SideKicks
laws
FACE OFF
FOG OF WAR
Effect: A misty vapor endlessly rises from the battlefield. The vapor
feet away has concealment (attacks have a 20% miss chance). Crea-
Action
The Spirit of the Law: Face Off starts the match fast and minimizes
Action
tures farther than 20 feet away have total concealment (attacks have
a 50% miss chance and the attacker cannot use sight to locate the tar-
get). A moderate wind (11+ mph), such as from a gust of wind spell,
disperses the vapor in the area where the wind blows for 2 rounds. A
GM Notes:
Because warriors can close the distance in one round, spell-casters will be at a disadvantage.
NO SIDEKICKS
Character Generation
Effect: Characters cannot make use of bonded animals or summonded creatures. During the match, character may not have bonded
animals (such as from a druids nature bond, a paladins divine bond,
strong wind (21+ mph) disperses the vapor instantly in the area where
the wind blows. Area-based fire spells have no effect on the vapor.
The Spirit of the Law: Fog of War creates a match of subterfuge and
promotes creative ways to locate and battle opponents.
GM Notes:
Despite the Fog of War, characters are familiar with the maps
layout. They also know the locations of Hallows on the map.
Once the match begins, characters are not aware of any changes
to the map unless they directly perceive them or are made aware.
PANIC
Player
a rangers hunters bond, or a wizards arcane bond) and may not sum-
mon creatures.
decision. All teams can invoke Panic twice per match by announcing it
The Spirit of the Law: Removing animals simplifies the match for the
to the GM. Once a team declares Panic, the current player has 60 sec-
onds to declare his characters actions for the round. If the player fails
match.
to do so, his character may only make one move action for the round.
GM Notes:
56
The Spirit of the Law: This law allows teams to apply additional pressure to their opponents in critical situations.
GM Notes:
Once a team declares Panic, the GM must tell the active player,
Panic has been declared on you! You have 60 seconds to declare
your actions.
lAws
RADIANCE
Chapter 6
Law: Steal the Roll
Action
Bonded animals and summoned creatures that can fly are okay.
Effect: Bright light illuminates every square on the map. All characters
SPELL BOUND
The source of light can be sunlight if the map is outside, or a permanent enchantment that cannot be dispelled for indoor maps.
SHADOW BOUND
Spells like deeper darkness create areas of dim light and darkness.
Character Generation
Character Generation
Effect: Players may only select classes with 6 or more levels of spellcasting. Examples of acceptable classes are:
Bard
Cleric
Sorcerer
Wizard
Druid
STEAL THE ROLL
The Spirit of the Law: When this law is in play, the match should
have reduced magical effects and possess an emphasis on stealth.
GM Notes:
Player
Effect: Twice per match, each team can steal the roll of an oppos-
SIMPLEMOVEMENT
Action
ing team. When a team steals an opponents roll, they get to choose a
player to rolls in place of the person about to make the roll.
The only thing this law changes is whose hand throws the die. The
dice must be of the proper value for the roll in question. For example,
Team A might steal Team Bs roll by rolling their cursed blue d20
The Spirit of the Law: This law is really about player superstitions.
Most players believe a person or a set of dice are lucky or unlucky. This
law is an easy way to have a little fun with those superstitions.
GM Notes:
The player stealing the roll is hoping he will roll in his own favor
however, there is an equal change he doesnt and instead helps his
GM Notes:
57
conFlict mAPs
Introduction to Conflict-Maps
Center Lines
ing, Conflict Maps have several features that ease play. The concepts
and horizontally. The center lines serves as the starting point when
presented in this Chapter will help you prepare your own maps for
Conflict matches.
official Conflict Maps these lines are clearly marked. However, when
Introduction to Conflict-Maps
preparing other maps for Conflict Matches, the center lines can be any
Restricted Area
have been rigorously tested to ensure each map can be equitable to all
teams. These features include:
Grid Coordinates
Map Ends
Restricted Area
Lines
Grid Coordinates
At the start of most Conflict Matches, teams may not place their
characters or Map Elements within 4 squares (typically 20 feet) of the
Center Line(s) in play. This is considered the restricted area.
There are four potential Map End configurations. They are deter-
All Conflict Maps are printed with a series of numbers and letters on
the maps borders. Letters are displayed on the top and bottom of the
Two Teams: A match with two teams has one Center Line in
Three Teams: A match with three teams has both Center Lines
in play as shown in figure 5.4. One section of the map is vacant at
the start of the match.
Four Teams: A match with four teams has both the vertical and
horizontal Center Line in play as shown in figure 5.5.
Map Ends
58
coNFLict mAps
Two Teams:
Vertical Center Line
Three Teams:
Dual Center Lines
Figure 5.2
Figure 5.4
Chapter 7
Figure 5.3
Two Teams:
Horizontal Center Line
Four Teams:
Dual Center Lines
Figure 5.5
59
Team Initiative
Team Initiative
CconFlict maPs
Characters that leave the map involuntarily (i.e., target of a plane shift
Team Initiative check. This establishes the order in which teams setup
spell or bull rushed) are lost in the ether for 1d3 rounds. Communica-
prior to the start of match. The slowest teammate (the character with
tion to the map is lost during this time, including telepathy, and spells
the lowest initiative modifier) must represent his team. Each team
rolls a d20 and adds their slowest teammates initiative modifier to the
roll. Teams setup in order of highest Team Initiative roll to lowest. If
Map Arcanum
there is a tie, the higher initiative modifier goes first. If there is still a
tie, the tied teams roll again to establish an order. Teams do the following in Team Initiative order:
Claim Map End: The acting team may reserve their Map End
(as described on page 58). If Hallows are important to the Match
Type being played, the GM now makes the teams aware of the
location of their Hallow.
Place or Pass: Teams decide if they wish to place their characters and Map Elements on the map or pass the option to the next
team in the Team Initiative order. The slowest team left in the
order can not choose to pass.
*Team Initiative does not replace initiative in combat. Initiative is still
rolled to establish an acting order during rounds. Initiative is rolled
after all Map Elements, characters and large equipment(i.e. siege
weapons)are placed on the map.
Starting Conditions:
Miniatures must begin the first round physically on the map, even
if the characters can not be seen by other teams.
When players are facing off, it is important for the map to be consistent. Each player should be able to make decisions based on facts
and less on GM resolutions. With this in mind, Conflict Maps are
accompanied by the Map Arcanum. The Map Arcanum provides an
expanded list of tactical information that describes object and terrain
properties. PCs can benefit greatly from a Map Arcanum. When
deciding on team tactics, it is extremely useful to know details such
as how deep water hazards are, how solid walls are, what doors are
made of and if they are locked, how high the ceiling is, and other such
details. The GM benefits as well, not having to hurriedly look up skill
check DCs or mull over object hardness and hit points. All the map
information exists on the Map Arcanum. This also helps ensure con-
sistent rulings throughout the match, as all players and the GM can
Characters can begin the match with up to one item in each hand
or one two-handed item. These items should be noted on their
Passcards.
60
see the DCs of various skill checks listed on the Map Arcanum. Prior
to the start of a Conflict Match, the GM should announce anything
she wishes to changes to the Map Arcanum.
PasscarD
PassCard Introduction
Chapter 8
Introduction To Passcards
Details, Details
Header Section
with up to two items or one two handed item in hand. The player
tracks information about the match itself: the Battlepoints cap, Match
Type, match length, and Laws in use. There is also pertinent informa-
tion a player and the GM needs to keep track of without the other
characters perception modifier, and the teams Team Feats. This infor-
name for their group. The player records his teams name in this
potentially factor into the roleplaying that takes place at the table.
this table, detailing movement, actions, and any notes the GM needs
For example, taunts against the opposing team during play are
to run the Conflict Match. There is also space for the GM to commu-
After the match, players can note on the bottom whether they were
victorious or not. Along with recording the incombat details, Passcards also let players recollect their win-loss record. Whether to hang
Date of Play: The player records the days date in this field
Match Type: Before a Conflict Match can begin, the group
what happened in the match makes the Passcard valuable and fun
Type in this field. Match Types are covered in full detail in Chap-
memorabilia.
ter 3.
61
Scratch Pad
Header (continued)
PasscArDs
AC Buffs: Record your full, touch, and flatfooted ACs in the appropriate squares. In the open area list any modifiers you wish to
are met. The player records the match length in this field. As the
giants. Your GM may also use this location to inform you of any
# Hit Points The player records his maximum and current hit
point totals in this field. Characters begin Conflict Matches with
maximum hit points.
Round by Round
Map Element Locations: If a team has placed any Map Elements on the battlefield, the player records the coordinates here.
This helps the GM and the player recall the locations of Map
Elements during play. Map Elements are covered in full detail in
Chapter 5.
With the header details filled out, the player can give his Passcard to
the GM, who records the details on her sheet and then returns it. At
Scratch Pad
the grid square they start their move in and the grid square they
wish to end their move in. A player that does not intend to move
Actions: This row is where the player marks down their actions
for their turns. Unlike the other fields, this field (along with
Notes, below) will likely have a lot of text. Be brief, and especially
game flowing. The player writes his actions in the order he wishes
62
PasscarDs
Chapter 8
Abbreviations
this field.
GM Talkback: This field allows the GM to reply to any questions
asked, and to pass any necessary information back to her players. For
example, if a character fell under the effects of a bane spell, the GM
On the other hand, if the player wishes to cast first and then
informs the player in this field. She also includes the game effects, in
Abbreviations
Abbreviation
Meaning
Abbreviation
Meaning
that appear often in his actions field. Abbreviating these terms has
ATK
Attack
FR
Fullround action
CH
Charge
MV
Move action
CL
Caster Level
PCP
Perception Check
CT
Cast
SA
Standard action
DC
Difficulty Class
SET
Set Trap
DIS
Disable Device
SOH
Slight of Hand
DMG
Damage
STH
Stealth
FA
Free action
SW
Swift action
several advantages.
First, it makes it faster to write down actions every round. Second,
with a minimal amount of writing, it helps reduce the chances for
errors. Finally, it saves space, leaving plenty of room to get everything
in. See the sidebar for a list of abbreviations. Conflict Roleplaying
groups can develop their own abbreviations, but it is important that
everyone understands what they mean. Abbreviations are, of course,
optional though. If a group finds them cumbersome, there is no reason not to fill out a Passcard like this:
casts a spell, he should tell her what type of saving throw (if any) and
Abbreviation
Meaning
Abbreviation
Meaning
the DC. If hes making a full attack, he needs to give her a clear indica-
CI
Circumstance
NT
Natural
CMP
Competence
PF
Profane
DF
Deflection
RC
Racial
DG
Dodge
RE
Resistance
ENH
Enhancement
SA
Sacred
IS
Insight
SH
Shield
LK
luck
SZ
Size
Morale
tion of which target hes attacking. However, there are times when
using a Passcard is not appropriate. See The Role of PassCards later
in this Chapter for details.
Feel free to develop your own list of abbreviations and find others on
the Conflict Forums: Forums.ConflictRoleplaying.com
63
pAsscARds
others cannot act based on the miniatures location, as they cannot see
him.
Announcing, Im going to hide behind that corner and stab the next
such an ambush.
Whos Got the Rulebook?: From time to time, you might have an
intentions. If you ask, What do you roll to bullrush again the oppos-
ing team can expect bullrush attempts, and might take precautions.
For the same reason, you wont want to say, I forget what theguillotine
plates we bought do. Using PassCards keeps this information private.
Deceptive Delay:A player may use a Passcard simply to delay his action. This might cause the other team to think they have already acted.
and does not want to tip his hand by announcing a delay, then the
a players asks himself, If the other side knew what I was going to do,
would they change their actions? and the answer is yes, he should
use a Passcard.
corner, tells the other team exactly what he is planning. They should
is useful only if a player does not want the other side to change their
the hallway and firing my crossbow at anyone who comes around the
corner. This might force the other team into seeking a different route,
depending on how well he bluffs.
