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20th Level Arena Duel Rules

The duel will take place in Greyhawk, so only standard D&D books will be allowed (none from
Forgotten Realms, etc)

Character:
You character will have the following attributes before building them with classes, without his
equipment:
1. Max hit points according to Hit Die and Constitution.
2. minimum experience for 20th level (190,000 xp, for regular races)
3. Any non-monstrous humanoid race with modifiers and level adjustments already listed in
any D&D official book or errata. Base stat modifiers from base races listed will be
applied, as well as level adjustments.
4. Any alignment
5. Any gender
6. Any religion (if any)
7. Any adult age (appropriate to race)
8. Any weight and height (appropriate to race)

Classes:
1. Any base and prestige classes in official D&D books or errata are available for use.
2. All prerequisites must be met in order to take a class and/or prestige class.
3. Any prerequisite requiring permission from a guild/group, or some task or quest to be
fulfilled is already met.
4. All multi-classing experience penalties apply (to be removed from the 190,000)

General Character Generation


1. All feats and skills are available, as long as you meet the prerequisites. (except for bonus
feats, which must be taken from the bonus feat lists where applicable)
2. You must keep track of your class building order, as well as your level stat boosts, and
bonus feats, class powers (such as domain powers), and any other information that might
be needed for character approval.
3. You must keep track of your experience point expenditure in the character creation
process (such as: multi-classing penalties, item creation experience used, and long-term
spells in affect). You may use any experience point expenditure that would lower your
level.
4. Long-term spells in affect: Your character may be able to have any permanent spell
(with permanency), as well as any spell lasting more than 20 hours (or your caster level,
whichever is higher), cast on himself as long as he can cast the spell, before the duel
begins. This includes any spell-like abilities, supernatural abilities, or any other magical
effects available to your character upon resting for 8 hours. These spells, including the
correct number of permanency spells, must count toward his number of spells per
day/memorized spells on his spell list.
5. Only spells in the official D&D books and errata are available. No personally created
spells may be used. Any spell descriptions and/or information must be taken from these
books.
6. All temporary modifiers from equipment, long-term spells, and/or class features must be
kept track of and put in the “temp” second of the character sheet.
7. All spells lists must be filled out and kept track of, prior to the duel. This includes any
meta-magic effects that require special preparation. If it’s not on your list, you can’t cast
it.
8. Any class deriving their list from a spell book may add an extra 2 spells to their spell
book per level. These spells must be available to your class per level (for ex: if your
wizard can cast up to 4th level spells upon leveling your character, your extra 2 spells
must be from 4th level or lower.)

Equipment:
1. Your character will start with 760,000 gp.
2. Items listed only in the official D&D books and errata may be purchases/used/created, as
long as you meet the prerequisites. No modifications to such items may be made, unless
specifically stated in the standard rules (which would then put it in the books, so HA!).
3. Only official body slots may be used for magical items. Any non-worn item maybe used,
but only if it is used in the proper way (such as a wand used in the hand, etc). Non-worn
items should have the slot information, if any.
4. Save DC’s and Caster Levels: In cases where the item description does not give the DC
or Caster level, assume they are the minimum for each item. In cases for the save DC, it
is 10 + (1-1/2 x the level of the spell or effect [rounded down]). For items with only an
enhancement bonus, the caster level is three times the enhancement bonus (+3 longsword
= 6th level caster). The exceptions to this rule are staffs and runestaffs, which use the
save DC and caster levels as if the wielder had cast the spell herself.
5. Magic Item Sets: For the purpose of the duel, you may only use a magic item that
belongs to a set (for example: the Raiment of the Four) if you are using the entire set.
6. Item Level Restrictions: You may only purchase/create/use items who’s Item Level is
equal to or less than your character level after you have leveled your classes. Item levels
are based on market price. For a 20th level item, the market price range is 80,001-
100,000 gp. If you are creating the item, use the market price to determine the item level.
For a complete listing of Item Levels, see page 226 of the Magic Item Compendium.
7. You must have already purchased any material spell component where the cost is given.
Assume you already have the necessary components for all negligible materials, as long
as you have purchased a spell component pouch.
8. You must keep track of all of your equipment that you posses, magical and non-magical,
including the location of each. You must also keep track of the weight of each item
(including gp and irregular spell material components), and the total weight after each
item is placed in its proper spot (including modifiers, such as the use of a bag of holding).
Remember, anything that is placed in an extra-dimensional or non-dimensional place for
keeping does not affect the wielder, until it is removed, after which it will add to the
weight. Also, keep in mind that retrieving any item will follow official rules for doing
so.
Duel Rules

