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o n f lRulebook
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

See http:// for more infor-

is suitable for use with the worlds most popular fantasy roleplaying

mation on the compatibility license.

game. The OGL can be found on page 120 of this product.

Designation of Open Game Content: None, Elements that are in the

To learn more about the Open Game License and the d20 System

public domain or have previously been designated as Open Game

License, please visit

Content are not included in this declaration.

Compatibility with the Pathfinder Roleplaying Game requires the

No portion of this work other than the material designated as Open

Pathfinder Roleplaying Game from Paizo Publishing, LLC. See

Game Content may be reproduced in any form without written per- for more information on the Path-

mission. Conflict Roleplaying 2010, Conflict Games LLC All Rights

finder Roleplaying Game. Paizo Publishing, LLC does not guarantee

Reserved. Printed in USA

compatibility, and does not endorse

this product. Pathfinder is a registered
trademark of Paizo Publishing, LLC,
and the Pathfinder Roleplaying Game and
the Pathfinder Roleplaying Game Compatibil-

Conflict Games LLC

Area 7515
PO Box 4668-7515
New York, New York 10163-4668
Office: 845-445-1021

LLC, and are used under the Pathfinder

ISBN: 0-9824507-0-2
ISBN-13: 978-0-9824507-0-3

Roleplaying Game Compatibility License.

Second Printing July 2010.

ity Logo are trademarks of Paizo Publishing,



Patricia Priscilla green

a.k.a Oreo-Cookie
JANUARY 1965 - JUNE 2009

Chapter 1


=taBle oF conteNts

New Concepts ........................................................................6

Glossary ...................................................................................8
Chapter 2

battle Points...

Tallying Battlepoints .............................................................10

Battlepoints Example ...........................................................11
Chapter 3

Map End Configurations......................................................59

Team Initiative........................................................................60
Chapter 8


Introduction To Passcards .................................................61

Abbreviations .........................................................................63
The Role Of Passcards ..........................................................64
Examples Of Passcard Use..................................................66
Chapter 9

Supplemental Rules...

Team Feats...

Match Types...

Players Tips & Tactics ...

Starting A Match ....................................................................14

Supplemental Rules...............................................................15
Chapter 4
Introduction To Match Types .............................................16
Match Type Format...............................................................17
Match Type: Ambush ...........................................................18
Match Type: Kill Of The Hill ..............................................20
Match Type: Bloodspill ........................................................22
Match Type: Snatch And Grab ...........................................24
Match Type: Mcguffin ..........................................................26
Match Type: Hellbreak.........................................................28
Match Type: Regicide...........................................................30
Match Type: Brothers Keeper ............................................32
Match Type: Monster Mash ................................................34
Match Type: Conquer & Reap ...........................................36
Chapter 5

Introduction To Team Feats ................................................67

Team Feats Listing & Descriptions ...................................68
Chapter 10
Optimizing Your Character .................................................71
Enemy De-Buffing .................................................................72
Healing .....................................................................................73
Battlepoints Optimizing ......................................................74
Chapter 11

Game mastering...

Campaigns & Conflict Matches ..........................................80

Hidden Movement ................................................................81
Metagaming ............................................................................82
Planted Items ..........................................................................88
Combat Charts .......................................................................91
Chapter 12

Map Elements ...


Conflict Laws...


Map Elements Introduction ................................................38

Creating Your Own Map Elements ....................................40
How To Ride A Rust Monster
Chapter 6
What Are Conflict Laws .......................................................54
Law Descriptions & Summary ...........................................55
Chapter 7

Conflict maps...

Pregenerated Characters ......................................................94

Intro: Conflict Pregens .........................................................94
Stat-Blocks & Battlepoints ...................................................95
Special Thanks &Acknowledgements ...............................113
Passcards ...............................................................................115
Index .........................................................................................118
Game License Version 1.0....................................................120

Conflict Maps .........................................................................58

Introduction To Conflict-Maps ..........................................58


welcome to the conFlict

Respect Thy Opponent

Opponents are like hot coalsits better

to respect them well in advance than to be
forced into humility after you are burned.
Bernard the Vile
Four-Time Conflict Survivor


Chapter 1
What is Conflict Roleplaying?

What is Conflict Roleplaying?

What Do You Need To Play

governed competition. Players versus players gaming is by no means

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

In addition to this book, to play a Conflict match a player needs the

Pathfinder Roleplaying Game Core Rulebook or Compatible

Open Gaming Licensed core rule book;

A completed character sheet under the Battlepoints Cap (see

Chapter 2) ;

A set of dice as detailed in the Pathfinder Roleplaying Game

Core Rulebook;

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

ers against the players on the other side of the table. Through tactics,

Miniatures and counters to represent characters and Map Elements.

strategies, luck and bluffs, you will be in control of your success or

failure. Conflict Roleplaying players join up in small teams and face

Passcard (see Chapter 8.)

off. The goals can be as simple as kill the opposing team or as complex

Writing implement (pens or pencils).

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

What Do You Need To Know

A number of new concepts and philosophies combine to form the ba-

truly capable of.

sis of Conflict Roleplaying. These ideas, considered as a whole, unite


Conflict Roleplaying starts with a change of attitude. Players that

used to fight side by side are now enemies. Therefore, they must be
prepared to compete; dont play nice, play to win. Conflicts style
of gaming is a far cry from the typical dungeon crawl or save the
princess campaign. Conflict positions players in competitive stances
against each other, not the Game Master. This is a key change from
traditional campaiging. The players are not arranged to fight against
the GMs settings and creatures. In fact, the GM has a much different

to create the general atmosphere of competition. Players and Game

Masters are encouraged to read the below chapters on the following
carefully. The concepts defined next should remain as the principal
aspects of Conflict Roleplaying. They are as follows:
Team Feats
Enumerated Maps


Planted Items

Match Types
Map Elements

job in Conflict Matches. The GM is responsible for facilitating the

competition. In Conflict Roleplaying, GMs do not need to manage
detailed stories, subplots or complex non-player characters. Despite
this change theres still a lot of fun for the GM.

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


original objective. Experienced GMs and players can use these vari-

Conflict Roleplaying use Battlepoints, a rating system to roughly

ants to get more out of each Match Type.

estimate a characters ability to compete.

Map Elements

A GM can adjudicate the fairness of a

Map Elements are physical elements that

match with this rating system. Charac-

can be purchased and strategically placed

ters with a large disparity in Battlepoints

on the map by players. These elements

should not compete against one another.

include traps, healing statues and even

With this in mind, the GM sets a limit

barriers. Map Elements add to the strat-

on Battlepoints called the Battlepoint

egy and replay value of Conflict Maps

Cap. Players cannot exceed this value

and Match Types.

when constructing characters. Chapter 2


will explain how to evaluate characters

Battlepoints and adjust them appropri-

Optional rules that can be applied to


most Match Types. Laws will limit or

Conflict Map

expand players options during matches

designed and playtested Conflict


or character generation.

It all starts here. Our cartographers

Maps specifically for Conflict Roleplay-

Passcards help address the issue of

ing. The squares on the map have

metagaming. Metagaming is when play-

coordinates. This allows players to com-

ers use outofgame information or

municate the locations of hidden traps,

resources to affect ingame decisions.

dangers or other teammates without the

To help combat metagaming, players

other teams knowledge. Conflict Maps

and GMs use Passcards to communicate

are designed with strategically placed

plans and actions privately.

high ground, low ground, cover and

Team Feats

physical dividers. These designs are at the

Team Feats represent team cohesion and

heart of Conflict Roleplaying strategies.

familiarity. Team Feats grant specific

Players should look for spots which offer

benefits to all team members.

great cover, optimal trap placement and

Planted Items

perfect ambushing points. The team that

makes better use of the Conflict Map will

Planted Items are magical items the GM

have the advantage time and time again.

places on the map prior to the start of the

You can find an array of Conflict Maps at

match. All players are aware of the initial

location and abilities of all Planted Items.

Match Types

Teams can fight over these items.

An objective drives every Conflict Roleplaying game. Match Types details the specific

Lazarus (550 Battlepoints)

Bloodspill Survivor

Pregenerated Characters

Chapter 12 is full of Conflict Roleplaying

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

King in a Regicide. In addition, each Match Type has variants to the

are already set and the characters Battlepoints range from 85-143.

New coNcepts
The Hard Part

Because Conflict Roleplaying does not limit players abilities to create

powerful characters with extraordinary gifts, the subject of fairness must be addressed. Fairness and good sportsmanship are vital
components to players versus players competition. It is a critical role

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.

Conflict Roleplaying is a combination of gaming systems with many

When considering fair play, the GM should consider the following

different character builds, magical abilities and rules. There are bound

two items:

to be moments where things are unclear or particular situations lie

The character sheet

The person playing the character

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

The GM needs to scrutinize the character sheet for validity, starting

important to keep a few golden rules in mind to create an enjoyable

with Battlepoints calculations. Misuse of Battlepoints gives unfair

gaming experience:

advantages and lead to dispiriting sessions. Certain combination of


The players and GMs should be respectful of each other.


The rules are never more important than the game.


Dont forget you are there to have fun.

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

When a dispute happens, it is up to the GM to resolve it. She has the

final word and it should be respected even if someone disagrees. Most
players will be okay with GM decisions, but if someone is not, then
it should be discussed after the game. In that discussion, try to come
to an agreement on how this situation will be handled if it comes up
again. Be sure the entire group is aware of the decision before play resumes. Chapter 11 contains an entire section dedicated to this topic.

providing readymade characters when theyre needed in a hurry. Just

because a character died in one Conflict match doesnt mean their
character sheet needs to be ripped up and thrown out.

No Time for Crying

Conflict Roleplaying requires a certain level of maturity. It should

Hat of Disguise

be mentioned that characters in Conflict Roleplaying carry a high

Used to appear as enemy...

mortality rate and players should not become particularly attached

Gold Piece Cost:1800

to them. Unlike typical campaign-styled games, there will be winners

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


Conflict Keywords
Words used by Conflict players:
Battlepoints (BP):

A rating system to roughly estimate

the characters ability to compete.
The higher the score the more the
capable the character.

Battlepoint Cap:

Map Points (mp):

A currency used by players to


purchase Map Elements.

When two or more teams compete

Match Length:

against each other.

The number of rounds before a
match ends or goes into sudden

The maximum Battlepoints a player

death. This is announced by the

can use during character creation

or when choosing a Pregen char-

Match Types:

GM prior to the start of the match.

The name of the match and its


main objective.
Sheets of paper that are used to


Players that are killed, defeated or

Character Builds:

disqualified during match play.

The composition of a character, in-

privately provide the Game Master

cluding elements such as his class,

what players are planning.

Character sheets that are ready to

level, race and Battlepoints and the

or team member with details of


optimization of those elements. As

play and include its Battlepoint

there are myriad ways to optimize

score. Typically, Pregen have al-

a character, players often compare,

discuss, laud, and criticize builds
Conflict Maps:

Planted Items:

during Match play.

A large map with a 1-inch grid.
Each square on the map is enumer-

GM on the map at the start of a


A cooperative unit of one or more

Teams Feats:

Special feats granted to all mem-

ated. This allows players to communicate the locations of hidden

ready been approved by the GM.

Preexisting items placed by the

Faith Points (fp):

traps, dangers or other teammates

Rewards given out for Match wins


during tournament play.

A platform or marked area on the


A physical representation of the

map that certain Match Types are


characters or Map Elements.

A different version of the same

based on. Entering or occupying

Hallows are part of the victory conLaws:

ditions set by some Match Types.

Universal rules applied to everyone
in the match and agreed to prior to

Map Arcanum:

the match.
A separate document that holds
important terrainrelated facts
about a map. Helps players make

Map Elements:

decisions on their actions.

Magical objects players can purchase and place strategically on the

bers of a team, based on the number of members in a team.

Match Types.


Chapter 2
Battlepoints Introduction


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

The GM assigns a Battlepoint Cap prior to every Conflict match. The

Battlepoint Cap is the maximum Battlepoints any character can total
prior to the start of the match. This cap applies to pregen characters as
well as characters created from scratch. The Battlepoints Cap is based
on the average level of the characters in the match. A GM will generally know that her group of players want to play at a certain character
level (i.e., 3rd, 10th, 15th, etc). Use Table 2.1 to determine the appropriate Battlepoints Cap.
A Level Off: Characters can choose to be up to one level above or
below the character level that the Battlepoint Cap was based on.
For example: The Battlepoint Cap for 6th level characters is 85. A player
could play a 5th level character to have more Battlepoints to spend on
equipment. Similarly, he could play a 7th level character and have fewer
Battlepoints to spend on equipment. However, anything lower then 5th level
or higher than 7th level would not be allowed, even if he managed to keep
his Battlepoints below the Battlepoints Cap.
Table 2.1 - Battlepoint Cap


Battlepoints Cap


Battlepoints Cap
































Higher Levels: The Conflict Roleplaying designers made every effort

to preserve fair play and eliminate broken mechanics. However, some
GMs find it challenging to adjudicate matches at higher levels of play.
Characters above 10th level gain powerful skills and abilities that add
layers of complexity to the game. For this reason, we remind GMs
that it is acceptable to limit characters to 10th level or lower if they so
choose. This does not mean that higher level characters are prohibited,
just that GMs should approach such matches with caution.