The Setup: A second function of a Passcard is to keep secret movements that might become important in the future. If a players action
is to hide in a room far removed from the other team, it probably
will not change their tactics. When the other team enters that room,
though, they will remember and account for his presence. If a players
asks himself, Will this action have strategic importance in rounds
to come, even if its not important now? and the answer is yes, he
should use a Passcard. Keep in mind that miniatures on the board are
moved as they typically would be. If there are enemies within line of
64
PasscarDs
When Not To Use a Passcard
PassCards add a great deal to a Conflict Match, but they can also
detract from it at times. Below are a few examples:
Delay, Delay, Delay...: A player that is not sure what they are
going to do may simply announce a delay. A Passcard should only
be used to delay if it is part of a larger strategy.
Chapter 8
out of room, he may be trying to fit too much into his turn. If the ac-
sible.
tion is valid, just long, there are ways to make the most of the actions
field. The following tips allow for smoother, faster rounds and make
running the match easier on the GM.
Conflict champion
of london - 1427
Announce Part of an Action: If a players action is so complicated he has trouble fitting it onto his Passcard, perhaps only some
information is critical. For example, a player could say, I take a
five foot step around the corner, take a moveequivalent action
to draw an item, and then do this, and hand the GM the Passcard
65
CPasscArds
Scenario 2
Catspaw, a rogue, spots his teammate fighting Zen, an enemy
character.
decides his first action will be to retreat around the corner and
enemy, but doesnt want to tip his hand. He fills out his Passcard
The GM looks at the Passcard and says, Roll it. Catspaw rolls
and announces, 18. The GM marks the results of the stealth roll
turn. The GM acknowledges the written actions with a simple
in the GM Talkback field and hands the Passcard back. She re-
nod. When the enemy comes into view, Lazarus flame strike
moves Catspaws mini from the board and rolls Zens perception
check in secret. Zen fails, and thus cannot see Catspaw advance.
the match.
Through his use of the Passcard, Lazarus was able to keep the
behind Zen and stab him in the back. Catspaw becomes visible
The match continues from this point and a new rivalry between
66
team feAts
Chapter 9
Team Feats
Types Of Feats
other. Unlike traditional feats, team feats are taken by a team to grant
Team feats affect the entire team and not individuals like normal feats.
specific benefits to one team and each member of that team is free to
use the feats as described.
Team Feats are chosen before a Conflict Match begins and approved
by the GM. Each team receives one team feat, plus one feat for every
two characters on the team beyond the first. Thus, a team with 2 players receives one team feat, a team with 3-4 players receives two team
feats, and so on. You must have at least 2 members to receive a Team
Feat. Some team feats have high prerequisites these are reserved for
tournament play, but an experienced GM can adjust the prerequisites
to make them obtainable.
A team must discuss and agree on which team feats to take. In most
Normal
What a team who does not have this feat is limited to or restricted
Prerequisites
from doing. If not having the feat causes no particular drawback, this
entry is absent.
Special
Additional facts about the feat that may be helpful when you decide
whether to acquire the feat.
ticular Match Type are designated as prerequisites. A team can not use
a feat if they lose a prerequisite during a match. Match types in which
character play as individuals and not as a team do not use Team Feats.
67
tEam Feats
Effect Summary
only the beginning of the possibilities of teams feats. Look for more
Makes team members who are adjacent to each other harder to knock
down.
http:// Forums.Conflictroleplaying.com
Armlock
Clever Distraction
Improved Restriction
Breaker
Practiced Perception
[Team]
Your team knows how to assist each other with carefully practiced
combat routines.
Benefit: A team member who takes the aid another action can
grant his teammate a +4 bonus on his next attack roll or a +4 bonus
to his AC.
Normal: A character who takes the aid another action can grant his
teammate a +2 bonus on his next attack or a +2 bonus to AC.
Armlock
[Team]
Your team is difficult to knock down when standing next to each other.
Restriction Breaker:
Map Element
Benefit: For every team member to which you stand adjacent, you
gain a +2 bonus to resist spells, effects, and combat maneuvers that
Restriction Breaker:
Teammate
Save a Friend
Team Dodge
would render you prone (for example, a bull rush or a grease spell).
Normal: A character who takes the aid another action can grant his
Team Evasion
Shared Luck
Team Flanking
Whispered Strategy
68
[Team]
Your team gains extra map points to use for Map Element selection and
placement.
Benefit: Your team begins play with 25 extra map points.
Special: This feat may be selected multiple times. Each time you
select this feat, your team gainst an extra 25 map points.
tEam FeAts
Clever Distraction
Chapter 9
Team Feats Descriptions: Practiced Perception
[Team]
Practiced Perception
[Team]
Through a complex set of sounds and signals, you and your team-
checks as long as they can see or hear another team member. This
the next attack made against him by any member of your team.
Normal: A character can perform the aid another action and grant
[Team]
[Team]
Your team can add Map Elements inside the restricted area.
Benefit: You may place one Map Elements within 5 squares (15
Benefit: A single Map Element can break into 10 feet of the re-
Normal: You may not place Map Elements within 4 squares (typi-
stricted area. If the Map Element is over 10 feet in size then only 10
[Team]
Your team can will themselves past the starting point restrictions.
Benefit: A single member of your team may start the match 5 feet
into the restricted area.
[Team]
Your teammates would willingly take a blow for you, and you for them.
Benefit: If one team member takes damage from a melee attack,
another adjacent team member may make a Combat Maneuver
Defense as an immediate action. Success means the team member
ducks momentary in front of his companion, taking half the damage
his companion would normally have taken. Failure means his companion takes full damage from the attack. Using One For All does
not move you from the squares you occupy.
Normal: At the start of a match, teams may not place their character or Map Elements within 4 squares (typically 20 feet) of the
center lines in play.
Special: This feat may be selected multiple times. Each time you
select this feat another member of your team may start the match
5 feet into the restricted area or a single member of your team may
start 10 feet into the restricted area. No team member may not
start more than 10 feet into the restricted area.
69
tEam FeAts
[Team]
Team Evasion
[Team]
When it counts the most, you come through for your teammates.
A team that worked together this long knows how to get out of each
Benefit: You can maximize the effects of one spell, magic item,
others way.
ability, or similar effect that restores hit points. This can be used
once per team per match. You can only use this ability to heal a
teammate, not yourself. You can use Save a Friend on a potion or
other single use healing item and leave it for a teammate to use. The
teammate must use the item within two rounds or the effect of Save
a Friend ends. If an opposing team member uses this item, the item
does not grant them to effect of Save a Friend, even if they used the
Team Dodge
[Team]
You have been burned so many times by your teams spellcasters, you
Shared Luck
[Team]
Benefit: You can reroll one ability check, skill check, saving throw,
attack roll, or caster level check on behalf of a teammate. You must
declare that you are using this ability after the roll but before the
outcome is determined. Your teammate can choose the better
result. This can be used once per team per match.
Team Flanking
[Team]
Whispered Strategy
Conflict champion
of Rome - 1472
[Team]
Your team has prepared so long for this match that communication is
effortless.
Benefit: Every member of your team gains the ability to cast sending three times per match as a spell-like ability. This spell must be
used to contact a teammate.
70
a back-up plan, or builds their entire strategy around that feat. Sneak
attack, and similar abilities, are harder to use with ranged attacks. Even
out of melee range. He could just use a little help from his teammates.
are more likely to face. For example, in a Pathfinder RPG game, play-
ers might shy away from building characters around tripping because
out breaking the spells effects. A monk can make use of his Stunning
Fist ability to cause a foe to lose his Dexterity bonus to AC, making for
size.
Casters
No optimizing is perfect. Veteran players have considered many different combinations and know how to counter the tactics used by other
players. Players should look for the counter-tactic when facing optimized challenges there is a way to overcome every trick. Routinely
changing builds will keep opponents guessing.
tactical planning.
These are spells such as detect magic, secret chest, and identify. They
monsters make these tactics harder to pull off. Another solid tactic to
consider is the Spring Attack feat tree. Coupled with a high movement
hand. For example, detect magic can prove helpful and only requires a
0level spell slot. The opportunity cost of preparing detect magic is low
opponents while keeping safely out of harms way. Characters that rely
enemy, probably want to stay away from Spring Attack. Those abilities
casting time. While this is a great spell to have on hand for a typical
instead.
Enemy De-Buffing: One place a caster can really shine in a Conflict Roleplaying match is as the party buffer and enemy de-buffer.
Buffing and de-buffingare popular terms for the spells that grant
bonuses and penalties to characters. For example, casting haste on
an entire party makes everyone more effectiveincreased speed, an
extra attack, and a bonus to attack and AC can be the difference-maker
in a match. Similarly, hitting all enemies with glitterdust or web wreaks
havoc on their ability to defend themselves and win the match. Even
if some of the enemy players make their save, chances are at least one
enemy wont. Buffing and de-buffing spells are the reason dispel magic
is must-have. It can save teammates from paralyzing spell effects or
neutralize the bonuses opponents have received.
71
Enemy De-Buffing
portant for casters. Spells such as the summon monster series and call
lightning have a 1 round casting time, making them difficult to pull
Casting Consideration
fireball.
team. Players need to carefully consider if such spells are worth the
time. In Conflict Roleplaying matches with 10 to 20 round lengths,
Medium Armor,
Two-Handed
with a casting time measured in minutes, such as raise dead and break
Weapon
than a minute, such as regenerate and snare, require serious consideration prior to casting simply because players have only a few rounds
Weapons
their long casting times typically shuffle them into the do not use
bin.
No Armor, Light
Players should be careful to avoid using logic like, Well, I know youre
Weapons Or No
Weapons.
would not know that sort of information and the person playing
conjuration spells.
Youre wearing leather armor and carrying light weapons. I bet your
reflexes are quick, but your mind is weak. It draws you to the same
No Armor, Spell
Component
Pouch,Scrolls
be enough to get the conclusion a caster needs need to fire off that
match-ending spell.
Chart 10.1 1 Casting Spells without Metagaming provides a list of
visual clues a player should look for when trying to determine what
sort of spells to cast. These are only generalizations of course, but
they should help to avoid direct metagame logic. More importantly,
it gets players in the right mindset to avoid metagaming while using a
spellcaster in a Conflict Roleplaying match.
Planted Vorpal Blade
Map Location: G:27
72
Healing
round of McGuffin and the fighter is sprinting to the Hallow with the
McGuffin, a cleric should not waste time healing the rogue two rooms
a viable tactic. Players cannot kill their own team, but a suicidal run
could provide the distraction necessary for the win. Remember, teams
In the Pathfinder Roleplaying game, clerics abilities are tied not only
to their gods but also their alignments. Good aligned clerics are excel-
Despite this, they are worth every gold coin and should
any alignment are useful in Conflict Roleplaying matches, and they all
Selective Channeling
Drinking a potion is a standard action. Therefore, it take a full round to take a potion out
and drink it.
Having an opponent on his last legs only to see him take a 5 foot step
back and drink a healing potion really spoils a victory. Healing potions
can change a match in a flash. Here are a few things to consider when
more frequently.
Healing Gambits
Potions are very fragile. They typically have an AC 13, 1 hit point,
hardness 1, and a break DC of 12.
73
Battlepoints Optimizing
Be Prepared
Players should always pay attention to the ebb and flow of the encoun-
ter, and know their actions when their turn comes up. Certainly, there
will be times when the actions of one player invalidate what another
Fort save, and a bonus feat, for the cost 3 Battlepoints. The bonus feat
and keeps the action moving. By knowing when his turn is coming up
level. That along with the base attack bonus grants the fighter +1 at-
It is easy to see that buying an extra level is much more efficient than
of work ahead of time and have all the stat blocks they need on hand
and ready to go. Not much bogs down a game session like a wizard
who summons 1d3 fiendish tigers and then has to apply the template
to the base creature. Building these stat blocks during character cre-
ation allows a player to keep the action flowing from one person to the
ability, but not essential. The rogue talent could grant an extra feat
next. Summoners are not the only ones who need to be aware of alter-
attack rolls with a light weapon. Duplicating that ability another way
his character. The less time players and the GM spend on paperwork,
is nearly impossible. The base attack bonus and Reflex save increases
the more time the entire group spends on the gaming experience.
are not overwhelmingly good, but there is nothing the character could
Battlepoints Optimizing
74
buy for 3 points that would equal another feat and rogue ability. It is
still a better idea to buy up the fourth level.
