Building Gladiators
LIMIT 1: Core Books + OGL Stuff. Non-core book OGL items are allowed on a case-by-case basis (possibly with edits), and the resulting information will be made public knowledge. The fact that YOU are using the OGL crunch will not be revealed - only that someone asked about it, and it was allowed. There will be no PrCs that no one knows about, no feats that no one knows about, etc.
LIMIT 2: No psionics. I am not familiar enough with them to run a fair game. This is not a balance issue.
Ability Scores: 36 point buy (high power) with these costs:
below 8 - gain 1 pt per -1 below 8
8 - 0 pts
9 - 1 pts
10 - 2 pts
11 - 3 pts
12 - 4 pts
13 - 6 pts
14 - 8 pts
15 - 10 pts
16 - 12 pts
17 - 15 pts
18 - 18 pts
The point system above is based on
this thread. In short, it's WotC's system reverse engineered and smoothed out a bit. A value of 36 points roughly simulates the advantage of 2d6+6, which is about where I want it.
Level: 106,000 XP. Maximum HP for each level (average for cohorts). Multiclass XP penalties WILL be applied, so you need to specify in what order you took each class. If you have ONE PrC, it does not cause XP penalties; each one past the first DOES.
Equipment: 200,000 GP. No more than 100,000 GP on a single item.
No items that allow you to cast 8th or 9th level spells (scrolls, staves, etc.). Note that casters who can cast 8th level spells must also abide by this rule, but may cast the spell themselves in the arena.
Wizard Spells Known: any cantrips, 8 non-cantrip spells, +3 non-cantrip spells per caster level after 1st. You still need to list cantrips.
Cohorts/Companions: CHA is the only modifier to your leadership score. No followers are allowed in the arena, but your cohort may accompany you. Build your cohort normally (NPC wealth table, average HP, 28 point buy for attributes, otherwise the same options as the gladiator). You will control your character's cohort.
Cohort Leaders? NO. Your cohort may have animal companions, but may not take the leadership feat.
Doubled Leadership? You may take the Leadership feat more than once to get more than one Cohort. Each Cohort after the first is a flat -2 levels, regardless of CHA and other factors.
Animal Companions/Familiars? All may accompany you normally. You gain no benefits from the companion if they do not accompany you (no CON+2 from the toad in the stands, for example - the toad must be on your person).
Monster PCs: Allowed on a case-by-case basis. ECL determined by me (with the helpful aid of Savage Species and the DMG). Any ECL monster or rulings I make will be public knowledge so that anyone who wants to take that package can, and so anyone who sees the creature in game can guess at its capabilities with the same efficiency as for core class/race combinations. I will allow use of templates, Awakened animals, undead, etc.
Spell Nerfs
Harm: Fort Save for 6d6 +1/caster level hp. This can not reduce target below 1 hp.
Haste: Only one spell may be cast per round unless the
quicken feat is used. The partial action given by
haste does not allow a caster to get around this limitation, but does allow a caster to take a full round non-spell casting action (such as running) AND cast a spell (or two spells if used with
quicken).
Haste is otherwise unmodified. (Note: this is based partly on the 3.5 nerf).
Summon Spells: Spell casters will now build their own summon spells. Each individual spell summons one kind of creature of CR equal to the spell's level. Thus, a 4th level summoning could summon an owlbear, but could not summon "any CR 4 creature". The duration remains 1 round/level. Creatures must fit the caster type (no druids summoning fiendish half-dragon orcs).
Planar/Ethereal/Astral Spells and Magic Items: Do not work (including
armor of etherealness and similar such). The exceptions are instant duration spells (such as
teleport or
dimension door) and spells which create a pocket space rather than shifting the subject to a whole other plane (such as
rope trick or
maze).
Polymorph Any/Other/Self: Restricted by CR to (caster level/2)+1, rounded down. Thus, a 10th level caster could
polymorph into a CR 6 creature. No templates are allowed.
Wildshape and similar abilities will be limited to CR in the same manner. Anyone with these abilities must pre-define (and calculate the stats for) up to 5 shapes they can take - these are the only shapes they may transform into in this arena.
Other Considerations
Item Creation Feats/Craft Skills/etc: Standard experience and gold cost for such items. You may NOT produce a less than fully charged item.
Wands/Rings/Potions/Command Words: All potion names and command words are written on the item. The languages they may be written in are Language A, B, C and D. All players understand Language A. You must be able to read and write the language your command words are written in.
Bardic Knowledge & Knowledge (Heroes & Villains): A DC 25 check will give you one item of information about one character. You may make one check per round as a move equivalent action (you are thinking, but not so deeply that you can't act at all). The kinds of information you will get will vary, but might be an inobvious race or class, a major attack type, an infamously powerful magic item, or a range into which the character's highest level spells fall into (0-2, 3-5, 6-8).
Sunder/Breaking Weapons: Bows (and other missile weapons) are treated as weapons for purposes of sundering or breaking them. HOWEVER, instead of being "unbreakable" by lesser weapons, magic weapons multiply their Hardness by (1 + difference in enhancement bonuses). Thus, if a character attempts to break a +2 longsword, using a +1 longsword, the +2 longsword will be treated as having Hardness 20 instead of Hardness 10 (hit points are still 5). Breaking a magic weapon with a greater magic weapon does not divide Hardness.
Damage Reduction: Magical DR (10/+3 and the like) is divided by 2 (round DOWN) and changed to X/-. For example, a night hag (who has DR 20/+3) changes to DR 10/-. This stacks with barbarian DR, and overlaps with other magical DRs (so a fiendish nighthag still only has DR 10/-). If a creature is listed as having a vulnerability to a non-plus material (such as silver), that material still gets through their DR. Antimagic gets rid of magical DR except in special cases (iron golems, for example, get theirs from their composition). If anyone has magical DR, I will post whether or not it functions (for their race/etc.) in antimagic zones.
Dust of Disappearance: Per its description,
dust of disappearance defeats
see invisible,
invisibility purge, or
true seeing. However,
dust of appearance and
glitterdust defeat it (these do not detect the subject - they coat the subject), as does anything which adheres to the subject on top of the dust, such as water or mud.
Dust of disappearance is also defeated by swimming in water, passing through a
wind wall and similar things. Ask me if you have a specific question about it.
Quick Draw: This feat allows you to sheathe ONCE and draw ONCE per round, per hand. Thus, a 6-armed monster with
quick draw could sheathe six swords and draw six daggers, but could not sheathe the same sword six times with the same hand in one round.
Quaal's Feather Token (Anchor): This causes a chain to grow from where the token originated (plus some extra chain to tie off) straight down until it hits earth, where it sinks into the earth and grips. If it hits something before the earth, it grows around the side of the something and continues down. Removing the anchor is a DC 40 STR check; the one who activated the token may deactivate it at will.
Quaal's Feather Token (Tree): The tree springs forth from the earth, and must have a place to root. A living creature of at least Large size is considered a sufficient place to root. Living creatures get a Fortitude save (DC 15) to resist being rooted in; on a success, the feather token starts to transform but loses its magic; on a failure, the token roots in the creature, doing 3d6 damage, or 10d6 damage if internal (in a creature's mouth, for example).