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
Character Levels

Tallying Ability Scores

Calculate ability scores using the
purchase method found in the
Pathfinder Roleplaying Game
Core Rulebook. The purchase system is detailed on pages 1516 in
the Pathfinder Roleplaying Game
Core Rulebook. The GM assigns

Magical Equipment
Non-Magical Equipment

Table 2.2 - Ability Score Points

Campaign Type Battlepoints

Low Fantasy
Standard Fantasy*
High Fantasy
Epic Fantasy


*The default for Conflict Matches

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:
Half Orc
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:


Non-Standard Races Cost: Playing a non-standard race cost 10

battle points.
Racial Hit Dice Calculation: Races with racial Hit Dice are better
served as monstrous enemies, not teammates. At this time, races with
racial Hit Dice are not recommended for Conflict matches. Rules for
racial Hit Dice calculations will appear in future supplements.

Tallying Character Levels

Use Table 2.4Battlepoints Cost by Level to determine the Battlepoint

Campaign Type then the default is used. All attributes start at a base

cost for the character level of your character

of 10. A character can increase his individual score by spending some

Muticlassing: Character levels are always based on the total number

of his points. Likewise, he can gain more points to spend on other

of levels or Hit Dice a character possesses, not just those from a single

scores by decreasing one or more of his ability scores. No score can be

class. For example: A character with 3 levels of the barbarian class and

reduced below 7 or raised above 18. The total number of Battlepoints

2 levels of cleric, would be considered a 5th level character. A 5th level

used on ability scores can not be above the Campaign Type total. The

character would add 10 Battlepoints to his total.

Battlepoint cost for ability scores is the total amount of points used to
Table 2.3 - Battlepoints by Ability Score


Table 2.4 - Battlepoints Cost by Level














prior to any racial or level adjustments.




Tallying Race











purchase ability scores. In most cases, this will match the Campaign
Type. Remember, in all cases, the Battlepoints calculation is done

Players may choose from any of the 7 races presented in Chapter 2 of

the Pathfinder Roleplaying Game Core Rulebook without Battlepoint cost.


dwaRven riFleman
Battlepoint Total: 143

Chapter 2
Battlepoints Example

Magic Equipment
+1 Dwarven Powder
Musket*: 4750 gp


+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


+10 BP

+0 BP

Ability Scores
Purchase method













Magic Equipment
Cloak of resistance +1

Magic Equipment

+15 BP

Potion of cure light

wounds (x3)

50 gp x 5 (singleuse
item) = 250 gp x3 =

+9 BP

(All under 100gp)
Short Sword 10 gp


Magic Equipment

Powder horn 15 gp


heavy shot (x4)1 gp


Potion of shield of
faith +2

50 gp x 5 (singleuse
item) = 250 gp/100=

+3 BP


Table 2.5 - Battlepoints Summary


Tallying Battlepoints Summary

Ability Scores

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


Use Table 2.4Battlepoints Cost by Level to determine the Battlepoint cost

Price of each equipment item divided by 100(Price /100)
Select items only from the Pathfinder Roleplaying Game Core Rulebook
No single item may be worth more then 50% of a characters total wealth
Items must be purchased at full price and quality

Magical Equipment

Each magic items gp value divided by 100

Items must be purchased fully charged
Single-use items such as potions and scrolls cost 5 times their normal price
No single item may be worth more than 50% of a characters wealth
Items must be purchased at full price and quality
Select items only from the Pathfinder Roleplaying Game Core Rulebook


Wealth by Level


Table 2.6 - Character Wealth by Level

PC Level
PC Level

Players can, however, plan and coordinate their purchases as long as

the GM feels it doesnt violate the integrity of the match.

See Table 2.7


82,000 gp

Purchasing Limit: No single item may be worth more than 50% of

1,000 gp


108,000 gp

the characters total starting wealth. Only items from the Pathfinder

3,000 gp


140,000 gp

Roleplaying Game Core Rulebook can be selected, unless approved

6,000 gp


185,000 gp

by the GM.

10,500 gp


240,000 gp

Full Price Only: Equipment must be purchased at full price and qual-

16,000 gp


315,000 gp

ity. Equipment (magical or otherwise) cannot be made or altered by

23,500 gp


410,000 gp

a character prior to a match. Magical equipment with charges

33,000 gp


530,000 gp

(or doses ) must be purchased fully charged.

46,000 gp


685,000 gp

Single-Use Items: Potions, scrolls, and some wondrous items (for


62,000 gp


880,000 gp

example, a bead of force) cost 5 times their normal price. The GM

*No single item may be worth more than 50% of the total.

Non-Magical Equipment

Non-magical equipment costs 1 Battlepoint for every 100 gp in the

items cost, rounded up.. Equipment under 100 gp does not cost

determines what qualifies as a single-use item.

No Artifacts: Priceless items or artifacts cannot be owned or used
prior to or during the match.
No Cohorts: Although players can select the Leadership feat, cohorts
or NPCs cannot participate in the match.
No Wishes: A wish spell or magic with similar effects cannot be

For example: A masterwork bastard sword costs 335 gold pieces and

owned (or used) during Conflict matches.

adds 4 to the Battlepoint total. 335/100 = 3.35, which rounds up to 4.

Other Sources

Magical Equipment

The amount of game material available for use is huge, with new

Magical equipment cost 1 Battlepoint for every 100 gp in the items

material coming out regularly. Theres no denying players love these

cost, rounded up. For example, a player selects a +3 heavy steel shield

new options, whether it be something as simple as a feat or spell, or

and a potion of flying as his magical equipment. The shield costs 9,320

something more complicated like a whole new class. As a general table

gp, so the player divides 9,320 by 100 to calculate the Battlepoint

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

build to be present at the game table. This allows the GM to go right

a single-use item. The player multiplies 750 by 5 and gets 3,750. He

to the source if theres a disagreement on how to adjudicate a rule. For

then divides 3,750 by 100 to calculate the Battlepoint cost of 37.5

more details, see Chapter 10: Players Tips and Tactics.

(rounded up to 38). The total Battlepoint cost for the players selections is 94 + 38, or 132.

Table 2.7 - Starting Character Wealth

Starting Wealth

3d6 10 gp

105 gp


3d6 10 gp

105 gp

Use Table 2.7 - Starting Character Wealth in this chapter to determine


4d6 10 gp

140 gp

the characters wealth at 1st level. Use Table 2.6 - Character Wealth by


2d6 10 gp

70 gp

Level to determine wealth above 1st level. Next, consider any Conflict


5d6 x 10 gp

175 gp

Laws the GM may have set down, as these Conflict Laws can limit the


1d6 10 gp

35 gp

type of equipment a character can purchase. Any equipment, magical


5d6 10 gp

175 gp


5d6 10 gp

175 gp


4d6 10 gp

140 gp


2d6 10 gp

70 gp


2d6 10 gp

70 gp

Purchasing Equipment

When purchasing equipment for a character, first assess his wealth.

or otherwise, can be purchased prior to the match as long as the item

fits within the selected Conflict Laws and the GM allows the item.
No Resource Pooling: Team members cannot pool or share their
wealth, nor can items be traded or used to affect price of a purchase.


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

Every player needs a Passcard to privately communicate with the GM.

Players should complete certain sections, such as starting items held,

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

the GM. The number of players in a match is critical to the Match

Match. The appendix has Passcard templates you can use as well as

Types that can be played.

photocopy. If there arent any copies currently available, you can use a

2. Choose Match Type

blank sheet of paper.

Match Types appears in Chapter 4. If you cannot decide or want to

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.

sure to consider the Match Variants as well.

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.

4. Set the Battlepoints Cap

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.

The GM is responsible for assigning the Battlepoint Cap. However,

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

guide the Battlepoints Cap.

when choosing to place are:

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

6. Choose a Conflict Map

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.

7. Build Characters and Select Team Feats

is reflected in the Match Type description. With these points the

team may purchase Map Elements (described in Chapter 5). The
GM should approve and record their locations.

Place Miniatures: Players place their miniatures on their Map

End. The GM ensures all teams follow the Starting Conditions
described on page 62 prior to moving on.

11. Planted Items

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

match. See Chapter 11 for more information.

which Team Feats will help the teams strategy. Once the team decides

12. Roll Initiative !

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.

ters. There are several Pregenerated Characters in Chapter 12.


starting a mAtch

Playing Multiple Characters

Presented here are additional options and tips for starting a Conflict
Roleplaying match.

Playing Multiple Characters

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

At times there may be an odd number of players or too few players to

may use any team name they like as long as it is appropriate for the

make a challenging Conflict Match. When this happens, one solution

table. GMs may wish to come up with a list of team names for players

is to have players control more than one character. As there is not an

to select to help the GM prepare things in advance. If the players have

extended commitment to a character, Conflict Roleplaying is an excel-

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

or roll on the following chart.

challenge and excitement of playingand creatingmore than one

character. By playing multiple characters, a player can fill out his team
and make the game more fun for everyone. Here are a few notes on


playing multiple characters:


Pregens: To speed up play and setup time, the GM can have each


Table 3.1 Random Team Names

Team Names
Team Names
Size Matters
Crits For Brains
(Round 1 Actions: Enlarge Potions)
Illegal Animal Experiments
Blocked Magic
A team of Druids and Rangers
Badgers & Armpit (Round 1 AcHitM En
tions: Summon Badgers)
Hit And Miss
The Good, The Bad, And You
(A Duo)

player make one character and use one pregenerated, or ask all


players to use pregenerated characters. Pregenerated Characters


The Triple Crits


Eight Bad Knees




Team Ibuprofen

space will make it easier for you to customize these pregenerated


We Couldnt Carry Less


E For Idiot

characters as you see fit.


Major Crits


Snow Chance


Flying Without A License


The Holy Hand Grenades

the player to sit out the rest of the game. Instead he can adopt


Vertically Challenged



another players second character and continue with the game.


Death By Net


Fat Kids Are Harder To Kidnap


Death From Above


Tears For Beers

player may wish to take on extra characters in order to allow less


Lost Boys


Team Yellow Stripe

experienced players to control only one.


B.O.B. Best Of Breed


Team Sneak Attack


Dirty Half Dozen


The Dust Bunnies


Arm & Hammer

(A Duo)


Three Dudes And A Psycho Chick

with practice. The GM should be alert to metagaming and correct





players when they misuse knowledge. Metagaming is discussed in


That Hurt?


Toooo Muuuccccchhhh!


You Ok?


Creeping Evil

One of the cool things about Conflict Match play is the effortless abil-


Dispel Or Bleed


Should Have Been Clerics

ity to rotate GMs. Since there arent any story or plot arches, changing


Duck Or Bleed


Pink Potions Masters

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

Adopt Secondaries: Another benefit to multiple characters

is that a players character can get eliminated without forcing

Experienced Players: When possible, characters should be

divided equally among the players. However, a very experienced

Metagaming: Players must abide by line of sight rules and ignore

knowledge learned by one of their characters when determining
the actions of another. This is challenging, but becomes easier

depth in Chapter 11.

Rotating GMs

GM between Conflict Matches is a breeze. Another good reason to

4344 Whiff, Shank, And Throw, Inc.


the current campaigns GM; revenge is sweet, after all. If GM rotation



is acceptable, be sure to set expectation of how many Matches each


person will GM. This will ensure everyone is on the same page.


rotate GMs is to provide players an opportunity to beat the hell out of


Drunk, Stupid, And Clumsy

We Dig 4Play (A 3Woman

Team With A 4 Person Roster)
Lights Out


Crimson Blades
War Hounds
WellKnown Magicians

stArtinG a matcH

Chapter 3
Supplemental Rules

Choosing Teams

Spells (supplemental): Certain spells are not designed for tactical

Team Captains: One method of selecting teams is to pick two team

strategy gaming. The GM may restrict any spell based on her experi-

captains. Groups can select captains through any number of meth-

ence with Conflict Matches. Infeasible spells include those with very

ods, but selecting the two most experienced players is a smart choice.

long casting times (atonement, divination, ironwood, etc.), those that

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-

selected. This method makes it easy for the GM to split up players,

ment system (align weapon, holy sword, etc.).

particularly if there are several who are strong tactically.

Alignment Based Spells (supplemental): Spells and special abilities

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

function against the opposite team, regardless of alignment. For exam-

numbers (2,4,6) are on the same team.

ple, smite evil becomes smite opposition. Conflict matches are tactical

Odd Number of Players: If you have an odd number of players you

strategy games and determining alignment serves little purpose unless

have a few options. Several matches, such as Ambush, play well with

the match takes place within a larger traditional campaign.

an odd number of players. Check the match descriptions for this in-

No Effects Before or Between Matches (supplemental): In all Con-

formation. Another option is for one or more players to play multiple

flict Matches, no magical effects can be active at the start of a Match,

characters. See page 114 for more information on playing multiple

and spells cannot be carried between Matches. Special abilities that


need activation or need to be declared to the GM are not considered

Choosing a Match Type

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

active at the start of the match.