To summarize, start by buying your character a high score in his best
ability and then buy the maximum number of levels you can afford.
When it comes to magic items, its tempting to shell out for fancy
armor or a magic weapon. Again, what works in a traditional game is
often a hindrance in a Conflict match. Disposable magic items may
only last a few rounds, but Conflict matches only last a few rounds.
Keep in mind activation cost, though; if you purchase an oil of magic
weapon, potion of barkskin, and potion of darkvision, thats three rounds
youve spent getting your gear in order before you can even start taking actions.
As a general rule, its worth it to purchase magic armor and use an
oil of magic weapon, if you can spare the activation time. On the first
round you apply the oil of magic weapon to gain a +1 bonus to attack
and damage for one minute, or exactly ten rounds. The cost in Battlepoints is 3 for the potion (remember that single use items cost 5 times
their normal price) versus 24 for a +1 longsword.
Another option is for one player to purchase a single-use item to use
on another player. When planning a Brothers Keeper match, for instance, one character might buy a scroll of magic weapon for 2 points
and cast it on his partner, who immediately wades into battle.
Items that increase ability scores are particularly useful; for 15 Battle-
points, a fighter can drink a potion of bulls strength and gain a +2 bonus
to attack and damage, while a +2 longsword costs 84 Battlepoints! A
wizard character could even spend 45 Battlepoints on a wand of bulls
strength to give his entire party +4 Strength! The downsides to item
Battlepoint Cost
12
12
13
use are the activation time and the risk of dispel magic. As dispel
14
magic can also suppress magic weapons and armor too, though, the
+1 banded mail
15
+1 half-plate
18
+1 full plate
27
+2 armor or shield
+3 armor or shield
+4 armor or shield
+5 armor or shield
+6 armor or shield
+7 armor or shield
+8 armor or shield
+9 armor or shield
Battlepoint Cost
25 gp
50 gp
100 gp
125 gp
200 gp
10
250 gp
13
300 gp
15
350 gp
18
375 gp
19
600 gp
30
700 gp
35
750 gp
38
900 gp
45
1050 gp
53
1100 gp
55
1125 go
57
1200 gp
60
1375 gp
69
1500 gp
75
1625 gp
82
1650 gp
83
1800 gp
90
2275 gp
114
2400 gp
120
3000 gp
150
3275 gp
*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.
24
+2 weapon
+3 weapon
+4 weapon
+5 weapon
+6 weapon
+7 weapon
164
+8 weapon
3825 gp
192
+9 weapon
4000 gp
200
8000 gp
400
+10 weapon
*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.
*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.
75
Match Tactics
Match Tactics
Map Edge
means some spells, such as ethereal jaunt and astral projection, become
useless. Typically, Conflict maps do not have exit points (the edges
are solid) and so you cannot walk off or Bull Rush another character
As you and your teammates prepare for battle, keeping the match
Note: Players that leave the map involuntarily (for example, are the
objective in the front of your mind helps determine the best course of
targets of a plane shift spell) are lost in the ether for 1d3 rounds. Com-
munication to the map is lost during this time, including telepathy, and
Match Type
Ambush
Bloodspill
Brothers Keeper
76
Trap Sense
Improved Feint
Selective Channeling,
Spells
dispel magic , find traps, invisibility,
see invisibility
fireball, magic circle, poison, sound
burst
Steady
Sneak Attack, Quarry, Fast
Stealthy
Alertness, Deadly Aim,
Movement
Improved Overrun
other
Athletic, Improved
Track
Conflict Taunts
You have stats that determine what your character can do, you deter-
1.
mine his actions, and you roleplay his interactions with the world. The
2.
3.
nor does it mean theres no room for roleplaying within the game.
4.
Your character still interacts with others, whether they are your team-
5.
mates or foes.
6.
7.
8.
9.
10.
11.
12.
13.
Taunt
Critical hit chart doesnt have an entry for how bad this
is gonna be for you.
Who said anything about a McGuffin? Im here to watch
you all burn.
Tell me, did it take practice for you to master the art of
14.
15.
Its not the 8 Charisma thats hurting you, its the 5 Int...
16.
and flavor to the table. Tactically, its entirely possible for your taunts
17.
to affect how the other team decides to play the match. If you can ac-
18.
complish this, its generally in your teams favor, since the other player
19.
is now reacting to you rather than thinking about the match. How-
20.
develop short histories for your characters to explain why they choose
Taunting the other team is part of the game, and adds a lot of spice
ever, it is possible to take the taunting too far. The line in the sand,
of course, is different for each group; given that you play with your
friends, you should have some idea where this line is, and its best not
21.
22.
23.
24.
ference
Im right here, come kill me!
25.
26.
27.
are your friends and its just not worth losing a friend over an ingame
28.
interaction. Remember where the line lies so the next time you can
29.
Why...Wont...You...Die!
30.
77
Introduction
GamemAsteriNg
Conflict Gamemastering
Map Element Rusty could come into play in the match, she should
have rust monster stats on hand. In most cases its not necessary to
you dont have to come up with new plots all the time, dont have to
spend hours statting out monsters, and the story is never ruined by a
and use the note to bookmark the appropriate page in the rulebook.
lucky die roll. In other ways, though, running a Conflict match can be
tricky. The onus is on you to keep the game brisk and exciting while
works best if the assistant is not a player but a second GM. Someone
and receive PassCards. The assistants job is to look up more complicated issues and provide rulings on spell effects, combat maneuvers,
and other rulesbased situations the GM cannot adjudicate on the fly.
Roll in the Open: The GM makes fewer die rolls in a Conflict Roleplaying match than in a traditional game. In many matches, she wont
have to make any die rolls at all. When the time does arise, however,
the GM can simply roll where the players can clearly see the dice. In
traditional games, GMs sometimes keep their rolls secret to build suspense, keep details of enemy monsters hidden from the players, or to
fudge results for the sake of the story. None of that applies to Conflict
Roleplaying matches. In players versus players its very important for
the players to feel that all the rolls are accurate and all modifiers accounted for. The GM should support the players need for security by
making her rolls in the open.
Keep the action moving: Its easy to get bogged down in details in
a match that is heavy on strategy and combat. Tactical spells such as
web and entangle have many complex factors to them and can slow
the match down. The GM must be willing to make a ruling and move
the action along. In tournament play especially, its important to make
an accurate ruling, so the GM may wish to ask another player to look
up the rule in question while the GM handles the next few actions.
If the rule is simply unclear or no one knows where to look, the GM
must decide what seems logical and commit to that outcome. The
phrase for now can be useful in these situations, as in, For now,
we will do it this way. After the match, Ill look up the exact ruling
so carefully about their actions that it slows down play for everyone.
of the other team could use this opportunity to enact the Panic law,
Type and map selected. If water sources, such as a river, appear on the
78
Gamemastering
Chapter 11
Rules Lawyers
Mmmm Fudge!
Lookup the rules on your own and be sure to announce your deci-
sion as the GM to the entire group. Once that rule is established, you
should feel free to let your rules lawyer have his say during events.
ure; after all, their characters are supposed to be the ultimate heroes.
However, rules lawyers who abuse this privilege, who argue with the
GMs, too, dislike failure; the villain she spent hours crafting just
cant fall to a critical hit in the first round, can he? Conversely, GMs
Rematches
Rules Lawyers
After the match ends and victory has been determined, there are a
couple thing that can be done to improve the next match:
Feedback: At the end of a Conflict Roleplaying Match, ask the players
if they enjoyed the Match Type. Ask them for feedback on which elements of the Match Type they found especially fun or frustrating. You
may wish to keep track of these comments in a notebook for reference
in future matches. Not every group will like every Match Type; getting
to know the players likes and dislikes will make it easier for you to
select a Match Type in the future. Remember, the GMs preference
counts too! On occasion you may wish to run a lesspopular Match
Type simply to shake the players out of their comfort zone, or to
showcase a new variation.
Good Sportsmanship: Be sure there is good sportsmanship shown
after the game. You dont need to have players shake hands but Conflict Roleplaying matches can be get very competitive. Just make sure
there isnt anyone walking off with hard feelings. Make an effort to
patch things up before the next match begins.
Rule Clarifications: At the end of the match is the best time to discuss rules that were under dispute during the match. See if there are
any players that want to discuss the rulings. Listen to the players side
of things. Then explain why you made the decision that was made. If
something needs to change let all the players know how the situation
will be handled the next time it occurs.
79
GamemAsteriNg
encourage you to continue with your usual game and he will just
is easy, requiring only a little prep work. Keep in mind the following
watch, or a younger sibling might ask to play once to see what the
tips:
game is like. Rather than come up with a storyline involving one char-
acter for only a single sessionand risk having it go over time and
leave you with an NPC and a new storyline to finish that you never
intended to have in the first place, feed their appetite for roleplaying or
teach them the rules of the game with a Conflict Roleplaying match.
80
Find Another Team: In many cases, dividing your PCs into two
teams is sufficient for a Conflict Roleplaying match. For some,
though, you will need an opposing team. If you are lucky enough
to know other gamers in your area, recruit some for a oneevening Conflict Roleplaying match as part of your campaign.
Spouses, significant others, and siblings of your players who have
a little interest in the game but not enough to play regularly might
be willing to help out for one evening. One helper can play the
entire opposing team, if they know the rules well enough.
Gamemastering
When to Remove a Miniature
Players seek advantages. Its how their characters survive, whether the
advantage is a tricky new spell, a shiny new sword, or a bit of knowl-
Chapter 11
Hidden Movement
Keeping Track of
Hidden Characters
the corner ready to stab me in the kidney, Ill go over here instead,
from the map and allowing the player to communicate his move-
ment. The character is not represented on the map yet fully participat-
the opposing teams, remove his miniature from the map. To remove a
to remove a mini.
Using paper copies of the map is great, however if you dont have one
or dont want to deface it, keep a scrap piece of paper handy where you
Stealth: The player has rolled a successful stealth skill checks and
no opposing team member can see the character. Keep in mind,
players cannot hide while being observerunless they have
some special ability to do so.
can
routine.
can record notes for yourself. Clipping that paper to your GM screen
or the backside of your map allows you to always have the details at
hand. You can also use sticky notes to attach comments to your map
without damaging the map. Dont worry; hidden movement in Conflict only lasts a few rounds before the hidden character is engaged in
combat or discovered by an opposing team, at which time the player
should place his mini back on the map and resume normal play.
sight (or those who are hidden and move into or through an opposing
then the mini returns to the map. The difficulty here is remembering
to check line of sight during character movement. One trick to help
doesnt match the hidden players stealth roll then there is no need to
check lines of sight. This saves the GM and the players a time consum-
ing step.
81
Metagaming
Illusions
GamemAsteriNg
Figments: Spells like minor image and silent image create an im-
age that fools sight, and possibly other senses at higher levels. Figments can move within the area of effect, but only as directed by
a caster concentrating on it. Concentration requires a standard
action each round, which means that the caster can concentrate
on the figment, possibly moving it, and then take a move or
move-equivalent action. The caster must retain line of effect to
the illusion. A figments AC is 10 + its size modifier.
Metagaming
Metagaming is the act of taking specific knowledge the player has and
having his character act upon that knowledge. The classic example
is a groups first encounter with trolls. Most players are aware that a
trolls regeneration is affected by fire and acid. Given that knowledge,
the wizard who had cast coldbased spells up to that point suddenly
begins to blast away with firebased spells. This is metagaming. Understandably, many groups frown upon this sort of activity. As GM,
you need to quickly and decisively adjudicate it when it comes up. You
also need to guard against metagaming yourself, or making it easier for
others to do so.
