Here is the post that some of you have been waiting for: THE GUILD TOURNAMENT!
(For those of you who are new, we have a bloody little tradition in The Guild. Guild members form teams of two, and battle it out with each other in an elaborate, multi-week elimination tournament! The rewards for success are XP and bragging rights.)
Here are the rules!
Between now and the first qualifying rounds, Guild members form teams of two. The qualifying rounds begin Monday, Nov. 25 and continue every Monday in The Guild. The Championship takes place Monday, Jan. 13.
QUALIFYING ROUNDS (Nov. 25, Dec. 2, Dec. 9):
For the first two Mondays, teams face off in 2v2 matches. All characters are Level 4. Winners automatically advance to the Quarter Finals. On the third Monday, losers are reorganized into 1v1 matches, with the last teams that have at least one character standing advancing to the Quarter Finals.
QUARTER-FINALS (Dec. 16):
Four 2v2 matches. All characters are Level 6.
SEMI-FINALS (Jan. 6):
Two 2v2 matches. All characters are Level 8.
CHAMPIONSHIP (Jan. 13):
The Championship! All characters are Level 10.
Participating in but losing a tournament match: 7 XP each
Qualifying for the Quarter Finals: 15 XP each
Winning the Quarter Finals: 25 XP each
Winning the Semi Finals: 50 XP each
Winning the Championship: 100 XP each!
- The DEADLINE to finish your characters every week of the Tournament is on TUESDAY at 11:59PM: NO EXCEPTIONS. NO changes may be made to your character afterwards. On Wednesday, I then randomly assign team match-ups for the following Monday. This way, you will be able to see your opponents’ character sheets before your duel.
- You can only use the 7 core races. Guns are NOT allowed. You may not use Traits. Besides these restrictions, nearly all options are allowed from the Pathfinder Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Ultimate Equipment, and Advanced Race Guide. All the classes and the prestige classes in those books are available.
- You will use 25 POINT BUY. No score can be higher than 16 before applying racial modifiers. After 1st level, your character takes average hit points.
- Your character starts at Level 4, with 6,000gp in equipment (this includes up to 800gp in expendable items (scrolls and potions)). In the Quarter Finals, it becomes Level 6, with 16,000gp in equipment (this includes up to 1,800gp in expendable items). In the Semi Finals, it becomes Level 8, with 33,000gp in equipment (this includes up to 3,200gp in expendable items). In the Championship, it becomes Level 10, with 62,000gp in equipment (this includes up to 5,000gp in expendable items) . Between battles, you trade in ALL your gear before spending your GP total. However, you may NOT “trade in” your ability scores, race, class levels, feats, or skill ranks.
- For spellcasting, and for abilities and magic items that have a limit per day, these are limited to using one-third, rounded up, in any given battle. (For spellcasters, add up spell levels to find out your limit.) Search (Ctrl + F) for the “1/3 Rule” at this page.
- Any other creatures you have must come from class features (i.e., animal companions, bonded mounts, familiars, eidolons). After a battle begins, you may use magic to summon extra creatures.
- Magic Items: You must buy wands at full price. You may NOT a buy wand, rod, or staff with a caster level higher than your character’s caster level. You may NOT buy scrolls with caster level higher than your character’s Caster level +2. (So if you are a Level 4 sorcerer, you may only buy scrolls up to Level 6. Remember that you might fail in using the scroll as well!)
- You and your teammate may pool your gold when equipping your character, and buy or craft items for each other. If you take a crafting feat, you can craft magic items at half the listed price. But the benefit you gain from your feat cannot exceed 25% of your assigned wealth. If your teammate takes an item you crafted, that counts against your limit. If you have 2 or more crafting feats, the wealth you gain is limited to 50% of your assigned wealth. (Note that magic weapons and armor include TWO prices in their price: the base price (+masterwork) of the weapon or armor PLUS the cost of magical enhancements.)
- You may “buff” yourself, your teammate, and your Allies before a battle, but AFTER you do so, the GM rolls 1d6. This is the number of HOURS that pass after your spell and before the battle begins. (So your spells might wear off.)
- When time for a match runs out, if more than one team/player is left standing, victory is determined by percentage of hit points remaining AFTER taking away temporary changes (rage, bull’s strength, temporary hit points, polymorphing, etc.)