Run (supplemental): During Conflict Matches, the run action is
restricted from use. This is due to the constraints of the Conflict Map.
This doesnt affect spells or abilities that increase base speed.
Pursuit and Evasion (supplemental): When simply counting off
squares, its impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, its
no problem for a fast character to get away from a slower one. When
the speeds of the two concerned characters are equal, the GM can
choose to use this rule: Both players make opposed Dexterity checks
to see who is the faster. If the fleeing character wins, he escapes
and can reposition himself out of line of sight in the direction he was
heading within his movement rate. If the pursuing character wins,
he catches up and can reposition himself adjacent to the fleeing
Leaving the Map (supplemental): Players that leave the map involuntarily (i.e., the target of a plane shift spell or Bull Rush) are lost in
the ether for 1d3 rounds. Communication to the map is lost during
this time, including telepathy, and spells requiring concentra-

The following section contains supplemental and optional

tion are lost. A character cannot voluntarily step off the map

rules to consider when playing a Conflict Match. Supple-

in order to go around a wall or other obstacle. Likewise, a

mental rules are considered to be in play unless the GM says

character cannot purposely use magic to exit the map. This

otherwise; optional rules are considered not in play unless

includes flight, which is limited to 60 feet in height. Attempt-

the GM says otherwise. Be sure to keep an eye on the Con-

ing to do so can result in disqualification. See Chapter 11 for website for errata and additional rules.

more information on disqualifying acts.


Introduction to Match Types

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.

An Introduction to Match Types

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

Random Match Selection

GMs and players should discuss which Match Type to play and select
one on which everyone agrees. The GM may also choose to roll
randomly on the Random Match Types Table located in the appendix
of this book. Once the Match Type is selected, be sure to consider the
variants of that Match Type as well.

Match Stalemates

Stalemates happen in Conflict Roleplaying. Sometimes neither side

can get the edge it needs to win, and that is okay.

to select a Match Type. Once the group selects the Match Type, the

Here are some possible solutions to resolve stalemates:

players or the GM divides the characters into teams. The match begins

Sudden Death: For Match Types where slaying the opposing

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.

Total Party Kills

Extended Match: Play for an additional 5 rounds.

Match Events

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

The Hallow: Several matches include a Map Element named The

die. This always results in victory for the other team. Regardless of the

Hallow. Players should familiarize themselves with it description on

objective, if all team members fall prior to the objectives being met,

page 41.

that team loses.

Cannot Be Circumvented: Players must understand that the match


events are the purview of the GM. The whole point of the match event

The GM makes the final determination on whether a character is a

casualty or not. Players that are temporarily incapacitated but could
return to the fight should not be considered casualties until the match
ends without the characters having returned. When characters die,
players should leave the miniature on the map. Such characters may
still be looted, reincarnated etc. For example, Khabar the fighter fails
his Fortitude save and falls victim to a flesh to stone spell cast by the
opposing teams wizard. Khabars miniature remains on the map and
it takes 3 rounds for the wizard on his team to break the spell. During
that time, Khabar is not a casualty because his body wasnt destroyed.


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

Here is the format for Match type descriptions.

Type, this section places it into concrete terms. The Victory Condi-


tions state what players must do to win the match.

This is the overall purpose of a Match Type. It gives information on all

the key concepts of the match.

Team Name Adjustment

These are the names of the teams involved in the Match Type. In some

Heres the Twist!

matches this is important because teams might have different objec-

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

that change the direction or expected outcome of the objective.

team name mentioned here. In matches without special team names,

Handicap Match

This indicates if a Match Type requires an odd number of characters.


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

While the Objective section explains the overall goals of a Match

it will say None.

Minimum Team Members

This is the smallest number of characters needed for each team. Teams
cannot be composed of fewer characters than this number.

Maximum Number of Teams

This is the recommended maximum number of teams that can participate in the Match Type.

Setup & Rules

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.

Starting Point Adjustment

There are Match Types which place restrictions on the starting points
of the characters. This section discusses any such adjustments.

Map Point Adjustment

Some Match Types adjust or eliminate the amount of Map Points

available to the players. This section details the proper Map Point allotment for the match.

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 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

This section is designed for the GM and gives important details,

reminders or frequently asked questions for her reference.


Match Type: Ambush


The pass looked clear at first. Then they descended in a

screaming pack without warning, weapons falling on us
with murderous precision. Their numbers were few, but
their tactics multiplied their power. Our side was surrounded by theirs, and things didnt look good. We fought free
but scattered in the attempt. I knew that if we regrouped in
time and seized the higher ground, we might just get out of
this alive. Bernard, Ambush Survivor
Handicap Match

on any square of the map. The Defenders are restricted to the normal
placement rules.
Match Length Options:15 Rounds, 20 Rounds, Indefinite

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.


In an Ambush match, each team struggles to eliminate the other team

GM Notes

by slaying every enemy characer. One team, the Ambushers, has a

Both teams need to be assigned a Map End.

If there is a visible spell effect in a square that a defender starts in,

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

The two preparatory rounds given to the Ambusher do not count


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

4. Double-Cross: In this variant, the Ambushers and Defenders

Kill all members of the opposing team to win.

begin the match with an even number of team members. However,


Ambushers, Defenders

feet (4 squares) of another team member.

against the Match Length.

Heres the Twist!

Team Names

then he can choose to start in a different square that is within 20

one member of the Ambushers is actually a spy, placed there by the

Team Members
1 for Ambushers
2 for Defenders


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

Map Points Adjustments: 100 (Ambushers) , 0 (Defenders)

a yes or no on the Passcard of each character. The character with

Starting Points Adjustments: The Ambushers may start the match

the yes is the spy.


match type illustrated: AmBusH


KiLl oF tHe HilL

Match Type: Kill of the Hill

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


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.

Teams are not assigned. Characters play as individuals

The GM assigns three potential hill locations and marks the locations on the map.

The hill is a 10 foot Hallow; the GM decides its initial location.

A pale glow surrounds and outlines the hill at all times. This is the
equivalent of a dancing lights spell.

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-

Heres the Twist!

1. A casualties cannot be declared a winner. Therefore, not only are

characters trying to occupy the same space they are trying to stay
alive. In addition, once a character leads in number of rounds on the
hill, a faerie fire effect targets the character and makes him easier to
identify and hit.
2. The hill moves every three rounds. There are three locations where
the hill can appear. The characters are aware of the three locations, but
must determine the hills current location on their own.
3. Lastly, the hill does not only sit at ground level. The GM can place
the hill on building tops, platforms, and other challenging locations to
increase the difficulty of the match.

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

pear and reappear at the summit of the new hill.

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.
Single Hill: Gias Reach is not active, and the hill remains in one loca-

Team Names

Team Members


No Team Assigned

No Team Assigned

No Team Assigned

Map Points Adjustments: Map points are not assigned

Starting Points Adjustments: All characters must begin within two
squares of the maps edge. All characters begin on the same side of the
map positioned 15 feet from each other.
Match Length Options:10 Rounds, 15 Rounds, 20 Rounds



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.

match type illustrated:

KiLl oF tHe HilL


ll o f t h e H



Match Type: Bloodspill

So it has come to this. War. Today we settle old scores and

fight to be the ones left standing to claim the spoils. We
come here today to spill the blood of our enemies. Our aim
is simple: make them bleed. We must combine our magic
and our steel to thwart the enemy and reign victorious.
Lazarus, Four-time Bloodspill Survivor
Handicap Match

GM Notes

This is an excellent Match Type in which to test out new

character builds. You can change the dynamic of the match by
requiring players to create characters before they are randomly
assigned into groups. Groups where the players are allowed to
collaboratively create their characters will have an easier time and
more synergistic tactics, making for a more intense (but possibly
shorter) match.

Groups with four players may prefer to play Brothers Keeper


The objective is to slay all other teams on the map. Bloodspill is a

simple Match Type that works well for groups that just want to have

instead of Bloodspill as the rule are intended for pairs.

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

cated characters with devastating combos. Consult the GM Tips

battle royale. Time is crucial in Bloodspill. The players should agree

chapter on ideas for how to keep the action moving in the face of

on a set match length.

complicated tactics and methods.

Heres the Twist!

1. As long as your character fits under the Battlepoint cap, there is

nothing stopping you from pure combat. Players test their mettle
against one another using their perfectly constructed characters.
2. Watch your step. With 200 map points each team will litter the map
with map elements.
3. The GM plants an item on the map as described in the Planted

Once a Planted Item is announced and placed on the map, players are not allow to move their miniatures until their initiative

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.

Items section on page 91. The GM announces the existence of the


items before the start of the match but after the players have placed

For Each His Own: Characters begin on evenly numbered teams

their miniatures on the map.

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,


paladin, monk, or ranger), one must be a healer type (cleric, druid,

Team Names

Team Members


or paladin), one must be a crafty type (bard, ranger, or rogue), and


characters can be the same class. Thus, if the warrior type is a paladin,

one must be a spellcaster type (druid, sorcerer, or wizard). No two

Map Points Adjustments: 200 Map points are assigned to each team.

the healer type cannot also be a paladin.

Starting Points Adjustments: No Adjustment.

Legendary Face Off: A single player from each team gets to play a

Match Length Options: 10 Rounds, 15 Rounds, 20 Rounds

legendary iconic character. The icon can be from any popular literary


source like Dungeons and Dragons, comic books or legends of history

When there is a tie in survivors, victory can be decided by

moving to Sudden Death: The next team to kill an enemy team
member wins. Or extend the Match for an additional 5 rounds.

(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.


match type illustrated: bLooDsPill


sNatch and GraB

Match Type: Snatch And Grab

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

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-


ter at least one square (i.e. 5 feet) away.

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.

to score. In the Pathfinder Roleplaying Game Core Rulebook,

Heres the Twist!

death is defined as when: The characters hit points are reduced

1. Team members cannot huddle together. Each character must stay

to a negative amount equal to his Constitution score, his Consti-

at least one square (i.e. 5 feet) from any other team member. In other

tution drops to 0, or he is killed outright by a spell or effect.

words, team members cannot occupy adjacent spaces.

2. Disqualification rules regarding slaying your own teammates are
conditionally suspended in this Match Type. A mercy kill may occur if the teammate is in the possession of the enemy. Possession is
declared by the GM.

The GM should familiarize herself with the grapple rules prior to

the match. The GM might also wish to go over the grapple rules
with the players before play begins. A summary appears here:

Grapple actions are based on Combat Maneuver Bonus (Base

attack bonus + Strength modifier + Special Size Modifier)
and Combat Maneuver Defense Bonus (10+ BAB + Strength

Victory Conditions

To win, a team must return to their Hallow with an opponent and

keep him prisoner for three rounds. The opponent must remain alive
for the duration of the round to score. Each opponents time in the
Hallow is counted separately and the rounds dont need to be con-

Modifier + Dexterity Modifier + Special Size Modifier).

Grappling is a standard action that provokes an attack of opportunity.

If the target doesnt break the grapple, the grappler gains a +5

on grapple checks made against the target in later rounds.


Once the characters are grappling, the grappler can make a


check to maintain the grapple and do one of the following:

Team Names

Team Members



Map Points Adjustments: Map points are not assigned.

Starting Points Adjustments: No Adjustments.
Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds

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.

move half speed, damage, pin, or tie up (if pinned).

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.


Tight Lipped: Captured opponents must be held in the Hallow for 5

rounds instead of 3.
Dead Men Tell Tales: Captured opponents do not have to be kept
alive. Once taken to the Hallow, a speak with dead spell allows for
interrogation. Casualties miniatures are left on the battle map to
indicate where the bodies lie. Characters should calculate their weight,

In other words, team members cannot occupy adjacent spaces,

including the weight of equipment, in case the numbers become

even if grappled. If team members are forced into adjacent spaces,


they must take the first available legal move to separate.

No Mercy Kills: Disqualification rules are in full effect.


match type illustrated: sNatch

and GraB


m GufFiN

Match Type: McGuffin

The villages have sent their strongest competitors to reap

glory and honor. Today we meet on the field, spill our blood
and trample our adversaries; that we might seize the
McGuffin and take it into our enemies Hallow.
Haevic, the Heavy-Handed
Handicap Match

pitch black in color and smoothly polished. The McGuffin is about

the size of a large grapefruit and weighs 51 pounds. A handle fused to
the top of the McGuffin allows smaller hands to carry the item. The
oddest thing about the McGuffin is the illusory mouth that appears
whenever it is moved. When jostled or carried, the McGuffin complains endlessly and creates an effect to slow movement.
The DC to hear the McGuffins squawking is 10 plus 1 for every ten
feet between the character and the McGuffin.


While the McGuffin is being carried (or moved without being carried,

McGuffin simulates a violent sporting event, not unlike the medi-

such as in a cart) it creates an effect that reduces movement of the

eval sport Mob Ball. Players form into two teams, and Hallows are

character carrying or moving the McGuffin by one-half. If multiple

assigned on either side of the map. A loadstone, called the McGuffin,

characters cooperate to move the McGuffin, all participating char-

is put into play and each team must fight to bring it to the opposing

acters have their movement reduced. The effect is in addition to any

teams Hallow to score points. The loadstone reappears instantly in its

other effect that impact movement(e.g. Slow spell, difficult terrain).

original location after a point is scored.