No to Metagaming
Sometimes, you simply need to tell the player, No, though offering a
reason is a good idea for the harmony of your table. Remember, you
82
GMCentric Metagaming
In most roleplaying games, GMs need to watch for the same sort of
metagaming as players. GMs know things that theres little chance
the monsters know, and acting on that knowledge is just as bad as
maybe even worse thana player acting on out of game knowledge.
But a Conflict Roleplaying match is a bit different. GMs of Conflict
Roleplaying matches arent running monsters and devising plotsunless the Match Type calls for it, like Monster Mashbut instead serving as an impartial arbiter of the rules. The bigger cause for concern
for a GM is that her actions tip off an observant player, the roleplaying
equivalent of pokers tell.
Your Gestures: The easiest giveaway action is with your movements
and gestures. For example, after a player hands in his PassCard the
natural inclination is to look at the game mat to see where he is and
where hes going. This is especially detrimental to characters who have
their mini removed from the board because of stealth or invisibility.
Clever players are going to learn to follow your eyes and use them to
determine the general location of hidden opponents. You can resolve
this by simply not looking, of course, but sometimes GMs need to
look to verify movement rates and such. Another way to counter this
Gamemastering
common tell is to keep a version of the map behind your GM screen.
You can use that to denote the location of any hidden player or object,
which keeps your eyes off the main map. If youre using PassCards
available from Conflict Games a copy of the map appears on the back,
for just such a use. Another option is to scan the map in the same
manner every time you check a PassCardfor example, start at the
top left of the map and scan left to right and back again a few times,
secretly watching for a particular area.
Opposed Rolls: Another lessobvious GM action that gives away
information is calling for opposed rolls. If a wizard under the effects
of greater invisibility casts dominate person on a foe, you need to get a
Will save from the target. But calling for the save telegraphs part of the
wizards actions, and could give the opposing team a small piece of
tactical information. One solution to this dilemma is to ask for a Will
save from all members of the targets team, even though you only need
the one characters save.
Chapter 11
Opposed Rolls
Sometimes you need four characters and you only have two players. In
roll. You should allow players to roll their own checks as often as pos-
siblenobody likes to have the dice taken out of their hands. Asking
the player to roll his own dice usually results in faster resolution, too.
memorized, and its much faster to just say the result rather than hav-
work to ensure the player doesnt act as though they can. For example,
the player controls both a fighter and a wizard. The fighter is currently
you ask the player to roll a d20 without saying what its for then add
method are keeping the dice in the players hands while still reducing
ing the fighters square. The wizard has no way of knowing where the
the potential for metagaming. When the rogue attempts to slip past
fighter is located, even though the wizards player does. This is a form
the archer, you simply ask the archers player to roll a d20. You look
for example, as a resolution you might assign a percent chance that the
83
GamemAsteriNg
Rejecting Characters
PreRolling
20
20
14
16
14
shouldnt be allowed. Even if the player followed all your table rules
and only made use of allowed sources, sometimes various pieces of
the rules combine in odd and unexpected ways, leading to a character
whose abilities give him an unfair advantage. For these reasons and
others, the GM may need to reject the character. Like a lot of aspects
of GMing, its as much a matter of how its done as it is the fact that a
rejection is issued.
Be Fair: If a player wishes to debate and offer reasons why a character
should be permitted, give him a chance to have his say. Listen carefully, as he may point out something you didnt think of that applies
a limit to his characters abilities. If youre uncomfortable about one
possible application of a rule and the player agrees not to do that, you
should take him at his word. If the player later goes back on his word,
dont hesitate to disqualify the character.
Sometimes, no matter how much discussion takes place, a character
just has no place in a game. For example, maybe you just dont like
psionics and dont allow them in your game. Theres nothing wrong
with the various supplements that offer rules for psionics; its not that
Generally speaking, you want your players to tell you their actions,
your players preroll key aspects of their actions, such as attack and
remember that the GM is the final arbiter, and sometimes that means
abiding by her rulings, even when theyre unpopular. If you have time,
often speeds up a round, because you dont have to wait for the player
allow the player to rebuild the character, removing the offending op-
to make his rolls and determine his total attack value and damage.
tion. There is a good chance the player debated between the feat you
by an experienced player.
Rejecting Characters
84
The flow of the game lies in the players hands, though as a GM there
are a few tricks you can follow to help keep an uptempo pace. Conflict Roleplaying is a much more fun when actions flow one right after
another. For this reason, you need to avoid player stall tactics.
Uh Im Thinking!: Regardless of how much warning you give
a player, sometimes a player just isnt ready when his turn comes up.
Maybe something the previous player did invalidated his planned
actions; maybe he was daydreaming; maybe he just cant decide. If
the previous players actions invalidated what the current player had
planned, give a little bit of time for him to devise new actions. However, regardless of the reason, dont let the player sit and ponder too
Gamemastering
Chapter 11
the players can see the order for themselves. Write in pencil and leave
the player still cant decide, declare hes delaying and move on to the
spaces between the names so that you can erase and reposition players
use a timer to enforce the amount of time available before the auto
delay or ready action. Each round, look at your sheet and state, Cat-
delay kicks in. If youre consistent, players will grow accustomed and
spaw is up. Lazarus, youre on deck. Scan for delay and ready actions
learn to have their actions ready. The flow of your game will pick up,
to ensure accuracy.
rounds, write down the name of the effect at the bottom of your initia-
nicate properly. The druid, for example, may want to drop an entangle
tive tracker. After the effect name, write a line of dashes, one for each
spell but the rogue may want clear passage through the area. No,
dont do that, the rogues player states, I was going to move in and
flank him on my turn. Not only does this lead to a stalling condi-
tionnow the druid has to rethink his actionsits also a bad form
On round 2, after the last character has taken his action, look to the
of metagaming. The druid has no way of knowing the rogue was going
bottom of the initiative tracker for any outstanding effects. Handle the
to slip into the area, and so he shouldnt be permitted to stall the game
effects one by one; as you do so, turn the dash into a cross to indicate
that round has passed. The first round after the sorcerer casts acid
arrow, it deals another 2d4 points of damage, and the effect tracker
becomes this: acid arrow + . At the end of the next round, the spell
deals another 2d4 points of damage and the effect tracker shows: acid
arrow + +. All rounds of effect are done, and the acid arrow is gone.
Round Counting: At the start of each round, announce what round
number is beginning. Write the round numbers across in a line at the
top of your initiative tracker. Keeping track of rounds is important
from a player perspective, because knowing how much time is left in
the match influences their actions. Making the information clear and
easy to reference will help your matches run more smoothly.
Keep the Action Moving: The GM must insist on an action within
a reasonable time so that the match can continue. An hourglass or
timer can be a useful tool if the GM often runs into trouble with this;
Time Tracking
long declaring his action or cannot decide what to do, the GM may
Keeping accurate track of initiative and time passed makes a GMs job
much easier. This section contains tips for accurate timekeeping.
Initiative: If you have a magnetic initiative tracker, you will find it
useful for keeping track of not only initiative, but delay and ready actions as well. If you dont, write down the initiative order on a separate
sheet of paperthe initiative number, in brackets, followed by the
character name. Its important to note the initiative number and not
just the order, in case new elements are introduced to the map and
require their own initiative. You can also consider leaving the initiative
tracker on the table outside your GMs screen (if you use one) so that
all players, can make a match run more smoothly. If a player takes too
insist that the player delay. After the next player has gone, the GM can
return to the undecided player for his action. This will move the player
one step down in the initiative order, but keeps the action moving.
Im done: Another way to help keep the action flowing is to request
that all players explicitly state when theyve completed their turn. Immediate and free actions could allow a player to continue his turn even
after his normal actions, so its important to know for certain when
hes done. A player simply saying Im done at the end of his actions
can keep the action going. Encourage this from the beginning, and
quickly it will become a habit of all your players.
85
Rejecting Characters
Disqualification
GamemAsteriNg
could teleport from one area of the map to the other in a single
with victory so close, a player can make a poor judgment call or forget
turn. Astral projection, ethereal jaunt and plane shift take characters
a rule. Sometimes these are honest mistakes, but other times its a
to another plane, and so count as going off the map. These spells
watch for these situations and correct them promptly. Keep in mind
that sometimes it isnt a single act that calls for disqualifications but
check with you before preparing or using any such travel spells
the accumulation of several acts that test the rules of the match.
and should point out any illegal spells while verifying character
Disqualifying Behavior
Attacking a Teammate: Under no circumstances are teammates
is a disqualifying action.
rolls are part of any roleplaying game. Players who step over the
ter cannot teleport off the map and lay low for a couple of rounds.
Players that leave the map involuntarily (i.e., target of a plane shift
a law they have broken (or might genuinely forget), but the onus
spell or Bull Rush) are lost in the ether for 1d3 rounds. Commu-
still remains on the players to know and obey the laws of the
the opposing team may throw up their arms about the potential
begins and ends his movement on the map. This allows for the
on the map, vanishes, then reappears on the map at the end of his
86
Gamemastering
Chapter 11
leniency is always recommend and the penalty should fit the crime. A
Issue a Warning: Particularly with new players, a GM should introduce a onewarning rule. The first time a player breaks the rules, he
receives a warning. The second time, hes disqualified.
This option allows for more compassion for new players, but also carries some pitfalls. Players who know they get a free ride may break
a rule on purpose to achieve some goal. For this reason, if a player
breaks a rule and receives a warning, the GM should reset play to the
way it was at the start of the players turn. For example, if the player
moved off the map edge and then back on to attack an opponent, the
character is replaced in his original position and the opponent takes
no damage. The player then misses their turn that round in addition to
the warning.
Restate Actions: The most lenient of the penalties is to request the
player to quickly rethink and restate their actions. After the player is
reminded of the rules he must quickly provide the GM another course
of action. The player is given 60 seconds to restate his actions. If a new
course of action is not provided to the GM in the allotted time or to
the GMs satisfaction, the GM can then move to the next penalty or
issue the Lost of Action penalty.
Lost of Action: With this penalty the player can choose to make a
move or standard action (not both) for the round in which the violation occurred. No other actions are allowed including free, immediate or swift actions. If either the move or standard action has already
occur and was not in violation of the rule, then that actions stands and
the remaining action is lost.
Character Disqualification: If the GM deems the violation malicious, egregiously or purposeful, the character can be disqualified from the match. Disqualification can also be issued against
repeat offenders. If multiple characters are being played by the
same player, the other character remain unaffected. The disqualified character is removed from the map and items or magic
effects that required the characters concentration or presence
immediately end. If the disqualified character is in possession of
an object that is part of the match or originally owned by an opposing team member, that item falls to the ground without harm.
The character then vanishes from the battlefield. All of the above
effects occur on the same turn of the violation.
87
Planted Items
Planted Items
GamemAsteriNg
ter gains a +1 bonus to his check (maximum +5). The catapult deals
4d6 damage (DC 15 Reflex save for half). Once the catapult hits a
square, subsequent shots hit the same square unless the catapult is
match after the charters have placed their miniatures on the map.
Once a planted item is announced players are not allow to move their
to load the ammunition. It takes two full-round actions for one char-
acter, smaller than Large, to load the catapult, or one full-round action
Picking up any of the items (with the exception of the ballista and
catapult, which cannot be moved) is a move-equivalent action.
for two characters smaller than Large. It takes one full-round action
for a Large or larger character to load the catapult.
Elixir of Fire Breath: This strange bubbling elixir bestows upon the
drinker the ability to spit gouts of flame. He can breathe fire up to
three times, each time dealing 4d6 points of fire damage to a single tar-
get up to 25 feet away (this includes pod Map Elements). The victim
attack rolls.