1. Pre-duel: before each player enters the dueling arena, it will be determined which “long-
term” spells have been cast upon the character, and if able, her opponent may be able to
identify those spells/spell-like effects appropriately. The player will inform the DM, or
moderator, of all effects present. These effects, as well as any effects from spells, items,
or other abilities gained during the duel, will be kept track of, including their duration. In
any case where the option of the spells random effects (duration, etc) are kept from the
caster, the DM or moderator will keep track of them in writing, and make any necessary
rolls. Any effects lost (for example from a dispel magic), will also be kept track of. Each
player may carry up to their max load into the arena.
2. Any character having a class magical creature companion (such as an animal companion
or familiar, etc), may have their companion with them. Any companions that are not
magical or summoned, or that are created, are not allowed. Any companions which
accompany you must have completed companion character sheets and will act on the
initiative of its owner.
3. The arena: The arena will consist of a 60 ft. diameter cylinder that is 30 ft high. Any
spells with an area of effect larger than 60 ft diameter or 30 ft. high may be cast; however
it will only affect that area. The conditions of the arena are an average temperate climate,
normal gravity, calm weather, and standard Greyhawk conditions. The terrain is flat and
hard, magical stone, with no shadows. The daytime is day with the sun overhead.
a. Extra-dimensional travel inside the arena will be prohibited to temporary effects.
Summoning effects is an exception. Teleportation inside the arena is allowed. If
a player permanently leaves the Material Plane, she will forfeit.
b. Walls do not exist in the arena to keep the character inside. If they are forced, or
purposely go outside the arena area, they will forfeit.
c. No objects outside of the arena maybe be brought in, unless by a summoning
spell or item creation spell (assume that you have access to any non-magical item
outside of the arena for use with a summoning spell or item creation spell).
4. Dueling:
a. Each player will enter the arena on directly opposite sides (north and south, or
east and west, as agreed upon by the players)
b. Initiative will be rolled and the order will be determined (any
companions/familiars/summoned creatures will act on the initiative of the player)
c. 1st round: No player may take any action this round besides trash talking, in
order (this does not count as a taunt, it’s just for fun).
d. 2nd round: Players may take their actions to only use self-improvement
conditions (examples: spells, rage, class abilities, potions, etc).
e. 3rd round: Player may take any non-hostile action in place (with the exception of
space confining spells such as wall of force). A player is not allowed to
modify/affect the other character until the 4th round (such as with a ring of spell
battle)
f. Every round after the 3rd players may take any action needed.
g. Meta-gaming is not allowed. A character can make the proper check to
determine if they have the appropriate knowledge. (for example, to determine if
they know what kind of magical item is being used, etc) Assume that every
character with Appraise, Spellcraft, or detect magic affecting her, and having at
least a 10 Intelligence, is able to accurately identify any item whose level is ¼
their HD. Also, with respect to meta-gaming, hit point loss, level loss, ability
damage, etc, can be kept secret from the opponent, but must be written down and
kept track of. If there is any question, DON’T METAGAME!
h. The winner is determined once a player is dead, incapacitated (unless allowed a
save each round, such as hold person), or unable to continue (for example if she
is dominated) for any reason. A winner is determined, also, if a player forfeits
for any reason.
i. A list of spells used, items used, etc, should be kept on a separate sheet of paper,
away from your character (since you’ll be using the original character again.
j. Once a winner is determined, each player must shake the hand of his opponent,
after which the winner will be allowed to trash talk and the loser can cry.

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