The effect ends when the character drops or discards the McGuffin.
Anyone carrying or otherwise moving the McGuffin glows with an

Heres the Twist!

1. The McGuffin is fragile. It can be destroyed. If it is destroyed it

returns to its original location.
2. The McGuffin is dimensionally anchored so it is unaffected by spells
that take it outside the Material Plane.

emerald radiance, with intensity equal to that of a torch. The light

creates an effect equal to that of the dimensional anchor spell. In addition, the light prevents concealment benefits from darkness, blur,
or similar spells and effects. The McGuffin cannot leave its plane of
existence, which means characters cannot place the McGuffin in a

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.

effect on undead or dark-dwelling creatures vulnerable to light. When

Teams score points by bringing the McGuffin to their opponents Hal-

thrown the loadstone will drop in the adjacent square, no more that 5

low and holding it there for one round.

feet away. The McGuffin has hardness 10 and hit points 10.

Team Names

Team Members



Map Points Adjustments: Map points are not assigned
Starting Points Adjustments: No Adjustments
Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds

The GM chooses a square near the center of the map and places a
token representing the McGuffin on that square.

The GM places a Hallow on each side of the map and assigns a

team to each Hallow.

GM Notes
The McGuffin begins in the center of any Conflict Map.
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

Team Mcguffin: Each team starts with a McGuffin. A single Hallow

The Great McGuffin: The McGuffin is a magically sentient loadstone

to the Hallow the most number of times wins. After each score the

that doesnt like to be moved. It appears as a perfectly circular orb,


is placed in the center of the map. The team to bring their McGuffin
McGuffin returns to a GM designated point in the map.

match type illustrated:

m cGufFiN



Match Type: 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

The Standing Hallow: A oval shaped Hallow imprisons one character

with the follow effects:
Hallow Activation: The Hallow is activated by placing a palm on the


Hallows surface and concentrating; this is a move action.


The enemy Hallow cannot be activated by the prisoner, and thus he

cannot escape by activating the Hallow himself. Only his teammates

Each team has a different objective.

Defending Teams: The Defenders goal is to maintain control of their
captured prisoner. If the prisoner is freed, the Defenders must slay
him before the match expires.
Rescuing Teams: The Rescuers goal is to free the captured character
and protect him until the match expires.

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

Heres the Twist!

outside the Hallow. A successful Perception check with a +5 modifier

The match is handicapped at the start. One player on the Rescuers

to the DC allows the prisoner to hear noises outside the Hallow. Like-

team begins play imprisoned in the Defenders Hallow. The Defend-

wise other characters can hear the prisoner with a successful Percep-

ers are aware the Rescuers are on their way. The Defenders also know

tion check (+5 modifier to the DC ).

that the Rescuers must activate the Hallow by touch to release their
imprisoned comrade.

A player can play multiple characters (both the prisoner and a

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.

Rescuer) to curtail boredom.

The GM can also play the prisoner until he is freed, at which

point the freeing player takes over the prisoners sheet as well.

The Hallow has all the abilities of a normal Hallow.

The Defenders cannot kill the prisoner before his release and the
Hallow protects the prisoner from all physical and magical harm.

The prisoner should have a place in the initiative order.

Cunning Tactics: In this variant, the GM awards two prep rounds

Team Names

Team Members


Defenders & Rescuers

Map Points Adjustments: Map points are not assigned.

Starting Points Adjustments: No Adjustments
Match Length Options:15 Rounds , 20 Rounds

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

The GM selects which character is the prisoner; this can also be


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.

match type illustrated:




Match Type: Regicide

Perhaps it is a grab for power, or perhaps the peasants are

in revolt and wish to place their own on the throne. Maybe
the kingdom is in the throes of civil war. Whatever the
circumstances, one thing is clear: the king is in danger. He
is under attack and must be protected at all costs.
Jasper, Sovereignty Protector
Handicap Match

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


the kings crown can pierce concealment effects such as darkness or

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

need to use every resource at their disposal to defend their liege

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

locate and target the king.

their enemies team. The word Regicide means to kill a monarch. It

Crowned: The character that is selected as their teams king is imme-

comes from the Latin roots Rex (King) and -Cidium (to Kill).

diately crowned. The oversized crown hovers a few inches above the

Heres the Twist!

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.

dim to have any special effect on undead or dark-dwelling creatures

vulnerable to light. For the purposes of the match the crown cannot
be removed, covered or hidden from view.

2. Each team possesses limited resources. The king will find it neces-

GM Notes

sary to accompany his teammates assault, putting himself in harms

If necessary, be sure the Hallows are accessible by mundane

way but increasing the teams chances of survival.



Victory Conditions

The first team to bring an opposing king to negative hit points, wins.

Enemies Selection: The only difference in this variant is the king is


selected by the opposing team prior to the match.

Team Names

Team Members



Map Points Adjustments: 100 (All Teams)

Starting Points Adjustments: No Adjustments
Match Length Options:15-Rounds or 20-Rounds

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

The crowns effects begin at the start of the match.

Each team knows how many other teams there are, but not where
they are.


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.

match type illustrated:



Brothers Keeper

Match Type: Brothers Keeper

I am my brothers keeper. Brothers need to watch out for

each other, for if one of them should fall, vengeance is the
only restitution.Kavakava, Little Brother
Handicap Match

in the same square in which he died. If the square is occupied or an

opponent threatens the square, the character appears in the closest
unobstructed, unthreatened square in the direction of his partner.
Any ongoing or permanent effects that targeted the character before
his death (for example, a bulls strength or blindness spell) are removed when the character returns to life.


The three round countdown in which the fallen characters partner

The objective is to slay all opposing characters. Brothers Keeper is

can avenge him begins the turn that the character drops below zero hit

intended for 2-4 teams of two.

points and ends at the end of his turn four rounds later.
Brothers Keeper Rings: Modeled after the friend shield rings, these

Heres the Twist!

1. Each team of two shares a pair of rings that allows them to share
damage and communicate telepathically.

lesser powered rings are designed to protect partners in this match of

war. These rings always come in pairs. A brothers keeper ring without
its mate is useless. On their turn, either wearer of one of a pair of rings

2. A character can return from the dead if his brother avenges his

can, as an immediate action, command his ring to cast shield other


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

The team that survives the match, wins.

range limitation, but both partners must be on the same plane. Both


spell effects last 1d4 rounds and only one ring can be in effect at a

Team Names

Team Members



Match Rules


GM Notes
Many of the variants for Bloodspill work well with the Brothers
Keeper Match Type and can be used without alteration.

Map Points Adjustments: 100 (All Teams)

Starting Points Adjustments: No Adjustments
Match Length Options:15 Rounds, 20 Rounds

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,


When revenged, a character should keep the same initiative


Familiars, animal companion and the like do not return to life

with the Restitution Match Event.

Magicallymade duplicates, clones, illusions and the like do not

return to life with the Restitution Match Event.

Brothers Keeper Rings can be removed.

Brothers Keeper Rings can not be destroyed.
Brothers Keeper Rings do not emanate a magical aura.
Vorpal Blades - Single: One member of each team begins the match
with a vorpal sword, and his partner receives a masterwork longsword.
The players choose which partner starts with the vorpal sword. The
vorpal sword is visually identical to the masterwork longsword. The
vorpal sword is limited in use and its decapitation effect can only be
used once at the players discretion. Otherwise the sword is treated as
a masterwork longsword.
Vorpal Blades Double: Every character in the match begins play
with a vorpal sword.

match type illustrated:

Brothers Keer


B ro t


moNster mAsh

Match Type: Monster Mash

Someone let the monsters loose! The beasts killed their

keepers and are rampaging. The king has offered riches and
titles to the team that can kill the most of these creatures. If
you are brave, come and claim your glory.
Franis, the Royal Event Announcer
Handicap Match

Monsters CR should be roughly 13 of the average character level.

Match Events
Monster Team Markings: Each monster that enters the match
displays prominent colored strips in its skin, feathers, scales, etc. If
the monster wears armor, the colored strips appear on its armor. Each
team knows what color monster they must kill to score points. In a


match with two teams, the default colors are blue and red. For three


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.

sters chests and backs. All characters, unless impaired by darkness or

similar effects, can easily tell one monster group from another.

Heres the Twist!

Monster Spawning: At the beginning of every second round after

No barrier or restriction keeps characters from crossing to the other

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 Hallows. The GM determines the monsters positions randomly.

posing teams monsters.

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.

give your team a negative point for each monster slain.

Team Names

Team Members



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.



Map Points Adjustments: 100 (All Teams)

Zombie Night: In this Match Type, zombies are the target of all the

Starting Points Adjustments: Characters must be placed prior to

fun. Zombies are easy to kill, but teams can use negative energy to

any monster placement.

repair their opponents marked zombies. This can make it difficult for

Match Length Options:15 Rounds, 20 Rounds

one team to gain the advantage.


The Intelligent Gang: Each team must hunt down a small yet tacti-

The GM decides what monsters are used during the match.

The players must place their characters on the map prior to the

as dark elves or hobgoblins. The monsters are aware of the teams pres-

monsters initial placement.

The GM decides on an even number of monsters and chooses the

monsters initial starting locations.

The GM controls the monsters.

A Hallow is placed in the center of the map and each team receives a Hallow. The GM chooses the Hallows locations and

places them on the map.


cally intelligent group of humanoids or monstrous humanoids, such

ence and prepared for their situation.
Here They May be Giants: Instead of groups of monsters, each
team is assigned one very difficult monster. The first team to kill their
monster wins. If none of the monsters are dead by the time the match
ends, the team whose monster has the fewest hit points left wins.
Cherry Picking: In this variant, teams can score points by landing the
killing blow on any teams monsters.





moNstER mAsH


match type illustrated:


conquer & ReAp

Match Type: Conquer & Reap

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


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.


Place a Hallow for each team on opposing ends of the map.

Assign Hallows to their respective teams. The GM chooses the
exact location and ownership.

Each team places a token on the map to represent their Hallow.

All characters begin the match aware of all Hallows locations.
GM Notes
The Hallows should be placed in locations that are equally accessible and visible for all teams.

Remember that rounds do not need to be consecutive.

The GM should review the Hallow rules on page 39 before the
match begins.

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

Heres the Twist!

enemy hallow and count for a round of occupation.

Conquer and Reap requires a balance of aggressive offense and sensible defense. An extremely bold team might leave their base unde-

If a Hallows shifts, as per page 39 all characters are aware of the

new location.

fended in hopes of pushing to the enemy base before their opponents


can muster an attack. A cautious and thoughtful team might mount

Single Hallow: There is only one Hallow. The players are divided into

an extensive defense while sending out one stealthy party member to

infiltrate the enemy Hallow.

Defenders and Attackers. The Defenders must protect the Hallow

and prevent the other team from scoring. Holding the Hallow for one

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

where from 1 to 10 points. If the Attackers meet or exceed the target

three rounds wins. These rounds need not be consecutive. Occupa-

victory condition before the match expires, they win.

tion is defined as a full round in which any number of players spends

Dig In: The GM increases the difficulty of the victory conditions.

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

Scramble: In this variant, each team is free to abandon their own

towards the three rounds they need to win).

Hallow in order to secure a victory. Each team must hold only an

enemy Hallow for three rounds to win (but will soon realize they need


defenders at their initial Hallow to forestall an enemy victory).

Team Names

Team Members


Aggressive Expansion: For diabolical GMs who want to present an


tions. To win, a team must occupy their own Hallow and every other

Map Points Adjustments: 100 (All Teams)

Starting Points Adjustments: none
Match Length Options:15 Rounds, 20 Rounds, Infinite


extremely difficult scenario, this variant changes the victory conditeams Hallow for one round.

conquer & ReAp



match type illustrated:


co n q ue r


map Elements

Map Elements Introduction

Map Elements

Map Elements are items that players or teams purchase and place

Map Element Placement

Each team must carefully consider Map Element selection and place-

on the map prior to the start of the match. Map Elements include

ment. A Map Elements location is usually fixed once placed and

obstacles such as traps or barriers, but also consist of creatures. These

teams may quickly regret careless placements. When discussing place-

creatures instinctively help the purchasing team to the limits of their

ment, keep these points in mind.

intelligence and abilities. The GM controls these creatures as non

GM Restrictions: The GM announces at the start of the game

player characters. When used tactically, Map Elements can greatly

increase your chance of success.

Map Points (mp)

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

Trigger Type: Ensure every player on the team understands who

Types, each team has 100 mp to spend. In general, a team should try

can trigger the Map Element. Nothings worse than disabling

to spend all their Map Points. Unspent points are wasted. There are

yourself in your own trap.

some Match Types that assign a different number of mp. Consult the

Bottlenecks: When placing Map Elements, examine the map

Match Type description to verify the amount of mp. The description

carefully. Look for narrow areas where enemies are likely to pro-

section of each Map Element lists mp costs. Some Map Elements

ceed. These are great places for Map Elements to catch multiple

cost more than the standard 100 mp allotment. These high cost Map

opponents or stall movement. Conversely, make sure you dont

Elements are reserved for tournament play, but an experienced GM

box in your team with your own Map Elements..

can adjust Map Points to make them affordable. Map Points cannot be
traded in or swapped between teams.