Ballista: The ballista requires only one person to fire, but Medium
Fire vs. Ice: A pair of swords are planted, one a flamtongue the other
penalty). The ballista comes loaded, and has two extra ballista bolts
next to it. It takes a creature smaller than Large two full-round ac-
the map (or the nearest available space if that square is occupied). If
tions to load the ballista. The ballista deals 3d8 points of damage, has
there are more then two teams in a match the GM may choose to add
a third or fourth sword to the match or keep the pair more assessable
to all teams.
sword. Once per day, the sword can blast forth a fiery ray at any
target within 30 feet as a ranged touch attack. The ray deals 4d6
action to wind. Once wound, its bearer can open the lid as a free action (requiring one free hand) releasing a booming oratory spurring
the bearer and his allies on to victory. The bearer and all allies within
Vorpal Blade
11
Hat of Disguise
Catapult, Heavy
12
Catapult, Light
Javelin of Lighting
13
Ballista
Ring of Anti-Magic*
14
Ring of Blinking
Statue of Life
15
Necklace of Fireball**
Bardic Effigy
16
Boots of Speed*
17
18
+1 Bashing Shield
19
10
Ring of displacement*
20
Catapult, Light: The light catapult comes loaded, with two extra catapult stones next to it. The catapult can hit squares out of sight as long
as it stands in an open-air map (no ceilings). To fire the catapult, one
character must make a special check (base attack bonus + Intelligence
modifier + range increment penalty) against DC 15. Success means
the catapult hit its target. If the character does not have line of sight to
the target, his check suffers a -6 penalty. For each successive shot the
crew sees land, the character gains a +2 bonus to his check (maximum
+10). For each successive shot the crew does not see land, the charac-
88
5 Adamantine Arrows/Bolts
Wand of dispelling**
Gamemastering
Frost brand: Frost brand is a +3 frost greatsword that sheds
Chapter 11
rust monster as if the wearer had cast charm monster. The rust mon-
ster does not received a Will save to resist. The rust monster automati-
shut off. Its wielder is protected from fire; the sword absorbs the
cally regards the rings wearer as a trusted ally. The rings wearer can
first 10 points of fire damage each round that the wielder would
otherwise take.
Rod of the viper: This rod strikes as a +2 heavy mace. Once per day,
upon command, the head of the rod becomes that of an actual serpent
for two rounds. During this period, any successful strike with the rod
deals its usual damage and also poisons the creature hit. This poison
Hat of Disguise: This apparently normal hat allows its wearer to alter
damage and end the affliction. Multiple hits extend the duration by 3
his appearance as with a disguise self spell. As part of the disguise, the
rounds and increase the DC by +2 for each hit. Unlike ordinary rods
hood, helmet, and so on. The disguise generated by the hat lasts only
when used to bash. A character cannot benefit from both this shield
Statue of Life: The first team to find this object attunes the statue
to their side. Only members of the attuned team can use the statue
thereafter.
ber a lightning bolt sets fire to combustibles and damage objects in its
path, even Map Elements. If the lightning bolt causes enough damages
cleave an enemys head from his body. Upon a roll of natural 20 (fol-
lowed by a successful roll to confirm the critical hit), the weapon sev-
ers the opponents head (if it has one) from its body. Some creatures,
such as many aberrations and all oozes, have no heads. Others, such as
golems and undead creatures other than vampires, are not affected by
the loss of their heads. Most other creatures, however, die when their
the blink spell. This does not result in disqualification, as the wearer
heads are cut off. This weapons decapitation power can be used only.
begins and ends his turn on the map. The ring of blinking has a 20%
Wand of Greater Dispel Magic: This wand dispels with a caster level
Ring of anti-magic: This ring renders the wearer immune to the next
two spells that targets him by enemy spellcasters. This only neutralizes
spells with the wearer as the target (such as finger of death). It does
items:
not affect area spells that might harm the target (such as fireball).
scrolls or portions.
Do not plant items that require a use magic device skill check
Should be useful to everyone at all character levels
Planting items should be placed within the restricted map area as
per Chapter 7 (i.e. 4 squares from the center line. )
the 50% miss chance as it becomes obvious where the wearer truly is.
89
GamemAsteriNg
Combat Charts
ranged weapon.
subtract the items hardness and deduct the total damage from its
hit points. Ranged attacks, fire, and electricity typically deal half
a reference guide for formulas, DCs, and special actions. It does not
of attack (e.g. a rope may take double damage from fire attacks)
responsible for knowing their characters abilities. Not all the rules are
listed here, but a summary of the most pertinent and complex rules,
with clarifications so that the GM does not have to spend a lot of time
against the items break DC; success means he destroyed the object. An object with less than half its hit points reduces its break
Characters may wish to pick up and move heavy objects such as rocks,
Mcguffins, or catapult ammunition. The following chart summarizes
penalties for carrying medium or heavy loads:
Load
Check
Dex
Penalty
Speed
(30 ft.) (20 ft.)
Run*
Medium
+3
-3
20 ft
15 ft
x4*
Heavy
+1
-6
20 ft
15 ft
x3*
* Remember that the Run action is removed from the game; its listed
here simply for completeness
Destroying Stuff
90
DC by 2.
Gamemastering
Chapter 11
Combat Charts
Size
Hardness
Hit
Points
Rope
Fine*
23
Torch
13
Dagger
10
20
Longsword
10
25
18
Heavy wooden
shield
15
23
10
10
23
10
20
28
10
13
15
18
20
23
Barred door
10
25
Iron door
10
30
28
Small chest
17
Treasure chest
15
23
Iron coffer
10
20
25
30
25
60
30
10
30
30
10
60
35
Iron grate/bars
10
30
24
Iron chains
10
26
Steel manacles
10
10
Masterwork
manacles
10
Masonry wall
Break DC
DC
13
18
23
23
24
25
26
28
Condition
DC
Adjustment*
Hold portal
+5
Arcane lock
+10
AC
Example
Size
Dimensions
Mod
Colossal
64 ft. or more
Castle tower
Gargantuan
32 ft. 64 ft.
Castle wall
Huge
16 ft. 32 ft.
Castle gates
Large
8 ft. 16 ft.
26
Medium
4 ft.8 ft.
10
28
Small
2 ft.4 ft.
+1
90
35
Tiny
1 ft.2 ft.
+2
54
50
Diminutive
6 in.1 ft.
+3
Fine
6 in. or less
+4
91
Combat Charts
Armor Class Modifiers
GamemAsteriNg
This quick reference chart helps you to apply AC modifiers for the
your square to one corner of your targets square and the line passes
players.
Modifier
Attacker Status
Melee
Ranged
Behind cover
+4
+4
Blinded*
smoke, obscuring mist and similar spells, and deep shadow. When
Cowering*
you draw a line from one corner of your square to one corner of the
Entangled
+0
+0
targets square, and the line passes through a square that provides con-
Flatfooted*
+0
+0
+0
+0
Helpless
+4
+0
Kneeling or sitting
+2
Pinned
+0
Prone
+4
Stunned*
saves against attacks that originate from the other side of the cover.
Concealment occurs when an effect obscures vision; this includes
Effect
Bull
Rush
Disarm
Grapple
Both target and attacker gain grappled condition. Humanoid attackers without 2 free hands take 4 penalty.
If target does not break grapple, attacker gets +5 bonus
on subsequent grapples against the same target.
Overrun
Sunder
Trip
Knock target prone. If attack fails by 10 or more, attacker trips instead. +2 to DC for every leg the target has
above 2.
This quick reference chart allows you to apply attack roll modifiers for
the players.
Firing Into Melee: Shooting or throwing a weapon into melee incurs
a 4 penalty on your attack roll. The Precise Shot feat negates this.
Table 11.6 Attack Roll Modifiers
Modifier
Attacker Status
Melee
Ranged
Dazzled
Entangled
Flanking defender
+2
Invisible
+2
+2
On higher ground
+1
+0
Prone
Shaken or frightened
92
Gamemastering
Combat Maneuvers
Chapter 11
Combat Charts
Condition Summaries
Bleed
CMB = Make an attack roll and add your CMB in place of your
normal attack bonus. Add any bonuses you currently have on
attack rolls due to spells, feats, and other effects. The DC of this
Blind
Cowering
Dazed
Dazzled
Defense (or CMD) that represents its ability to resist combat maneuvers. A creatures CMD is determined using the following formula:
Deafened
Entangled
Exhausted
Fatigued
Frightened
Nauseated
Panicked
Creature Size
Space
Natural Reach
Fine
Diminutive
Tiny
Small
Medium
Large (tall)
Large (long)
Huge (tall)
Huge (long)
Gargantuan (tall)
Gargantuan (long)
1/2 ft.
1 ft.
2-1/2 ft.
5 ft.
5 ft.
10 ft.
10 ft.
15 ft.
15 ft.
20 ft.
20 ft.
0
0
0
5 ft.
5 ft.
10 ft.
5 ft.
15 ft.
10 ft.
20 ft.
15 ft.
Colossal (tall)
30 ft.
30 ft.
Colossal (long)
30 ft.
20 ft.
Pinned
Prone
Shaken
Sickened
Staggered
Stunned
Effect
Take the listed amount of Bleed damage at beginning of turn. Can be stopped with DC 15 Heal or
any spell that cures hit point damage (even if Bleed
is ability damage) Multiple Bleed do not stack
Cannot see, 2 AC, no Dex bonus to AC, 4 on
Str and Dexbased skill checks and opposed Perception checks. All targets gain concealment. DC
10 Acrobatics check each round to move faster than
half speed or fall prone.
2 AC, no Dex bonus to AC
No actions; no penalty to AC`
Unable to see well.-1 to attack rolls
-1 to sight-based Perception checks
-4 to Initiative. Automatically fails sound-based
Perception checks. -4 penalty to opposed Perception checks. 20% chance of spell failure on spells
with verbal component
Move at half speed; cannot run or charge. 2 on
attack rolls, 4 to Dex. Concentration check DC 15
+ spell level to cast spells.
Move at speed, -6 to STR and DEX
Cannot run or charge,-2 to STR and DEX
Any action causing Fatigue causes fatigued
character to become Exhausted.
As shaken, except creature flees from source
of fear.
Cannot attack, cast spells, concentrate on spells, or
do anything requiring attention. May take a single
move action per turn.
As frightened, except creature drops any held items.
Cannot move and considered flat-footed
-4 to AC, Can take verbal and mental actions; can
attempt to free self, Cannot cast spells that require
somatic or material components
-4 to attacks, Cannot use ranged weapons (except
crossbows),+4 AC bonus vs. ranged attacks
-4 AC vs. melee attacks, Standing is move action
2 to attack rolls, saving throws, skill checks and
ability checks
2 penalty on attack rolls, weapon damage rolls,
saving throws, skill checks, and ability checks.
Single move or standard action each round
No full-round actions, Can take swift and immediate actions,If non-lethal damage equals maximum
HP total, become staggered
Drop any held items, can't take actions, 2 to AC,
no Dex bonus to AC.
93
Pregenerated characteRs
character together. Maybe you joined the game at the last minute;
maybe your main character just died; you just lack inspiration. Or any
break down into three teams of three characters each. The first team
of a million other reasons. Whatever the reason, the end result is the
acters. Youll find at least one character of the five major archetypes:
melee combat, ranged combat, arcane caster, divine caster, and skill
Team One
Team one relies heavily on magic, with Warren and Miranda utilizing spells to confound and kill foes. Dreadknight adds some necessary muscle and damage soaking ability to the group. While Warren
takes to the sky to rain fiery death from above, Miranda stays close to
Dreadknight, both for the protection he offers and so she can heal his
woundsassuming opponents can penetrate his high AC, that is.
Team Two
Team two has little magical ability, instead focusing on a mix of stealth
Feel free to use these characters as a starting point. For example, War-
and brawn. Michael brings a bit of magical aptitude to the group with
his Use Magic Device skill. Xen charges headlong into combat, his
different spell list and a few minor tweaks, you could turn him into
Alternatively, with relatively few changes you can rework the dwarven
rifleman into an elven archer. The only limit is your imagination. Let
er, ideally dropping his hefty sneak attack damage onto the foe before
he becomes a target.
your devious mind wander as you devise new ways to kill your friends
characters!
