In the Guild Tournament, people forms teams of two and make Level 4 Pathfinder RPG characters. (High-ranked teams automatically qualify for the Quarter Finals and have Level 6 characters.) Teams face off — if one team wins, they advance to the next round and level-up their characters. Each subsequent round has higher-level characters, until the Championship which is a knockdown, drag-out battle with powerful Level 10 characters! More and more teams are eliminated, until only one team, soaked in blood and gore, can claim the esteemed title of Guild Champions. Keep in mind that the tournament schedule runs on Mondays AND Wednesdays. At least ONE person from your team must show up to avoid forfeiting your match. If you’re absent on a day there is a match, your teammate must play your character — no one else can! For some folks, making a new character on paper can be bit intimidating — I will help each of you via e-mail (during class I’m too busy). And for future rounds, just leveling-up a character who was already made is much easier than making a brand-new character. Know that all deadlines to report your teams and make your characters are strict — it’s a lot of work to manage so many teams and character sheets, and so I make NO EXCEPTIONS to the deadlines. If you miss a deadline to level-up your character, this permanently handicaps you for the whole tournament. (See Rule #1 below.)
ENTERING THE TOURNAMENT
Wednesday, March 18 11: REPORT YOUR TEAM (2 people, with a Team Name) TO THE GRANDMASTER by 4:00PM on Wednesday, March 18 11. Missing the deadline means you’re not in the tournament!!! The Grandmaster posts the Tournament Match-Ups and reveals the first Arena. Tournament Seeds determine who your matchup will be. Higher-ranked teams are paired up against lower-ranked teams. (Yes, if you are very low-ranked, you probably won’t win against your more-experienced opponents! But you earn XP for trying and rank higher in the next tournament.) Your team’s Seed Number is determined by the higher-ranking member of your team. Ranking is determined looking at the following factors in order:
- First, by highest-round reached in the previous Tournament (only if person won a match in the previous Tournament)
- Second, by seed in the previous Tournament (only if person won a match in the previous Tournament)
- Third, by Guild XP as of the enrollment deadline.
The rankings from last semester’s Tournament were:
- Athos, Zander
- Sebastian, Simon
- Ian, Moises
- Jasper, Makoa
- Nate, Tyler
- Enzo, Finn G.
- Anyone who fought a match during the Fall Tournament.
Wednesday, March 25 Monday, March 16: DRAFT CHARACTERS ARE DUE TO THE GRANDMASTER by the end of the Guild Wednesday, March 25 Monday, March 16. People who start in the Qualifying Round submit Level 4 characters; people who start in the Quarter-Finals submit Level 6 characters. *Initial characters should be submitted with an official Pathfinder character sheet — if you use Hero Lab, you earn 5XP less for every Tournament victory, AND earn 5XP less for your very next Tournament victory (so instead of 20XP you would earn 10XP for winning in the Qualifying Round).* To create your character sheet, get the character sheet and the Character Creation Guide PDF I’ve made up.
Tuesday, April 7 Thursday, March 19: LEVEL 4 AND LEVEL 6 CHARACTERS MUST BE FINALIZED WITH THE GRANDMASTER by Tuesday, April 7 Thursday, March 19, at 9:59pm. The Grandmaster then posts all Level 4 character sheets (none of the Level 6 character sheets) on the Guild website; you get to scope the competition!
QUALIFYING ROUND (Monday, April 13 March 23) = 20 XP for winning Because only 8 teams can be in the Quarter Finals, there will be matches to fight over who can be in the Quarter Finals. The highest-XP members of the Guild (and their teammates) take this first week off and take the top seeds. All characters are Level 4. WINNERS FROM QUALIFYING ROUND MUST LEVEL-UP THEIR CHARACTERS TO LEVEL 6 by Wednesday, April 15 March 25, at 9:59pm. They must be done by writing the specific changes to the Grandmaster, on paper or by e-mail, OR by Hero Lab with the reduction in potential XP you can win. The Grandmaster posts all Level 6 characters on the website.
QUARTER-FINALS (Monday, April 20 6) = 30 XP for winning Four 2v2 matches. All characters are Level 6. LEVEL 8 CHARACTERS MUST BE FINISHED Wednesday, April 22 8, at 9:59pm. The Grandmaster posts Level 8 characters on the website.
SEMI-FINALS (Monday, April 27 13) = 40 XP for winning Two 2v2 matches. All characters are Level 8. LEVEL 10 CHARACTERS MUST BE FINISHED Wednesday, April 29 15, at 9:59pm. The Grandmaster posts Level 10 characters on the website.
CHAMPIONSHIP (Monday, May 4 April 20) = 50 XP for winning The Championship! All characters are Level 10. If you lose your match, you still earn 6 XP for every hour you survived.
- Not finishing your character before the STRICT deadline has sucky, PERMANENT consequences on your character! There are NO EXCEPTIONS to my deadlines. If you fail to level-up your character in time, then I will just add hit points to your character — you lose all things that had to be chosen permanently (such as Feats, skill ranks, class special abilities, spells) — you can’t choose them when you level-up later.
- 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 15 POINT BUY. No score lower than 8 or higher than 15 before applying racial modifiers. After 1st level, your character takes average hit points (i.e. for a d6 class like a wizard, it is 3, 4, 3…)
- 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 new GP total. In contrast, your ability scores, race, class levels, feats, and skill ranks are permanent.
- For spellcasting, and for special 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, 1d6 hours pass before the battle begins. (So your effects 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.)