Map Elements Ground Rules

There are a few rules that govern the use of Map Elements:

No Layering: Map Elements cannot be layered on top of one

Protected Areas: For a Map Element that benefits a team, such

as a Statue of Life, consider an area with one defensible entrance.
This allows the placing team to control access to the Map Element, and prevent the other team from gaining any benefit.

Element Effects: Read the description of each Map Element

closely. Each member of the team should understand what the

another. For example, placing a Statue of Life in the center of a

Map Element does to avoid confusion later. The GM will ap-

Launch Trap is prohibited.

preciate a team that doesnt bog the game down with arguing and

Restricted Area: Teams may only place Map Elements on their

side of the mapcalled the Map End this is described in more
detail in Chapter 7. Simply stated, Map Elements are not allowed
on an opposing teams portion of the map.

No Bridging: Map Elements cannot cover or bridge openings,

such as a river or the space between buildings.

No Blockading: A Map Element that cannot be moved through

requests for clarification in the middle of an action.

Map Element Awareness

Spending Map Points wisely is a key to victory in Conflict Matches,

so teams should discuss their overall strategy prior to purchasing Map
Elements. Teammates are free to discuss the placement of the Map Element prior to the match. This information transfers to the characters
when the match begins. However, unless the Map Element explicitly

by non-magical means, may not be placed to prevent passage

states otherwise, characters can still trigger their own Map Elements

through a door or opening (ex: Slip Plates may be placed in front

and suffer from its effects. In the heat of battle, these errors are com-

of a door however, a Statues of Life may not).

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.

Entirety: No portion of the Map Element can extend past the

boundaries of the map.


suffer the effects of the Map Element.

Additional Build Options

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

magic is cast at the beginning of the round prior to any characters

The Hallow is a sentient embodiment of magic that represents a teams

action. With the exception of the Expansion magical ability, a Hallow

sacred space in a match. Hallows are visible to all, appearing as lu-

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.

teams sacred borders. Victory conditions are often based on defend-

Expansion: The Hallow begins a match as a 10 ft by 10 ft Map

ing or occupying Hallows. Therefore, Hallows serve an important role

Element. However, when a creature enters a Hallow with a size

in most Match Types.

category above Medium, the Hallow increases in size to ac-


commodate it. This Expansion occurs on the same turn as it is

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

All official Conflict Maps have Hallows clearly marked. However, if a

GM deems suitable. When placing the Hallow, its very important to
consider the Match Type. The Match Type dictates the number of
Hallows needed and provides guidelines to their placement. The one
governing rule when placing a Hallow is a Hallow must be accessible

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

by mundane means. (i.e. walking, ladder, etc...).

the confines of the map, walls and other physical barriers do not


possibly occupy two rooms separated by a wall . The Hallow will

Hollow ownership should also be clearly marked on the map, and

teams should know which Hallows are theirs. If an official Conflict
map is not used, the GM should place tokens on the map to represent
the Hallows ownership.

Hallows Activation

Activating a Hallow requires two feet to be firmly planted on its

surface. Burrowing under or floating over a Hallow will not trigger
its activation. Insubstantial characters (i.e. gaseous form, illusions, etc.)
cannot use the Hallow. Someone under the influence of mindaffecting magic can be forced to activate the Hallow. Unless stated otherwise, activating (or reactivating) a Hallow is a move action.

Hallow Scoring

In Match Types where a character must remain in the Hallow for a

round to score points, a character must remain in the Hallow from
the end of his current turn until the beginning of his next turn. The
character may perform any actions he desires while scoring time in
the Hallow as long as a foot remain in contact with the Hallow. (i.e.
A character may kneel during the Hallows use however he cannot lay

hinder the Expansion. Therefore, after Expansion a Hallow could

not expand vertically unless the terrain does as well. For example,
a Hallow on the side of a hill will expand vertically because it will
remain on the surface of the hill. During the Expansion, the hallow can disable or destroy any other map element as needed.
Table 5.1- Hallow Expansion





10 x 10





Magical Barriers: At the beginning of every round, and prior to

all other actions, Hallows can cast a targeted dispel magic (as per
the dispel magic spell cast by a 20th level spellcaster) on any magical barrier within a 20 radius that prevents access to it. Barriers
hindering but do not preventing access are acceptable.

Announcement: When a character activates the Hallow, its

borders erupt in a vibrant blast of light and distinct sounds. The
effect is the equivalent of casting ghost sound and dancing lights.
The ghost sound spell is the same volume as eight humans running
and shouting. The effects end after the turn that triggered the
Announcement. Illusions, summoned creatures, familiars, etc.
cannot trigger the Announcement.

Hallow Shift: A Hallow Shift occurs when the Hallow becomes

The Hallows Magic

unreachable by non-magical means (i.e. walking, swimming, etc.)

Each Hallow is sentient. Hallows are aware of the match objectives,

for two consecutive rounds or at the GMs discretion. When a

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

match fair and competitive. Unless stated otherwise, the Hallows

its normal size (10 x 10) after a shift.


map Elements

Creating Your Own Map Elements

Creating Your Own Map Elements

by only one team, but which inflict no penalties on other teams, are

Map Elements add a level of depth and dynamism to Conflict

more expensive. Map Elements usable by only one team, and which

matches. While there is an ample supply of Map Elements provided

inflict a penalty on other teams, are the most expensive.

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

Map Elements: Activation

section contains suggestions and ideas to guide you in creating your

The next step is to determine activation requirements for the Map

own Map Elements.

Element. Some activation methods include standing on a particular

Map Elements: Purpose

The first step is to consider the

purpose of the new Map Element.

Try to outline the concept of the

square, saying a catch phrase in a specific location, concen

concentrating in an area or on an object, or manipulating an
object in some way. With some exceptions, Map
Elements should not be portable. Monsters,
of course, can roam, but most Map

Map Element in one or two sen-

Elements are immovable squares

tences. Consider the effect it will have on each

stator very heavy objects, such as stat

of the teams. The purpose of a Map Element

ues. This makes the placement of

can be found below. Of course more ideas of

Map Elements more important

Map Element purposes will spring to mind as

and adds to the tactical nature

you develop new Map Elements.

of the game.

Benefactor: Granting advantageous efef

You must also decide how

fects to those who use it

Hinderer: Inflicting detrimental efef

much time it takes to activate

inthe Map Element. Many activate in

fects on those who use it

Revealer: Disclosing new informa-

stantly when a character interacts with

them; for example, guillotine plates

tion about the match

Teleporter: Moving creatures from

work whenever stood upon. If your

Map Element seems like it should

one area to another

Monster: Providing a new op-

take more time to activate, con

consider the time needed to activate a

ponent to challenge.
Example: Sarah the GM gets an idea for a new Map Element. By using the

similar effect and use that as your guide.

Map Element, a character can view another area of the map remotely. She

Example: Sarah imagines a stone pedestal, shaped like a lectern. She

jots down the concept along with the name, Distance Viewer.

decides that to activate the Distance Viewer, a character must stand behind

Map Element: Allegiance

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


spell is a standard action, so Sarah decides that activating the Distance

Viewer is a standard action.

Share with the Conflct Community

Youll find more ideas for new Map Elements on our forums
and blogs located on the web at:

mAp ELemeNts

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

Example: Sarah thinks that it might be fun to have a Distance Viewer

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-

mimicsor a similar spellto create a save DC of 10 + spell level +

essarily have to be next to the enemys Hallow. One idea that immediately

minimum ability score bonus to cast. For example, a fireballdetonat-

comes to mind is a Distance Viewer tailored for the McGuffin Match Type,

ing Map Element would have a save DC of 14 (casting a 3 level spell

where the sensor always shows the McGuffin, and the Distance Viewer can

like fireball requires a minimum ability score of 13, which grants a +1

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


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

grants it a hardness of 8 and 50 hp; because it is made of stone, she further

the Distance Viewer. She defines the Distance Viewers effect as, Creates

gives it fire, cold, and electricity resistance 10.

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

Table 5.2 Map Elements Summary


Map Element


catch plates

Magical traps that snare airborne characters

that are foolish enough to fly over them.

guillotine plates

around the sensor.


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.

A trap which covers a space with slippery sub3

slip plates

Use its cost to determine a cost for your new Map Element. It is not
launch plates


An exploding vessel, shaped like a jellyfish.

These living traps burst with caustic fluids
when they detect movement near them.


Rust monsters that can be placed onto the

board as distractions, Warrior banes or even

shatter plates

These traps impede movement and can possibility entangle your enemies.

shield plates

Protects a character standing on the plate

with a dancing tower shield.

the statue of life

it is usable by only one side, for a total of 50 mp.


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

Magical traps that hurl characters into the sky,

exposing them to their enemies.

Example: Sarah decides that the Distance Viewer is not an unusually

powerful Map Element. She assigns it a cost of 25 mp, plus 25 mp because

stances. Any creature in the area must make a

successful Reflex save or fall prone.

recommended to create Map Elements with a cost lower than 25, and
all costs should be divisible by 25 .

Grants improved critical to those standing on

the plate.

A beautiful sculpture capable of healing

wounded characters.

for 1d4 rounds. The dispel magics DC is 11 + 10 for low-powered

Map Elements (25 mp), 15 for medium-powered Map Elements (50
mp), or 20 for high-powered Map Elements (75+ mp). Consider the



The magical plates which transport characters

from one corner of the map to another.


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

catch plates: greater

MP Cost:


MP Cost:


Triggered By:

All Teams

Triggered By:

Non-Purchasing Teams


10 x 10


20 x 20









Perception DC:


Perception DC:



DC 20


DC 30

Saving Throw DC: Reflex DC 20

Saving Throw DC: Reflex DC 30

Effect: A catch plate is triggered when it detects a flying creature above

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-

creature is immediately pulled to the ground, suffering no damage

ditional effect occurring first.

from the fall and is considered pinned for 2 rounds. A successful

Suppress Airborne Magic:

Reflex save avoids this effect. Lesser catch plates can catch one char-

Area: Target

acter per round.

Duration: Instantaneous

The following effects occur without a saving throw:

Saving Throw: None

Alarm Effect:

Spell Resistance: No

A Ghost Sound spell is triggered simulating an alarm of 4

Description: The catch plates suppress any spell or magical effect

normal humans screaming obscenities to at the creature that trig-

that grants the ability to be airborne. The magic is suppressed

gered the plates.

for 1d6 rounds. Only the ability to be airborne is suppressed,

Slowed Flight:

all other powers of

All spaces directly above the catch plates count as 2 squares of

the item or spell

movement for creatures in the air.

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.

After the catch plates grab an opponent, follow-up with area of

effect spells, such as Cloud Kill, Wall of Fire, Acid Fog, etc.

The Alarm Effect of catch plates is great for catching unseen or

a dependency on
being airborne. In
which case, it may be
deemed ineffective
by the GM. Natural
flight is unaffected.

hidden opponents.

Because catch plates pin opponents, they make it easier to defeat

elusive opponents.

Pinned characters have lower armor class and are subject to a

rogues sneak attack.

In matches that involve magic users, catch plates are a good idea
due to their common flying tactics.

Additional build options

Teams may purchase the following improvements at the mp cost indicated.
Base Size Increase
(lesser only)

mp Cost

Increase base size to 20x20


Disable DC by 5. Can
Improved Craftsmanship Increases
be purchased up to twice.

Greater catch plates suppress fly magic with no saving throw!

Improved Camouflage

Improved Pinning



Increase Perception DC by
5. Can be purchased up to


Increase saving throw DC by 5.

Can be purchased up to twice.


map ELemEnts

Chapter 5

Using the surfaces on which guillotines once stood, these plates provide all who stand upon them a deadly accuracy.

guillotine plates: lesser

MP Cost:


Triggered By:

All Teams


10 x 10





Perception DC:




guillotine plates

guillotine plates: greater

MP Cost:


Triggered By:

All Teams







Perception DC:




Saving Throw DC: N/A

Saving Throw DC: N/A

Effect: While standing on these plates, characters or creatures gain
the Improved Critical feat for the first weapon type they use. This
weapon selection cannot change. Characters do not need to meet the
prerequisites for this feat to gain its benefit from the plate, but if the

Effect: While standing on these plates, characters or creatures gain the

effects of the lesser version, as well as the Stability effect.

Stability: The character or creature gains a +5 bonus to his CMD

to avoid being tripped or bull rushed.

character already has the feat, then the plates have no effect. This effect

Tactical Notes:

can apply to range weapons.

Movement should be coordinated, to block opponents access to

the guillotine plates.

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

exits to ensure you cannot be spotted until its too late.

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.

For maximum effect, combine the Guillotine plates with the

Power Attack feat.

Additional build options

Teams may purchase the following improvements at the mp cost indicated.


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

mp Cost



launch plate

map Elements

A glitter of light engulfs him, and he is hurled into the sky.

launch plates: lesser

launch plates: greater

MP Cost:


MP Cost:


Triggered By:

All Teams

Triggered By:

Non-Purchasing Teams


10 x 10


20 x 20









Perception DC:


Perception DC:



DC 20


DC 30

Saving Throw DC: Reflex DC 20

Saving Throw DC: Reflex DC 30

Effect: When a launch plate is triggered, the following two modified

Effect: Same as the lesser version with the following additional effects

spell effects instantly occur as if cast by a 20th level wizard,however

occurring first:

the effects only last for 1d4 rounds.