To that end, every character is printed in this chapter twice. First, the
full stat block appears, giving everything you need to dish out serious
pain. On the flip side of the page, the stat block is reprinted with extra
room to allow you to customizewhether its simply applying the
benefits of a buff spell or making wholesale changes, this extra space
should make it easier for you to modify these characters as you see fit.
Team Three
Finally, team three brings a mix of both elements to the group. The
Condescending Bard is quite capable of slinging serious spell power
around the Conflict Map; Meanwhile, Axbeard fills a double role
through his prowess in grapplinghe deals damage while removing one foe, preferably a spellcaster, from the battle. Gunther, seeks
to cause gaping holes to appear in the weak flesh of his opponents,
blasting away with his musket. Whether you need a single character
or a full team, we hope the nine characters on the next several pages
provides you with a great start to your Conflictfilled future!
94
sPeLlsliNger: warren
Chapter 12
15 BP
23 BP
0 BP
6 BP
4000 gp/100 =
Cloak of resistance +1 1000 gp / 100 =
Ring of protection +1 2000 gp / 100 =
Dagger: 2 gp; 0 points Light crossbow: 35 gp; 0 points
40 BP
10 BP
20 BP
0 BP
CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Total: 114 BP
95
sPeLlsliNger: warren
Modifiable
Stat Block!
__ BP
__ BP
__ BP
Magical Equipment
STATISTICS
Str 8 __ ,Dex 13 __ ,Con 14 __ ,Int 20 ___,Wis 12 __ ,Cha 10 __
Base Atk +3 ___ ; CMB +2 ___ ; CMD 15 ___
Feats Dodge _______, Extend SpellB _______ , Improved Initiative ______, Lightning Reflexes __________ , Scribe ScrollB ___
, _______________Spell Focus (evocation)B , Toughness _____
_______________________________________________
Skills Fly +11 ____ , Knowledge (arcana) +15 ___ , Perception +8
, Sense Motive +8__ , Spellcraft +15 ____ , Stealth +8 ___ , Swim
+6 ___ , _______ , _____________ , __________ , _____
Languages Common, Draconic, Elven, ______ , ____________
96
__ BP
Magical Equipment
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
__ BP
Total: ___ BP
www.ConflictRoleplaying.com
DReAdkNigHt
Chapter 12
should focus on better armor and weapons, as well as items that will
improve his overall combat ability such as a belt of giant strength.
Battlepoint Breakdown
Ability scores
Character Levels
Race
Potion of cure light wounds: 50 gp x 5 (single use item)
15 BP
23 BP
0 BP
6 BP
23 BP
Specialization (Battleaxe)B
Languages Common
27 BP
20 BP
0 BP
Total: 114 BP
CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
97
DReAdkNigHt
Modifiable
Stat Block!
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
__ BP
__ BP
__ BP
Magical Equipment
__ BP
Magical Equipment
bravery +2 _______________________________________
weapon training (axes +1) _____________________________
Combat Gear: potion of cure light wounds (x2)(3 BP each); Other
Magical Equipment
Gear +1 full plate (23 BP), heavy steel shield (0 BP), ring of protection
+1 (20 BP), +1 battleaxe (23 BP), longbow (0 BP), 20 arrows (0 BP)
__ BP
Non-Magical Equipment
98
CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
__ BP
Total: ___ BP
www.ConflictRoleplaying.com
Painpriest: miranda
```
Chapter 12
Battlepoints Total: 114
ary (3 BP), wand of cure light wounds (8 BP); Other Gear +2 studded
leather (42 BP), ring of protection +1 (20 BP), 50 gp worth of diamond
TACTICS
Before Combat Before a match, Miranda casts nondetection, entropic
shield, and bless.
During Combat Miranda seeks to cause discomfort and pain to foes
from the fringes of combat. If shes in a situation where several foes
are within 50, she casts bane to reduce their abilities. Otherwise, she
makes use of her spells as the opportunity arises. If she ever drops
below half her normal hit points, she casts cure moderate wounds on
herself. Miranda enjoys channeling energy, and has the ability to keep
her allies out of harms way while doing so thanks to her feat selection.
If she drops below onethird her normal hit points (under 21) she
consumes her potion of sanctuary and heals via her wand next round.
STATISTICS
Str 8, Dex 12, Con 14, Int 10, Wis 18, Cha 13
Base Atk +5; CMB +4; CMD 16
Feats Improved Channel, Selective Channeling, Skill Focus (Perception)B, Toughness, Weapon Finesse
Skills Heal +14, Perception +9, Spellcraft +10
Languages Common, Elven
SQ aura, copycat (7 rounds, 7/day), elf blood
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15 BP
23 BP
0 BP
3 BP
3 BP
8 BP
42 BP
20 BP
CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
0 BP
Total: 114 BP
99
```
Modifiable
Stat Block!
ary (3 BP), wand of cure light wounds (8 BP); Other Gear +2 studded
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
Magical Equipment
__ BP
Magical Equipment
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
100
__ BP
__ BP
__ BP
CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
__ BP
Total: ___ BP
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sHarpsHooteR: michaelChapter 12
Total Battlepoints: 85
Notes:__________________________________________
______________________________________________
DEFENSE
______________________________________________
______________________________________________
hp 48 (6d8+18)
______________________________________________
______________________________________________
Battlepoint Breakdown
Ability scores
Character Levels
Race
+1 leather armor: 1,160 gp /100 = 11.6=
+1 longbow: 2,375 gp /100 = 23.75=
Scroll of dispel magic 375 gp x 5 (single use item)
15 BP
15 BP
0 BP
12 BP
24 BP
1875/100=18.75=
Rapier: 20 gp = 0 BP
19 BP
40 arrows: 2 gp = 0 BP
0 BP
Total: 85 BP
so his ranged attacks can apply sneak attack. He makes a single shot
each round, and then spends his move action to hide again (see sniping
on page 106 of the Pathfinder Roleplaying Game Core Rulebook).
If he encounters a foe who is wellprotected against his ranged attacks
through magic, Michael spends a round to use his scroll of dispel magic
in an attempt to lower the targets defenses.
STATISTICS
Str 8, Dex 18, Con 14, Int 13, Wis 10, Cha 12
Base Atk +4; CMB +3; CMD 17
Feats Iron WillB, Point Blank Shot, Precise Shot, Rapid Shot, Weapon
Focus (longbow)
Skills Acrobatics +13, Climb +8, Disable Device +13, Escape Artist
+13, Perception +9, Sense Motive +9, Sleight of Hand +13, Stealth
+13, Swim +8, Use Magic Device +10
Languages Common, Elven
SQ Trapfinding
Combat Gear scroll of dispel magic (19 BP)
Other Gear +1 leather armor (12 BP), +1 longbow (24 BP), 40 arrows
(0 BP), rapier (0 BP)
Advancement: Michael should continue to advance in levels of
rogue, focusing feats on ranged combat and defense. If presented an
opportunity to improve his gear, Michael would benefit from belt of
incredible dexterity and a headband of alluring charisma. In addition,
remember that Michael is an expert with the Use Magic Device skill,
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sHarpsHooteR: michael
Male ________ human _______ rogue ___________ 6 ____
CN ___ Medium humanoid (human) ____________________
Init +4 __ ; Perception +9 ___
DEFENSE
AC 17 __, touch 14 ____, flat-footed 13 ___________________
(+3 armor, +4 Dex)
_______________________________________________
hp 48_____ (6d8+18) __________
Fort +4 , Ref +9 , Will +4;
Defensive Abilities evasion, uncanny dodge, trap sense +2
OFFENSE
Speed 30 ft. ______
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
__ BP
Magical Equipment
Special Attacks Sneak attack +3d6, rogue talents (bleeding attack +3,
low reactions, weapon training (longbow)
TACTICS
Before Combat: ___________________________________
_______________________________________________
_______________________________________________
During Combat: __________________________________
_______________________________________________
_______________________________________________
__ BP
__ BP
__ BP
Magical Equipment
Modifiable
Stat Block!
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
__ BP
Total: ___ BP
STATISTICS
Str 8 __ ,Dex 18 __ ,Con 14 __ ,Int 13 ___,Wis 10 __ ,Cha 12 __
Base Atk +4 ___ ; CMB +3 ___ ; CMD 17 ___
Feats Iron WillB _______ , Point Blank Shot _______________
, Precise Shot ________ , Rapid Shot, ___________________
, Weapon Focus (longbow) ____ , _______________________
,Weapon Focus (Battleaxe)B ____________________________
Skills Acrobatics +13 ________ , Climb +8 ________________
, Disable Device +13 ________ ,Escape Artist +13 ___________
Perception +9 _____________ , Sense Motive +9 __________
, Sense Motive +9____________ Stealth +13 ______________
Swim +8_______ Use Magic Device +10 __________________
Languages Common __________________ Elven _________
SQ Trapfinding ____________________________________
Combat Gear+1 leather armor (12 BP), +1 longbow (24 BP), 40 arrows (0 BP), rapier (0 BP)
Other Gear ++1 leather armor (12 BP), +1 longbow (24 BP), 40 arrows (0 BP), rapier (0 BP)
Gear Adjustments & Notes: ___________________________
_______________________________________________
_______________________________________________
102
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Huntress: shellan
Chapter 12
Battlepoints Total: 85
choosing feats that enhance her melee combat prowess and add-
DEFENSE
hp 49 (6d10+12)
Fort +6, Ref +9, Will +5; +2 vs. enchantments
Battlepoint Breakdown
15 BP
15 BP
0 BP
13 BP
Character Levels
Abilities
Race
+1 chain shirt: 1,250
Amulet of Natural Armor +2 :
+1 shortsword: 2,310 gp
Mwk shortsword: 310 gp
5 BP
3 BP
OFFENSE
Speed 30 ft.
Melee +1 shortsword +10/+5 (1d6+2/1920) and
mwk shortsword +10/+5 (1d6/1920)
Ranged longbow +10 (1d8/x3)
23 BP
3 BP
Total: 85 BP
TACTICS
Before Combat Before a match begins, Shellan applies her oil of magic weapon to her masterwork shortsword and her oil of bless weapon to
her +1 shortsword, then casts longstrider on herself.
During Combat Shellan seeks to enter melee range against a target as
quickly as possible so as to take advantage of her twoweapon fighting
ability. If possible, she seeks out a foe wearing no armor or light armor.
If shes reduced to less than half her normal hit point total she expends
a charge from her wand; shell also use the wand on nearby
teammates.
STATISTICS
Str 12, Dex 18, Con 12, Int 12, Wis 13, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats EnduranceB, Improved TwoWeapon FightingB, Iron Will,
TwoWeapon FightingB, Weapon Finesse, Weapon Focus (short
sword)
Skills Acrobatics +9, Climb +9, Escape Artist +9, Heal +10, Perception +3, Stealth +12, Survival +10 (+13 following tracks), Swim +9
Languages Common, Elven, Sylvan
SQ hunters bond (bonus to allies as a move action), wild empathy
Combat Gear wand of cure light wounds (8 BP), oil of bless weapon (5
BP), oil of magic weapon (3 BP);
Other Gear +1 chain shirt (43 BP), +1 shortsword (23 BP), mwk
shortsword (3 BP), longbow (0 BP), 20 arrows (0 BP).
Advancement: If you choose to advance Shellan beyond level 6, you
should focus on ranger levels. Seek to increase her combat abilities,
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Huntdrss: shellan
Modifiable
Stat Block!