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.


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


allowing members of your team to

make their attack, or move safely
along the map.

launch plates reveal invisible

creatures because their Faire Fire
Additional build options
Teams may purchase the following improvements at the mp cost indicated.

Increase Perception DC by
Improved Camouflage
+5. Can be purchased up to
Increases Disable DC by +5. Can
Improved Craftsmanship
be purchased up to twice.
Stronger Magic

Increased saving throw

DC by +5

mp Cost

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


pod: greater

MP Cost:


MP Cost:


Triggered By:

All Teams

Triggered By:

All Teams


10 x 10


10 x 10






No Reset


No Reset

Perception DC:


Perception DC:






Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

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.

naturally invisible until they are triggered.

A pod can hold the equivalent of one dose or flask of substance. When

Pod Statistics:

triggered, pods are naturally assigned to spew out their contents in

A pod greater weighs 10 pounds plus the weight of the

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


A greater pods AC is 11 (+2 size, 5 Dex, +4 natural).

A Greater Pod has 5 hp.
A Greater Pod with
the Fog Down law in effect

substance placed in the pod must be added to a characters Battlepoints

on the purchasing team.
pod Statistics:

A lesser pod weighs 6 pounds plus the weight of the contents.

A lesser pods AC is 11 ( 4 Dex, +5 natural).
A lesser pod has 1 hp.
Tactical Notes:
Fill lesser pods with contact poison to paralyze opponents.
Pods can be used as a visual deterrent for your opponents.
Anticipate your opponents moving around the pods to predictable paths into a larger trap or ambush.

Alternatively you can fill a pod with a powder or sawdust to help

discover hidden foes.
Additional build options
Teams may purchase the following improvements at the mp cost indicated.


mp Cost


Increase Hit Points by 5.


Thick Hide

Increase AC by 5. Can be
purchased up to twice.


Pods will not be triggered by the

purchasing team


Double Dose

Can hold the equivalent of 2

dose or flask of substance.



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:


MP Cost:


Triggered By:


Triggered By:














Perception DC:


Perception DC:






Saving Throw DC: N/A

Saving Throw DC: N/A

Effect: A rust monster can be added to the map and placed on any un-

Effect: Greater rust monster is equipped with a riding saddle. Rusty

occupied square on the purchasing teams side of the map. The Lesser

will not attack the possessions of the purchasing team and has the

Rusty cannot be added with any predefined spells or equipment. The

following statistics:

GM controls Rusty while the creature is in play. The Lesser Rusty has

Rusty: Greater

the following statistics:


Rusty: Lesser

N Large aberration


Init +5; Senses darkvision 60 ft., scent metals 90 ft.; Perception +14

N Medium aberration


Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12

AC 20, touch 13, flat-footed 15 (+3 Dex, +7 natural)


hp 55 (11d8+11)

AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)

Fort +4, Ref +7, Will +6

hp 27 (5d8+5)


Fort +2, Ref +4, Will +5

Speed 40 ft., climb 10 ft.


Melee bite +9 (1d4+1), antennae +1 touch (rust)

Speed 40 ft., climb 10 ft.


Melee bite +6 (1d3), antennae +1 touch (rust)

Str 13, Dex 17, Con 13, Int 3, Wis 13, Cha 8


Base Atk +6; CMB +6; CMD 20 (24 vs. trip)

Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Feats Ability Focus (rust), Skill Focus (Perception), Weapon Fi-

Base Atk +3; CMB +3; CMD 16 (20 vs. trip)

nesse, Combat Reflexes

Feats Ability Focus (rust), Skill Focus (Perception), Weapon

Skills Climb +10, Perception +14


Rust (Su) As lesser Rusty. Scent Metals (Ex) As lesser Rusty.

Skills Climb +8, Perception +12

Rust (Su) A rust monsters antennae are a primary touch attack that
causes any metal object they touch to swiftly rust and corrode. The
object touched takes half its maximum hp in damage and gains the
broken conditiona second hit destroys the item. A rust monster
never provokes attacks of opportunity by attempting to strike a
weapon with its antennae. Against creatures made of metal, a rust
monsters antennae deal 3d6+5 points of damage. An attended
object, any magic object, or a metal creature can attempt a DC 15
Reflex save to negate this effect. The save DC is Constitution-based.
Scent Metals (Ex) This ability functions much the same as the
scent ability, except that the range is 90 feet and the rust monster
can only use it to sense metal objects (including creatures wearing or carrying metal objects). The lesser Rusty is 5 feet long and
weights 227 pounds.


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.


mp Cost


Increase Hit Points by 5.


Thick Hide

Increase AC by 5. Can be
purchased up to twice.



Rusty will not attack the

purchasing team


mAp ELemeNts

Chapter 5

How to Ride a Rust Monster

How To Ride a Rust Monster

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


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

he discards all metal possessions while riding the rust monster.

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

many are the size of a pony.

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

like obeying such a tasty-smelling master.

a rust monster). Getting astride quickly is even more difficult (DC 25 Ride

Riding a rust monster can offer you a serious advantage, if youre an

check to mount/dismount as a free action).

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

performed on a rust monster at a +5 to the DC). There are a few special

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.

Rusty wanders off, munching on your breastplate.

Using their innate attacks is the most common action a rust monster might

Table 5.3 Rust Monster

Riding DCs



Ride DC

Ride DC



Guide with knees



Stay in saddle



The rust monster will enter the dark area and find the straightest path to





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

Fight with a combattrained mount



Ride check, a rider can urge the rust monster to sniff out the nearest source

Focus mount







Soft fall







Spur mount




Find nearest source of




Control mount in battle




Fast mount or dismount




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.

of metal, which may be an invisible opponent. (This is also a standard

Riding a rust monster poses some unique challenges as well. First of all,
rust-riders require special equipment. The rust monsters bridle and reins
must be made without any metal parts, otherwise theyll dissolve at the first

antennae swipe. Saddles

should be metal-free as

just in case.

Of course the rider can

ways use the rust monsters
antennae as natural reins,
but this robs the rust monster of


Type of Action

Part of

its ability to use its rust attack.


map Elements

shatter plates A daunting gauntlet of reaping steel that impedes every step and intimidates foes.
shatter plates: lesser

MP Cost:


Triggered By:

All Teams


10 x 10





Perception DC:




statue of life: Greater

Saving Throw DC: Never Miss

Effect: The squares the shatter plates occupy are considered difficult
terrain. Lesser shatter plates are not concealed and lay in plain sight.

Tactical Notes:
Set them in high traffic areas of the map to force opposing teams
to take longer, more predictable routes.

Play a character that is unhindered by difficult terrain and take

advantage of your opponents limited movability.
shatter plates: greater

MP Cost:


Triggered By:

Non-Purchasing Teams


10 x 10





Perception DC:



DC 20

Saving Throw DC: Reflex DC 20

Effect: Greater Shatter Plates are concealed and require a search check
to be discovered. Any characters within the Shatter Plates are considered entangled with a failed Reflex save. Once triggered the shatter
plates remain difficult terrain and affects all characters.

Tactical Notes:
Greater Shatter Plates entanglement effect can only be triggered by
the other team, which makes them ideal for defending Hallows.

An entangled creature moves at half speed, cannot run or charge,

and takes a 2 penalty on all attack rolls and a 4 penalty to

Use them to set up ambushes. Your ranged attacks can cut down
anyone who gets entangled.

After the Greater Shatter Plates entanglement effects grabs an

opponent, follow-up with area of effect spells, such as Cloud Kill,
Wall of Fire, Acid Fog, etc.


Additional build options

Teams may purchase the following improvements at the mp cost indicated.


mp Cost

Base Size Increase

Increase base size to 20x20


Improved Camouflage

Increase the Perception DC

by 5. Can be purchased up
to twice.


Increase the Disable DC by 5.

Can be purchased up to twice.

Increase Reflex DC by 5. Can be

purchased up to twice.


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

Slip Plates: Lesser

Slip Plates: Greater

MP Cost:


MP Cost:


Triggered By:

All Teams

Triggered By:

Non-Purchasing Teams


10 x 10


10 x 10








Auto Reset

Perception DC:


Perception DC:



DC 20


DC 20

Slip Plates

Saving Throw DC: Reflex DC 20

Saving Throw DC: Reflex DC 20

Effect: When the trap is sprung, the Slip Plates are suddenly covered

Effect: In addition to the Lesser effects, the Greater Slip Plates pro-

in a layer of slippery substance. Any creature in the area must make

duce enough caltrops to cover the Plates surface.

a successful Reflex save or fall prone. A creature can walk within or

Caltrops: A caltrop is a four-pronged metal spike crafted so that one

through the area of grease at half normal speed with a DC 10 Acrobat-

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

creature moves into an area covered by caltrops (or spends a round

make this check and are not considered flat-footed.

fighting while standing in such an area), it runs the risk of stepping

on one. Make an attack roll for the caltrops (base attack bonus +0)

Additional build options

Teams may purchase the following improvements at the mp cost indicated.


mp Cost

Improved Camouflage

Increase the Perception DC

by 5. Can be purchased up
to twice.


Improved Craftsmanship
Improved Grease

Increase the Disable DC by 5.

Can be purchased up to twice.
Increase Acrobatics DC
for grease by 5. Can be
purchased up to twice.


Set them in high traffic areas of the map to force opposing teams
to take longer, more predicable routes.

Remember a creature making an Acrobatics check in this way

loses its Dexterity modifier to AC, making it susceptible to a
rogues sneak attacks.

stay on their feet.

the creature has stepped on a caltrop. The caltrop deals 1 point of

damage, and the creatures speed is reduced by half because its foot is
wounded. This movement penalty lasts for 24 hours, until the creature
is successfully treated with a DC 15 Heal check, or until it receives at
least 1 point of magical healing. A charging or running creature must
it steps on a caltrop.
Any creature mov-

Slip plates:

ing at half speed or

slower can pick its
way through a bed
trouble. Caltrops

opponents who

cannot manage to

other footwear, it gets a +2 armor bonus to AC. If the attack succeeds,

of caltrops with no

Be sure to taunt

heroic history,

deflection bonuses do not count. If the creature is wearing shoes or

immediately stop if

Tactical Notes:

despite their

against the creature. For this attack, the creatures shield, armor, and

may not work against

shatter plates: lesser

unusual opponents.

Set in places where a charge is likely. The caltrop effect makes
Greater Slip Plates perfect for stopping an opponents charge.


map Elements

Teleportation Plates A ring of glowing script envelops all who enters and transports them out of harms way.
Teleportation Plates: Lesser

Teleportation Plates: Greater

MP Cost:


MP Cost:


Triggered By:

All Teams

Triggered By:

Purchasing Team Only


10 x 10


10 x 10








Auto Reset

Perception DC:

DC 20

Perception DC:



DC 20


DC 30

Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: The purchasing team may place 2 Teleportation Plates in any

Effect: The purchasing team may place Teleportation Plates in each of

of the 4 corners of the map. The plates are undetectable by other

the 4 corners of the map. While standing on a plate, the character may

teams without a search check or by magical means. While standing

use a move action to arrive at another plate location chosen by the

on a plate, the character may use

character. All objects or creatures us-

a move action to activate it and

ing the greater Teleportation Plates

immediately arrive at the other

arrive at the users chosen location.

plates location. The character can

Upon arrival the Teleportation plate

bring along objects as long as their

makes the character invisible for one

weight doesnt exceed the charac-

round. If the effects already exist

ters maximum load. The character

prior to the use of the plates, no ad-

cannot bring other living persons

ditional effects occur. Invisibility as

or unwilling creatures of Medium

spell effect. Cast as a 20th level caster

or larger size with them. A single

GM Note: If more than one team

willing creature of small or less can

purchases the greater teleportation

accompany the character. To be

plates only one set of plates appear

transported, a creature must be in

on the corners of the map. However,

contact with the character. If the ar-

the plates can be used by each of the

riving plate is already occupied by

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.

One round of invisibility makes it tougher to get ambushed while

the map corners are occupied, the GM places the plates in between
Additional build options
the map corners at her discretion.
Use the plates to gain edge by
When addition lesser teleportation Teams may purchase the following improvements at the mp cost indicated.
mp Cost entering an enemy Map End before
plates are on the map, they can be
the party is prepared.
An additional nonfunctional
chosen as a destination point by any
teleportation plate is added. The lo Lure opponents into ambushes
False Plate
cation of the plate is selected by the
(lesser version only)
far away from their companions.
team. If the plate is used the action
Tactical Notes:

Opponents can use lesser plates

Improved Camouflage

Increase the Perception DC by 5.

Can be purchased up to twice.


Improved Craftsmanship

Increase the Disable DC by 5. Can

be purchased up to twice.

as well, avoid using them in

capture and hold scenarios.


fails and the time is wasted.

Position your character on

plates to do damage to arriving opponents.

map ELemEnts

Chapter 5
Shield Plates

With a single focused thought, magically infused steel springs forth and defends your blind side.