Other Gear +1 chain shirt (43 BP), +1 shortsword (23 BP), mwk
DEFENSE
AC 19 __, touch 14 ____, flat-footed 15 ___________________
(+5 armor, +4 Dex) _________________________________
hp 49_____ (6d10+12) _________
Fort +6 __ , Ref +9 __ , Will +5 __ ; +2 vs. enchantments
OFFENSE
Speed 30 ft. ______
Melee +1 shortsword +10/+5 (1d6+2/1920) and ____________
mwk shortsword +10/+5 (1d6/1920) ____________________
Ranged +1 longbow +10 (1d8+1/x3) _____________________
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
Magical Equipment
__ BP
Magical Equipment
__ BP
__ BP
__ BP
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
__ BP
Total: ___ BP
STATISTICS
Str 12 _ ,Dex 18 __ ,Con 12 __ ,Int 12 ___,Wis 13 __ ,Cha 8 ___
Base Atk +6 ___ ; CMB +7 ___ ; CMD 21 ___
Feats EnduranceB __________________________________
, Improved TwoWeapon FightingB _______________________
, Iron Will, _____________ , TwoWeapon FightingB ________
, Weapon Finesse, __________ , _______________________
,Weapon Focus (short sword) ___________________________
Skills Acrobatics +9 _________ , Climb +9 ________________
, Disable Device +13 ________ ,Escape Artist +13 ___________
Perception +9 _____________ , Sense Motive +9 __________
, Sense Motive +9____________ Stealth +13 ______________
Swim +8_______ Use Magic Device +10 __________________
Languages Common _______Sylvan ______ Elven _________
SQ hunters bond (bonus to allies as a move action) ____________
wild empathy _____________________________________
Combat Gear wand of cure light wounds (8 BP), oil of bless weapon (5
BP), oil of magic weapon (3 BP);
104
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HEadhuNtEr: xEn
Chapter 12
85 Total Battlepoints.
Battlepoint Breakdown
DEFENSE
Ability scores
Character Levels
Race
Potion of shield of faith 50 gp x 5 (single use item) = 250 gp
15 BP
15 BP
0 BP
3 BP
Potion of cure light wounds:50 gp x 5 (single use item) = 250 24 BP
+1 breastplate: 1,350 gp
14 BP
mwk heavy steel shield: 1,170 gp
2 BP
+1 longsword: 2,315
23 BP
20 arrows: 1 gp = 0 points
Special Attacks rage (16 rounds per day), rage powers (intimidating
Trophies: 0 gp = 0 points
0 BP
Total: 84 BP
TACTICS
Before Combat Prior to entering combat, Xan consumes his potion of
shield of faith.
During Combat Xan relishes melee combat, and seeks to engage a foe
as quickly as possible. He enters a rage and makes use of his Power Attack feat to increase his damage dealt. When first engaging a foe, Xan
uses his intimidating glare ability. He pursues his foes mercilessly
around the field of battle.
STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 21
Feats Cleave, Intimidating Prowess, Iron Will, Power AttackB
Skills Climb +9, Intimidate +12, Perception +10, Survival +10, Swim
+9
Languages Common
Combat Gear potion of shield of faith +2 (3 BP), potion of cure light
wounds (3 BP);
Other Gear +1 breastplate (14 BP), mwk heavy steel shield (2 BP),
+1 longsword (21 BP), longbow (1 BP), 20 arrows (0 BP),
trophies (heads, necklace of teeth) (0 BP).
Advancement: Xan relishes in the thrill of melee combat, and should
continue to advance in levels of barbarian. Some of his future feats
should be spent to improve his defense, with Lightning Reflexes,
Dodge, and Improved Iron Will being ideal choices. In addition,
advancing him in level shouldnt cause his offensive abilities to fall
behind. Upon reaching 8th level, Xan should select Improved Critical,
and from there he should give serious consideration to the various
other critical feats available in the system. A magical belt to improve
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HEadhuNtEr: xEn
Male ________ Human _______ barbarian ________ 6 ____
Modifiable
Stat Block!
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
Magical Equipment
__ BP
Magical Equipment
no escape ______________________________________ ,
renewed vigor [1d8+6 hp] )
TACTICS
Before Combat: ___________________________________
_______________________________________________
_______________________________________________
During Combat: __________________________________
_______________________________________________
_______________________________________________
__ BP
__ BP
__ BP
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
__ BP
Total: ___ BP
STATISTICS
Str 18 _ ,Dex 13 __ ,Con 14 __ ,Int 10 ___,Wis 12 __ ,Cha 8 ___
Base Atk +6 ___ ; CMB +10; CMD 21 ______
Feats Cleave ____________ , Intimidating Prowess __________
, Iron Will, _____________ , Power AttackB ______________
, Weapon Finesse, __________ , _______________________
,Weapon Focus (short sword) ___________________________
Skills Climb +9 ____________ , Intimidate +12 ___________
,Perception +10 ____________ , Survival +10 _____________
Swim +8_________________________________________
Languages Common ________________________________
Combat Gear potion of shield of faith +2 (3 BP), potion of cure light
wounds (3 BP);
Other Gear +1 breastplate (14 BP), mwk heavy steel shield (2 BP),
+1 longsword (21 BP), longbow (1 BP), 20 arrows (0 BP),
trophies (heads, necklace of teeth) (0 BP).
Gear Adjustments & Notes: ___________________________
_______________________________________________
_______________________________________________
_______________________________________________
_______________________________________________
106
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coNdesceNding Bard:
Chapter 12
Battlepoints Total: 143
ity (15 BP); Other Gear +1 chain shirt (13 BP), headband of alluring
Battlepoint Breakdown
Ability scores
Character Levels
Race
Headband of alluring Charisma +2: 4,000
Ring of protection +1 :2000 gp
+1 chain shirt: 1,250 gp
Potion of invisibility: 300 gp x 5 (single use item) = 1500 gp
(x2) Potion of cure light wounds: 50 gp x 5 (single use item) =
15 BP
34 BP
0 BP
40 BP
20 BP
13 BP
15 BP
250 gp x 2 = 500
Mwk lyre: 100 gp = 1 BP
Quarterstaff: 0 gp = 0 BP
Spell component pouch: 0 gp = 0 BP
5 BP
Total: 143 BP
summon instrument
TACTICS
Before Combat: Before a match begins, the Condescending Bard
casts several spells. He begins by casting good hope on all his allies,
increasing their attack prowess for the duration of the match. Afterwards, he casts blur and expeditious retreat on himself.
During Combat: As a match progresses, the Condescending Bard
seeks to make use of his talents. If he locates an enemy spellcaster,
he casts either blindness/deafness (choosing deafness) or grease. If he
encounters a target in heavy plate armor without a holy symbol, the
Condescending Bard attacks the characters likely weak mind with
spells such as hold person, hideous laughter, and silent image. His favor-
1 BP
ite use of silent image is to simply enclose the target in an illusory steel
cage, hoping it takes the enemy a round or two to determine the
nature of the cage.
STATISTICS
Str 8, Dex 13, Con 14, Int 11, Wis 8, Cha 20
Base Atk +6; CMB +5; CMD 18
Feats AcrobaticB, Alertness, Combat Casting, Dodge, Toughness
Skills Acrobatics +13 , Bluff +19 , Diplomacy +19 , Fly +3 , Knowledge (arcana) +4 , Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4,
Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility)
+4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +12
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spells
will
target a creatures Will save, its a
good idea to mix in a few Reflex
and Fortitude save spells. When
choosing feats, the Condescending Bard should acquire Great
Fortitude as soon as possible.
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coNdesceNding Bard:
Male ________ human _______ bard ___________ 7 ____
NE ___ Medium humanoid (human) ____________________
Init +1 __ ; Perception +12 __ (_______________________)
Modifiable
Stat Block!
DEFENSE
AC 18 __, touch 13 ____, flat-footed 16 ___________________
(+5 Dex, +1 dodge, +1 deflection) _______________________
hp 71_____ (8d8+32) __________
ity (15 BP); Other Gear +1 chain shirt (13 BP), headband of alluring
charisma +2 (40 BP), ring of protection +1 (20 BP), quarterstaff (0
BP), mwk lyre (1 BP), spell component pouch (0 BP). __________
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
Magical Equipment
__ BP
__ BP
__ BP
__ BP
Magical Equipment
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
__ BP
Total: ___ BP
108
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DwArven charger:
AxBeard
faith +2 (3 BP), potion of magic fang (3 BP), potion of cure light wounds
DEFENSE
(x2) (3 BP each);
hp 80 (8d10+32)
Advancement: Yes.
Fort +10, Ref +4, Will +6 +2 vs. poison, spells, and spelllike
Battlepoint Breakdown
Ability scores
Character Levels
Race
+2 breastplate: 4,350 gp /100 =43.5=
+1 armor spikes: 2,350 gp/100 = 23.5=
Potion of expeditious retreat: 50 gp
15 BP
34 BP
0 BP
44 BP
24 BP
3 BP
3 BP
3 BP
6 BP
Total: 143 BP
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DwArfen charger:
Male __ dwarf ______ fighter _______ 8 _____________
NG __ Medium ________ humanoid (dwarf) ____________
Init +1__; Senses darkvision 60 ft.; ___ Perception +9_________
DEFENSE
AC 20___, touch 12___, flat-footed 18 ____________________
(+8 armor, +1 Dex, +1 dodge)(+4 dodge vs. giants)____________
hp 80 __ (8d10+32) ________________________________
Fort +10 __, Ref +4__, Will +6__ +2 vs. poison, spells, and
AxBeard Modifiable
Stat Block!
Battlepoint Breakdown
OFFENSE
Speed 20 ft.__
Melee unarmed strike +12__/+7 __ (1d3+4) ________________
or +1 spiked armor +13__/+8__ (1d8+6/1920/x3) __________
Ability scores
Character Levels
Race ____________________________
Magical Equipment
__ BP
__ BP
__ BP
__ BP
Magical Equipment
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
STATISTICS
Str 17__, Dex 13__, Con 17__, Int 10__, Wis 12__, Cha 6 ______
__ BP
Total: ___ BP
Base Atk +8__; CMB +11__; CMD 23 __(27 when resisting a bull
rush or trip) ______________________________________
Feats DodgeB________, Greater GrappleB _________________
, Improved Critical (spiked armor)B________, Improved Grapple,
Improved Unarmed StrikeB ____________________________
, Weapon Specialization (spiked armor)B ___________________
Skills Climb +10__, Perception +9__ (+11 unusual stonework) ___
Swim +4_________________________________________
Languages Common , Dwarven _________________________
SQ armor training +2 __, bravery +2__, ___________________
weapon training (close +1) ____________________________
Combat Gear potion of expeditious retreat (3 BP each), potion of shield
of faith +2 (3 BP), potion of magic fang (3 BP);, potion of cure light
wounds (x2) (3 BP each); _____________________________
_______________________________________________
_______________________________________________
Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1
armor spikes (24 BP) _________________________________
_______________________________________________
110
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DwArven RiFleman:
Male dwarf fighter 8
Gunther
Battlepoint Breakdown
Ability scores
Character Levels
Race
+2 halfplate: 4,750 gp
+1 dwarven powder musket: 2,400 gp
Cloak of resistance +1: 1,000 gp
Potion of shield of faith +2: 50 gp
15 BP
34 BP
0 BP
48 BP
24 BP
10 BP
3 BP
8 BP
0 BP
Total: 142 BP
TACTICS
Name
Dwarven
Powder
Musket
Heavy Shot
(10)
Cost
100 gp
1d10
1d12
x3
50 ft.
8 lbs.
1 gp
5 lbs.
musket
on
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DwArfen RiFleman:
Male __ dwarf ______ fighter _______ 8 _____________
NG __ Medium ________ humanoid (dwarf) ____________
Init +3__; Senses darkvision 60 ft.; ___ Perception +9_________
DEFENSE
AC 23___, touch 13___, flat-footed 20 ____________________
Fort +10 __, Ref +8__, Will +6__ +2 vs. poison, spells, and
spelllike abilities; +2 vs. fear
OFFENSE
Stat Block!