Shield Plates: Lesser

Shield Plates: Greater

MP Cost:


MP Cost:


Triggered By:

All Teams

Triggered By:

Purchasing Team Only













Perception DC:


Perception DC:






Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: As an immediate action, the user of the shield plate may sum-

Effect: In addition to the Lesser effects, the Greater Shield Plates

mon an animated steel tower shield. The details of the tower shield is

grant resistance to ranged weapons. The subject gains damage reduc-

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

the ability to damage creatures with similar damage reduction.) This


effect can outlast the summoned tower shield. However, once the

The user does not take the standard -2 penalty to attack rolls.

Shield Plates have prevented a total of 20 points of damage or the

The user does receive a 40% arcane spell failure chance.

user of the shield fails to have at least two feet on the square the shield

The user does not receive an armor check penalty.

plates occupy, this effect is discharged.

The user does not gain the maximum Dex bonus penalty.

Other limitations include:

The user may choose to use the shield to grant cover or a +4

shield bonus. (The shield bonus does not stack.)

The shield does not add to the users encumbrance.

The shield will remain in effect for 1d4 rounds or until the user
leaves the square that the shield plates occupy.

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 Mediumsized creatures may use the lesser shield plates.

Tactical Notes:

During a match, the shield plates may

only be

used once per character.

Only Mediumsized creatures

may use the greater shield

Tactical Notes:
Damage reduction
against range effects
makes it ideal for characters holding ground or
defending a Hallow.

Shield plates work well with a number of characters. Use them to

make low AC warriors, like Barbarians and Monks harder to hit.

Great for characters fighting from long range.

Turns characters with high ACs into virtual tanks, enabling them
to enter combat and deflect some standard attacks.

Give a spellcaster some added protection with shield plates

Use the Shield Plates to protect the operators of large equipment,

Additional build options

Teams may purchase the following improvements at the mp cost indicated.


mp Cost

Improved Camouflage

Increase the Perception DC

by 5. Can be purchased up
to twice.


such as catapults and ballistae.

Bullrush opponents off lesser shield plates and steal their map

Improved Craftsmanship

Improved Shield Size

Increase the Disable DC by 5.

Can be purchased up to twice.
One Large-sized creatures
can be protected by the
shield plate



the statue of life

map Elements

- A representation of the god of life, carved from the purest ivory and after a brief prayer, wounds are lifted.

the statue of life: lesser

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:


Triggered By:

All Teams unless Divine Right is purchased.


10 x 10



MP Cost:




Triggered By:

All Teams unless Divine Right is purchased.

Perception DC:



10 x 10


DC 20



Saving Throw DC: Never Miss



Effect: The statue has the ability to heal wounds. The Statue of Life:

Perception DC:


Lesser heals 1d8+5 points of damage. To activate this Map Element,


DC 25

a character must touch the statue and verbally request its healing.

Saving Throw DC: Never Miss

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.

skill check. This action can trigger attacks of opportunity. A character

However, the healing ability of this statue is 3d8+15 points of damage.

must wait 3 rounds to use the statue again. The statue can heal mul-

Tactical Notes

tiple characters in the same round.

There are 3 versions of this Map Element and each version is indistin-

the statue of life: greater

One of the key tactical advantages to the Statue of Life is Divine

Right. There is no way for the opponents to know if the statue

guishable from the other. Each statute is 8 ft 1 in (97) and weights

will work for them are not. Therefore, opponents may desperately

727 pounds.

spend time reaching the statue only to be disappointed.

the statue of life: normal

Clearly placing a Status of Life near anything you need to defend

is advantageous.

MP Cost:


Triggered By:

All Teams unless Divine Right is purchased.


10 x 10





Perception DC:

DC 20


DC 20

Do not share with your enemies your additional purchases of

Divine Retribution or Divine Right.

Allow your enemies to waste precious rounds trying to use the

statues healing powers.

Illusions of Statues of Life can work well to fool your opponents.

Saving Throw DC: Never Miss

Additional build options
Teams may purchase the following improvements at the mp cost indicated.


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


mitigated in any way. Divine Retribution is not detectable by opposing teams.

Divine Right

Improved Craftsmanship


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.

Increase the Disable DC by 5. Can be purchased up to twice.


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

fog plates: greater

MP Cost:


MP Cost:


Triggered By:


Triggered By:





10 x 10









Perception DC:


Perception DC:






Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: A gush of Fog billows upwards from the ground. The fog ob-

Effect: Greater Fog Plates function as their lesser versions, in addi-

scures all sight, including darkvision, beyond 5 feet. A creature within

tion to obscuring sight, the fog is so thick that it impedes movement,

5 feet has concealment (attacks have a 20% miss chance). Creatures

as the solid fog spell. Creatures moving through a solid fog move at half

farther away have total concealment (50% miss chance, and the

Thick layers of mist creates the greater fog plates

their normal speed and take a -2

penalty on all melee attack and

attacker cant use sight to locate

melee damage rolls. The vapors

the target). The effects of Lesser

prevent effective ranged weapon

Fog Plates begin at the start of the

attacks (except for magic rays


and the like). A creature or object

Vertical Concealment: In

that falls into solid fog is slowed

addition to the effects above,

so that each 10 feet of vapor that

the fog is magically con-

it passes through reduces the

tained within a 5 foot square

falling damage by 1d6. A creature

yet it extends upwards for

cannot take a 5-foot-step while

60 feet. This gives the fog an

in solid fog. Solid fog, and effects

impressive towering effect of

that work like solid fog, do not

magical mist while providing

stack with each other in terms

60 feet of vertical concealment.

Wind: A moderate wind (11+ mph), such as from a gust of wind

spell, disperses the fog in 2 rounds. A strong wind (21+ mph)

of slowed movement and attack penalties. The effects of greater fog

plates begin at the start of the match.

Vertical Hindrance: The above effects extend upwards for 60

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

rounds before returning to full effect.

providing a 60 foot hindrance.

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.


mp Cost

Improved Camouflage

Increase the Perception DC

by 5. Can be purchased up
to twice.


Increase the Disable DC by 5.

Can be purchased up to twice.

Improved Craftsmanship


What are Laws


What are 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

example, Shadow-Bound requires players to create stealthy characters.

of Conflict Matches. Laws universally apply to all characters regardless

Players used to kick-down-a-door tactics now must rely on conceal-

of class, race, or team affiliation. Think of laws as boundaries present


in the world that characters cannot circumvent by any means. Laws

Player Laws

are optional, but their application changes the experience of Conflict

Roleplaying by limiting or expanding players options. The GM and
the players should agree on which laws apply before a match, if any.
There is no limit on the number of laws that a group can use in a
match, although some combinations do not integrate well. There are
three types of Laws:

Action Laws
Character Generation Laws
Player Laws
Action Laws

Action Laws directly affect the characters participating in the Conflict

Match. For example, Radiance basks all corners of the battlefield in
bright light. The stealth skill becomes useless and characters must rely
on spells like invisibility and obscuring mist for covert actions.

Character Generation Laws

Character Generation laws govern how the players create their

characters. By eliminating specific options or abilities from


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 should be applicable to most matches.

Laws affect all characters on all teams uniformly.
Laws change the potential strategies and tactics of a match.
Finally, remember when creating laws that all players must agree to
put a law into effect. Therefore, laws need to be fair to everyone.


Chapter 6
Law Descriptions & Summary

Law Descriptions

This chapter lists Conflict Roleplayings current official Laws and

explains their effects. Youll find new Laws in future Conflict Roleplay-


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-

dane weapons and skills. Players may only select classes without any

Law Name

spellcasting ability. Examples of acceptable classes are:


Each Law is given a name for reference.


Is it a Character Generation, Action, or Player Law?

The Spirit of the Law: Blade Bound is intended to make the match


Details of the law, including what it does and how it works.

The Spirit of the Law

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


Restricts characters to warrior classes.

The match is set in deadlands where magic fails
to work.
Characters begin the match only 10 feet apart
from one another.
Prohibits use of bonded animals and summoned creatures.
A misty vapor covers the field of battle, providing concealment and limiting sight.

6 Panic

Force players to act quickly or suffer penalties.

7 Radiance

The map is illuminated completely.

8 Shadow Bound

Restricts characters to stealthy classes.


as fireball, this law encourages heavy ground tactics for a good ol

GM Notes:

For multiclassed characters, all classes chosen must meet Blade

Bounds restrictions.

Races with spell-like abilities are allowed.

Rogues may not take the minor magic or major magic rogue

GMs may wish to allow paladins and rangers but disallow spell-

and variants of the law she could use.


low-magic and bloody. By removing area damage through spells such

fashioned hack-and-slash.

Each Law has a specific purpose an effect it wishes to create. This



Characters can only move by mundane means.

10 Spell Bound

Restricts character to caster classes.

11 Steal the Roll

Teams can choose alternate players to make

important rolls.

12 GMs Choice

The GM selects what she feel will work best.

completion magic items (such as wands and scrolls).



Effect: The match occurs on magic-dead ground. No magic of any

kind functions within the match including spells, magic items, spelllike abilities and supernatural abilities.
The Spirit of the Law: Without magic, the characters must engage
in a gritty match that grinds down to physical toughness, strategy and
luck. The match becomes simpler to adjudicate without magic effects.
GM Notes:

Racial abilities that modify saving throws and skills are not affected by this law.

Extraordinary abilities (Ex) function normally.

Racial abilities that confer a magical bonus or effect, such as a
gnomes ability to speak with animals, are lost.

The GM should check for spell-like abilities and supernatural

abilities prior to the match and make sure the player realizes how
this Law affects his character.


Law: No SideKicks




Effect: Characters begin the match within 10 feet of an opposing

Effect: A misty vapor endlessly rises from the battlefield. The vapor

character. The GM places the characters in a straight line without any

obscures all sight, including darkvision, beyond 15 feet. A creature 20

physical dividers (walls, rivers, etc.) between them.

feet away has concealment (attacks have a 20% miss chance). Crea-


The Spirit of the Law: Face Off starts the match fast and minimizes


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-

preparatory rounds. By providing immediate line of sight, characters

get). A moderate wind (11+ mph), such as from a gust of wind spell,

face enemy attacks in the very first round.

disperses the vapor in the area where the wind blows for 2 rounds. A

GM Notes:

This law is not intended for more than 2 teams or handicap


Because warriors can close the distance in one round, spell-casters will be at a disadvantage.

Spacing between teams can be adjusted based on the map. The

key is to ensure line of sight and minimum distance between the
two teams.


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.

If a character has concealment or total concealment, his miss

chance applies to gaze attacks as well.



a rangers hunters bond, or a wizards arcane bond) and may not sum-

Effect: Panic allows teams to force their opponents to make a quick

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-

GM by giving her fewer creatures to keep track of and speeds up the

onds to declare his characters actions for the round. If the player fails


to do so, his character may only make one move action for the round.

GM Notes:

No sidekicks does not make classes with bond class features

weaker. Druids can choose to gain two cleric domains rather than
an animal companion, paladins can enhance their weapons with a
celestial spirit rather than gain a mount, etc.

Conjuration (summoning) spells that do not summon creatures,

such as summon instrument, are still valid.

Characters are allowed to change shape into animals, for instance

through the polymorph spell.

Illusions can be used. However, opponents are aware the law is in

place and will gain a +4 bonus to their saving throws as a result.


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.

The target of Panic needs to declare their action in 60 seconds,

they may use as much time as needed to implement the actions.

Alternatively, Panic can be an Action law, forcing all players to

declare their action in 60 seconds every turn.



Chapter 6
Law: Steal the Roll

Disallowed magic items include boots of speed and boots of striding

and springing.


Bonded animals and summoned creatures that can fly are okay.

Effect: Bright light illuminates every square on the map. All characters


can see clearly at all times. A character or creature cannot hide in an

area of bright light unless invisible or line of site is physically blocked.
The Spirit of the Law: This is the opposite of Fog of War. The intention is to minimize hidden movement.
GM Notes:

The source of light can be sunlight if the map is outside, or a permanent enchantment that cannot be dispelled for indoor maps.

It is important to state the light sources to all the players prior to

the match.


Spells like deeper darkness create areas of dim light and darkness.

Character Generation

Effect: Players are restricted to classes with stealth as a class skill.

Character Generation

Effect: Players may only select classes with 6 or more levels of spellcasting. Examples of acceptable classes are:


The Spirit of the Law: Spellbound makes for a magic-driven match.

This law is for those who enjoy throwing spells in a wizards duel.
GM Notes:

For multiclasses characters, all classes chosen must meet Spell

Bounds restrictions


The GM can restrict the classes to just wizard and sorcerer

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:


Hidden movement is prevalent in these matches.

PassCards will be a vital tool for communicating movement.

Effect: Twice per match, each team can steal the roll of an oppos-


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,

Effect Characters are restricted to mundane movement without magi-

Team A might steal Team Bs roll by rolling their cursed blue d20

cal assistance. Mundane movement consists of a characters natural

instead of Team Bs lucky green d20. Both dice are 20-sided. No

speeds (walk, climb, swim, etc.) including running and charging.

other changes occur. A team must announce to the GM they wish to

Spells, spell-like abilities, supernatural abilities and magic items that

steal the roll prior to the roll of the dice.

normally affect movement have no effect. Extraordinary abilities and

feats that affect a characters speed (such as a barbarians fast movement class feature or the fleet feat) function normally.
The Spirit of the Law: Movement should be kept to basic ground

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.

tactics. Characters cannot fly or dramatically increase their speed. This

GM Notes:

simplifies the match and requires more thoughtful tactics.