Gunther Modifiable
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
__ BP
__ BP
__ BP
Magical Equipment
Speed 20 ft.__
__ BP
Magical Equipment
______________________________________________
__ BP
Magical Equipment
__ BP
Non-Magical Equipment
__ BP
Total: ___ BP
STATISTICS
Str 13__, Dex 17__, Con 16__, Int 12__, Wis 12__, Cha 6 ______
Base Atk +8__; CMB +9__; CMD 22 __(26 when resisting a bull
rush or trip) ______________________________________
Feats Far ShotB________, Improved Critical (musket)B ________
, Iron Will________, Lightning Reflexes __________________
, Point Blank Shot________, Precise ShotB _________________
, Toughness________, Weapon Focus (musket)B _____________
, Weapon Specialization (musket)B _______________________
Skills Climb +3__, Perception +9__ (+11 unusual stonework) ____
Swim +8 ________________________________________
Languages Common , Dwarven, Elven ____________________
SQ armor training +2 __, bravery +2__, ___________________
weapon training (muskets +1) __________________________
Combat Gear potion of cure light wounds (x3) (3 BP each), potion of
shield of faith +2 (3 BP); Other Gear +2 half-plate (48 BP), cloak of
resistance +1 (10 BP), +1 dwarven powder musket (24 BP), 40 shots (0
BP), powder horn (0 BP), battleaxe (0 BP).
Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1
armor spikes (24 BP) ____________________________________
_______________________________________________
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Conflict Games LLC apologizes for any incorrect listings, misspellings, or omissions. In alphabetical order we would like to
provide special acknowledgement to:
Anthony Matarese
The playtesting champ. Thanks for being there for darn-near every session!
James Conques
Thanks for being the rat in the kitchen. Every great kitchen has one
JAVS
Amber Scott
Your cheerful manner is an absolute delight and its great to work with you.
Brendan Davis
Your creative talents provided needed direction to this project. Thanks!
Brian Cea
One half of the original definition of Conflict Roleplaying. Yo BThanks
for the encouragement.
David Bristow
I bought the D&D for Dummies book! Nuff said, Thanks dude!
The great supplier of miniatures, plates, napkins and a few perfectly placed
Marcus Scott
In so many different ways, you are the spark that started this inferno.
Ed Healy
Michael K. Tumey
Expert Cartographer & Game Designer. Thanks for the patience and talNice job, old friend.
Put your sword down and I will spare you... two rounds later... You
believe that dumb elf thought he was going to live? What a fool!
Nicholas S. Minkler
Big thanks to the little guy for lending his time and talent to this project.
Groetek
Kept showing up and kicking ass. The only man to ever summon a pony in
Nice job in the playtesting sessions and thanks for your comments.
Robert E. Webb
Thanks for bringing your enthusiasm and kind words to the project.
113
Passcards
Starting
Items Held
Players Name:
MATCH TYPE
Match Laws
No SideKicks
Panic Law
Steal the Roll
Radiance
MOVEMENT
Round
Start
End
Main Hand:
Teams Name:
Off-Hand:
Date of Play:
15
Shadow Bound
Simple Movement
Spell Bound
20
Unlimited Other:
Map Elements Locations
Initiative
MODIFIERS
Perception:
Movement
TEAM FEATS
SPEED(S)
1.
2.
3.
DM TalkBack
MODIFIERS
Saving Throw
Buffs
ATK (Attack) CT (Cast) CL (Caster Level) CH (Charge) DMG (Damage) FA (Free action) FR (Full Round Action) MV (Move Action) RDY (Ready) SA (Standard Action) STH (Stealth) SW (Swift action)
Actions
BONUS
Vision/Distance:
ABBREVIATIONS
BattlePoints
MY BATTLE POINTS
LINE OF SIGHT
Blade Bound
DeadLands
Face-to-Face
Fog of war
Character Name:
Fort.
Reflex:
Will:
AC Buffs
AC
Touch
Flat-footed
4
Notes, Effects & Buffs:
5
Notes, Effects & Buffs:
6
Notes, Effects & Buffs:
Scratch Pad
# Hit Points
7
Notes, Effects & Buffs:
8
Notes, Effects & Buffs:
Max HP
Current HP
9
Notes, Effects & Buffs:
10
Notes, Effects & Buffs:
11
Notes, Effects & Buffs:
12
Notes, Effects & Buffs:
13
Notes, Effects & Buffs:
14
Notes, Effects & Buffs:
15
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Match Victory
e s
o p e
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D10
Match
Description Summary
Ambush
Kill of the
Hill
Handicap1
Variant
For Each His Own: Teammates fight as a team until all enemies are dispensed, then must
standing wins.
Bloodspill
Legendary Face Off: An iconic character is on each team. This can include character from
custom campaigns.
4
Snatch N
Grab
Tight Lipped: Captured opponents must be held for a longer period of time
McGuffin
Team McGuffin: Each team starts with a McGuffin. A single Hallow is placed in the center
of the map. Stop the other teams from entering the Hallow with the McGuffin while
Exploding McGuffin: The McGuffin is unstable. Get it back to your Hallow before it
randomly explodes in your hands.
McGuffin With Map Elements: Add Map Elements to the bloody fun!
6
Hellbreak
Regicide
Brother's
Keeper
They have your teammate and you need to get him back.
Cunning Tactics: One side is provided an addition two rounds to prepare for the match.
Prisoner Exchange: Each team has a prisoner that must be defended while trying to free
Enemy Selection: The assassinating team gets to choose which character is the king.
One Side Regicide: Only one team may have a king; the other teams are the assassins.
Safe Points: The opposed teams agree not to harm any king for one full round after the
king enters a Hallows safety.
Vorpals: One member of each team begins the match with limited use of a vorpal sword.
Zombie Night: In this Match zombies are the target of all the fun.
Intelligent Gang: Teams are assigned a small yet tactically intelligence group of humanoids
who are aware and prepared for the situation they are in.
Here There Be Giants: Instead of groups of monsters, teams are assigned a very large one.
even slaying the other team are all legal and encouraged.
Cherry Picking: In this variant, teams can score points by landing the killing blow on any
Monster
Mash
teams monsters.
Conquer & Seize or be Seize! Protect your Hallow at all costs while Single Hallow: There is only one Hallow. The teams are simply defenders and attackers
Y
Reap
trying to conquer your opponents. Resources are limited Scramble: In this variant, each team is free to abandon their own Hallow in order to secure
so planning and quick strike are the keys to victory.
a victory.
Aggressive Expansion: To win, a team must occupy their own Hallow and every other
teams Hallow for one round.
1
Indicates if the Match Type can be played with an uneven number of players. If you roll this result and have an odd number of players, reroll or consider playing multiple characters.
10
117
iNDEX
Index
A
Acknowledgements 113
Adding Your Own Planted Items 89
Adjudicating Opposed Rolls 83
Attitude 5
Battlepoint Cap 9
Glossary 8
Battlepoints 9
Ability Scores 10
Battlepoints Summary 11
Character Levels 10
Magical Equipment 12
Non-Magical Equipment 12
Other Sources 12
Purchasing Equipment 12
Race 10
Non-Standard Races: 10
Racial Hit Dice Calculation 10
Tallying Battlepoints 10
Wealth By Level 12
Battlepoints Optimizing 74
C
Campaigns & Conflict Matches 80
Integrating Conflict Matches 81
Choosing A Match Type 15
Choosing Teams 15
Combat Charts
Armor Class Modifiers 92
Attack Roll Modifiers 92
Combat Maneuvers 93
Common Items: Hardness And Hit Points 91
Condition Summaries 93
Enlarged And Shrinking Creatures 93
Conflict Gamemastering 78
Adjudication And The Referee Role 78
After The Match 79
Know Your Rules 78
Mmmm... Fudge! 79
Rematch Options 79
Rules Lawyers 79
Conflict Laws 54
Conflict-Maps 58
Center Lines 58
Grid Coordinates 58
Map End Configurations 58
Map Ends 58
Restricted Area 58
D
Destroying Stuff 90
Disqualification 86
Disqualification Conditions 86
Attacking A Team Member 86
Breaking Conflict Laws 86
Challenging The Gm 86
Disruptive Behavior 86
Flight 86
Involuntarily 86
118
H
Hallow. SeeMap Elements: Hallow (The)
Handling Player Stall Tactics 84-85
Hidden Movement 81
I
Illusion Rules 82
K
Keeping Track Of Hidden Characters 81
L
Laws 54, 55
Action Laws 54
Blade Bound 55
Character Generation Laws 54
Conflict Laws Summary 55
Creating Laws 54
Fog Of War 56
No Sidekicks 56
Panic Law 56
Player Laws 54
Radiance 57
Shadow Bound 57
Simple Movement Law 57
Spell Bound Law 57
Steal The Roll 57
What Are Conflict Laws 54
Line Of Sight And Hidden Movement 81
M
Map Arcanum 60
Map Elements 38
Awareness 38
Creating Your Own Map Elements 40
Ground Rules 38
Hallow (The) 39
Activation 39
Hallows Magic 39
Announcement 39
Expansion 39
Hallow Shift 39
Magical Barriers 39
Scoring 39
How To Ride A Rust Monster 47
Map Elements Summary 41
Map Points 38
Placement 38
Rusty 46
Statue Of Life 52
Match Announcements During Play 85
Announcing How Much Time Is Left: 85
iNDEX
For Ranged 71
Pre-Configs
Condescending Bard 107,108
Dreadknight 97,98
Dwarfen Charger 109,110
Dwarfen Rifleman 111,112
Headhunter: Xen 105,106
Huntdress: Shellan 103,104
Intro To Pre-Configs 94
Painpriest: Miranda 99
Sharpshooter: Michael 101,102
Spellslinger: Warren 95,96
Metagaming 82
Adjudicating Opposed Rolls 83
Combo Method 83
Gm-Centric Metagaming 82
Multiple Characters And Metagaming 83
No To Metagaming 82
Player Rolls 83
Rolling For Players 83
Pre-Rolling 84
R
Rejecting Characters 84
Rotating Gms 14
S
Stalemates 16
Starting A Match 13
Playing Multiple Characters 14
See AlsoMetagaming: Multiple Characters And Metagaming 83
Starting Steps 13
Team Initiative. SeeTeam Initiative
Starting Conditions 60
Supplemental Rules 15
Alignment Based Spells 15
Leaving The Map 15, 60, 86
No Effects Before Or Between Matches 15
Run 15
Spells (Supplemental) 15
New Concepts 6
P
Passcards
Abbreviations 63
Passcards Inserts 115
Rod Of The Viper 89
The Role Of Passcards 64
When Not To Use A Passcard 65
Planted Items 88
Adamantine Arrows 88
Bardic Effigy 88
Boots Of Speed 88
Catapult, Light 88
Elixir Of Fire Breath 88
Fire Vs. Ice 88
Flame Tongue 88
Frost Brand 89
Hat Of Disguise 89
Javelin Of Lightning 89
Necklace Of Fireballs 89
Ring Of Anti-Magic 89
Ring Of Blinking 89
Ring Of Displacement 89
Ring Of Rust Monster Friendship 89
Shield, Bashing 89
Statue Of Life 89
Vorpal Sword 89
Wand Of Greater Dispel Magic 89
Team Feats 67
Acquiring Team Feats 67
All For One 68
Armlock 68
Bonus Map Points 68
Clever Distraction 69
Improved Restriction Breaker 69
One For All 69
Practiced Perception 69
Restriction Breaker: Map Element 69
Restriction Breaker: Teammate 69
Save A Friend 70
Shared Luck 70
Team Dodge 70
Team Evasion 70
Team Feat Descriptions Format 67
Team Feat Summary 68
Team Flanking 70
Whispered Strategy 70
Team Initiative 60
Team Names 14
Tiebreakers SeeStalemates 16
Time Tracking 85
W
What Do You Need To Play 5
What Is Conflict Roleplaying 5
When To Remove A Miniature 81
*END*
119
120
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26