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:

Disallowed spells include expeditious retreat, fly, and similar spells.

opponent. This is expected and all results should be kept.

Be sure that the dice is rolled in the sight of all players.


conFlict mAPs

Introduction to Conflict-Maps

Conflict Maps are a bit difference from standard roleplaying and

miniatures gaming maps. Designed specifically for Conflict Roleplay-

Center Lines

The center lines separate Conflict Maps in halves both vertically

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

establishing the Restricted Area (described later in this Chapter). On

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

The maps created by Conflict Games are specifically designed for

line that separates the map evenly.

Conflict Matches. A variety of features and a symmetrical design

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

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.

Map End Configurations

There are four potential Map End configurations. They are deter-

All Conflict Maps are printed with a series of numbers and letters on

mined by the number of teams playing in the match:

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

map , with double letters repeating after Z when necessary. Numbers

are displayed sequentially on the left and right sides. The vertical and
horizontal lines form 1 inch squares called grid squares. The location
of each square within the grid is the grid coordinate as shown in figure
5.1. A grid coordinate is expressed as the corresponding letter followed by the corresponding number. The letters are always read first,
for example, C-21 as shown in figure 5.1.
Figure 5.1

play, either vertically as shown in figure 5.2 or horizontally as

shown in figure 5.3.

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.

Using Your Own Maps

Nothing prevents creating group-specific maps, but groups new to

Conflict Roleplaying should use the Conflict Maps to start. As a group
gains experience, ideas for new maps will naturally occur. Discuss your
map ideas and hear what others have to say by joining the discussion
on the Conflict forums at Also, keep
an eye out for future supplements from Conflict Games LLC featuring
the mapmaking process and ensuring ConflictCompatibility.

Map Ends

In miniatures games, the locations on the map where characters begin

are usually confined to a few squares and typically are inflexible. To
avoid that inflexibility, Conflict Maps offer large starting areas called
Map Ends. The team that wins Team Initiative (described later in this
Chapter) has the opportunity to reserve a Map End. Teams place their
characters and Map Elements within the boarders of their Map End
(although there are a few exceptions, see Chapter 9 Team Feats).


coNFLict mAps
Two Teams:
Vertical Center Line

Three Teams:
Dual Center Lines

Figure 5.2

Figure 5.4

Chapter 7

Map End Configurations

Figure 5.3
Two Teams:
Horizontal Center Line

Four Teams:
Dual Center Lines

Figure 5.5


Team Initiative
Team Initiative

CconFlict maPs

Team Initiative Checks*: At the start of a match, each team makes a

Leaving the Map

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

requiring concentration are lost.

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:

All players must adhere to the following prior to a Conflict Match.

Some Laws and Team Feats supersede the below rules.

Miniatures must begin the first round physically on the map, even
if the characters can not be seen by other teams.

Animal companions, familiars, mounts and large equipment

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

must begin the match adjacent to their owner. A character cannot

information exists on the Map Arcanum. This also helps ensure con-

start the match riding a mount or with a familiar in his pocket.

sistent rulings throughout the match, as all players and the GM can

All of a characters equipment must be able to fit in a square

adjacent to his character.

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

Equipment, magic, class or racial abilities cannot be used prior to

the start of the match.

Characters cannot begin the match in difficult terrain.

Characters must begin the match with their feet on the ground.
This includes characters that have the ability fly, swim, burrow,


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.

Map Arcanum Online

Each map produced by Conflict Games L.L.C. has an dedicated subforum. This sub-forum will reflect additional object definitions or
terrain details, as well as map strategies and notes from the Conflict
Community. Map Arcanums can be downloaded on the Conflict web
store: or in the download section of the
Conflict Forums:

PassCard Introduction

Chapter 8
Introduction To Passcards
Details, Details

Filling in a Passcard at the start of the match is generally a quick task.

After the initial transfer of information from the character sheet, the
GM should take the information she needs and record it for her own
use. Remember that it is always the responsibility of the player to
inform the GM whenever data about their character changes.
Below is a brief explanation of each section of the Passcard. While
some fields are obvious, such as name, they all have descriptions here
for completeness.

Header Section

Passcards present the key to communication between individual

players and the GM in a Conflict game. Prior to the start of a match,
Passcards gives you the space you need to provide your GM basic
facts about your character, such as your saves, armor class, and more.
This information help your GM when she needs to make decisions
about certain actions, such as if one of your enemies attempts to cast

Players Name: The player records his name in this field.

Characters Name: The player records his characters name in
this field.

Starting Items Held: Conflict Roleplaying character begin play

dominate person on you without your knowledge.

with up to two items or one two handed item in hand. The player

Additionally, the header section (described later in this chapter)

records what his character is holding and in which hand in this

tracks information about the match itself: the Battlepoints cap, Match

field. If a player intends to begin play with a twohanded weapon,

Type, match length, and Laws in use. There is also pertinent informa-

such as a greatsword, he notes that item in the entry for main

tion a player and the GM needs to keep track of without the other

hand and enters a ditto in the field for offhand.

teams knowledge, such as the coordinates of Map Elements, the

Teams Name: Before play begins, each team should devise a

characters perception modifier, and the teams Team Feats. This infor-

name for their group. The player records his teams name in this

mation is important to the player and the GM, so it holds a prominent

field. Although it isnt required, it helps the GM address the

location on the Passcard for easy reference.

teams and keep track of the characters. Coming up with a name

As Conflict Matches progress, the focus of Passcards switch to the

together can also be a fun team-building activity. Team names

roundbyround table. Players communicate with the GM through

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-

common, and team names certainly factor in. The MageKillers

nicate back, should she have the need.

are coming for you! Theres no place to hide!

After the match, players can note on the bottom whether they were

A list of team names can be found on page 14.

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

on to it for bragging rights or to keep score, having a record of exactly

needs to select a scenario to play. The player records the Match

what happened in the match makes the Passcard valuable and fun

Type in this field. Match Types are covered in full detail in Chap-


ter 3.


Scratch Pad
Header (continued)


Match Length: Different Match Types last different numbers

AC Buffs: Record your full, touch, and flatfooted ACs in the appropriate squares. In the open area list any modifiers you wish to

of round, generally 10, 15, 20, or until the victory conditions

note, such as the Mobility feat or a dwarf s dodge bonus against

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

match progresses, knowing how much time is left becomes more

penalties you receive to your armor class as the match progresses

important so having it readily available is a handy tool for players.

Line of Sight: Sometimes the GM needs to know how well a

character can see. The player records any special vision types
he has, such as darkvision or lowlight vision, in the Vision/
Distance field. The player records his perception modifier in the

# 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

Perception field, so if the GM needs to make a check for the

player, she has the information and doesnt need to ask for it. It
is the responsibility of the player to keep his Passcard updated.
Match Laws: Check off any match Laws in play. Be sure youre
familiar with the affects of these laws on the game. Laws are
discussed in full detail in Chapter 6.

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.

Saving Throws: The player records his saving throw modifiers in

this field. Much like perception skill modifiers discussed earlier,
these numbers are important if the GM needs to make a check
for a player. It is the responsibility of the player to update these

With the header details filled out, the player can give his Passcard to

numbers if they change during the game so the GM always has

the GM, who records the details on her sheet and then returns it. At

access to the current total.

this point, the Passcard is ready to communicate with the GM during

Scratch Pad

the actual match.

Battlepoints: The player records his char-

Movement: The player writes down the map coordinates of

acters Battlepoints cost in this field to help

the grid square they start their move in and the grid square they

the GM balance the encounter. The player

wish to end their move in. A player that does not intend to move

records the Battlepoint Cap in the second

during their round enters their current coordinates in the starting

box, making certain his characters total is

field and places an X in the ending field.

under the cap.

Initiative: The player records both his

Actions: This row is where the player marks down their actions
for their turns. Unlike the other fields, this field (along with

initiative modifier and total in this field. This

Notes, below) will likely have a lot of text. Be brief, and especially

helps the GM quickly sort PassCards in the

be neat. It is important for the GM to be able to read what the

order in which actions will take place.

player wants to do and quickly interpret their actions to keep the

Movement: The player records his speed(s)

game flowing. The player writes his actions in the order he wishes

in this field, and also makes note of any

them to occur. There is a list of abbreviations at the top of the

modifiers to his speed(s).

Round by Round section.



Chapter 8

For example, if a player wants his character to move then cast

the example above, a player should note the duration of effects in

invisibility, his actions field might look something like:

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

move 20 feet, his actions field might look something like:

this case1 to attacks and saves vs. fear, space permitting.


For reference, below is a list of common abbreviations to use in the

actions and notes field of the Passcard:
Table 8.1 Action Abbreviations
In the above examples, the player uses abbreviations for keywords





that appear often in his actions field. Abbreviating these terms has




Fullround action




Move action


Caster Level


Perception Check




Standard action


Difficulty Class


Set Trap


Disable Device


Slight of Hand






Free action


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:

For reference, below is a list of common abbreviations to use in the

Players should give the GM as much information as possible. If he

AC Buffs and Combat Effects fields of the Passcard:

Table 8.2 Bonus Abbreviations

casts a spell, he should tell her what type of saving throw (if any) and





the DC. If hes making a full attack, he needs to give her a clear indica-






























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.

Combat Effects & Buffs: If any character information changes

during play, this is the place to let the GM know about. For
example, if a wizard casts enlarge person on a barbarian, the
barbarians player should remind his GM of the changes to
his armor class, Reflex save, etc in this field. The wizard player
should be sure his GM and teammates are aware of the benefits
(and penalties) from his spells. This field is also the place to
write down questions for the GM. For example, in a Bloodspill
match, a player might want to ask the GM if he can currently see
or hear an enemy. This would be the place to ask it. Finally, as in

Feel free to develop your own list of abbreviations and find others on
the Conflict Forums:


The Role of PassCards

The Role of PassCards


sight, using a Passcard only hides a players actions if he is invisible

PassCards serve a specific purpose in Conflict Matches, but their

or hidden through some other means,Otherwise, he will be seen.

design makes them useful for a number of other reasons. A Passcards

Likewise, if he is in a room by himself without anyone in line of sight,

primary purpose is to allow players to communicate their actions

others cannot act based on the miniatures location, as they cannot see

to the GM without revealing their strategy to the opposing team.


Announcing, Im going to hide behind that corner and stab the next

The DoubleBlind: A player may wish to use a Passcard for a nones-

person to come down the hallway, defeats the purpose of preparing

sential movement in order to bluff the other team into thinking he is

such an ambush.

taking a significant action. Depending on the map, creating mystery

PassCards also allow the GM and players to keep track of pertinent

and acting as if his area is important may be as useful as actually mov-

information, such as a characters hit points, Armor Class, and percep-

ing to a valuable area.

tion modifier. They allow a player to ask the GM questions without

Whos Got the Rulebook?: From time to time, you might have an

betraying a particular intent. In addition, a Passcard keeps a mini map,

important gamemechanic question, or require clarification of a Con-

abbreviation list, and basic character information at the players finger-

flict scenario or Law. The Passcard makes an ideal medium through

tips, allowing for efficient tactical planning.

which to gain information from the GM without broadcasting your

While PassCards provide great utility and convenience to players,

intentions. If you ask, What do you roll to bullrush again the oppos-

inappropriate use of PassCards can bog down a Conflict match.

ing team can expect bullrush attempts, and might take precautions.

The Game within the Game

There are common situations in which PassCards add to the match,

and a few where PassCards are not useful at all.

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.

If They Only Knew...: The simplest, and most important, function of

If he is waiting for a good attack or a particular circumstance to occur

a Passcard is to keep the other team from knowing a players tactics. If

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,

Passcard is a good choice.

would they change their actions? and the answer is yes, he should

Readied: Ready actions, by definition, broadcast a players inten-

use a Passcard.

tions. I ready an action to attack when someone comes around the

Bluffing: One important note: using the Passcard in this situation

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

not metagame with that information, but it is hard to ignore out of

actions. If his intent is to stop his opponent from coming down a

character comments in a tactical match. Most ready actions require

hallway, he may wish to announce aloud, Im hiding at the end of

Pass-Cards to communicate in order to keep actions strategic.

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


Hellbreak Hallow manifestation

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:

I Charge...:PassCards serve no purpose when an action is

straightforward and public. Attacking another character, even
from concealment, does not require a Passcard. There is very little
the targeted player can do to alter his actions, even if another
player announces an attack. If a character is hidden, attacking automatically reveals his presence in the area, and using a Passcard
becomes pointless.

The TripleBlind and QuadrupleBlind...: Creating mystery

by bluffing the opposing team with a pointless Passcard serves
no real valuable. If a player lacks a strategy, passing Passcards
randomly to the GM in the hope that it will somehow simulate a
strategy or complex plan really just wastes time.

Too Complicated...: A player should be cautious of having a

plan so complex it requires everyone on the team to continually
pass long-winded PassCards to the GM; this can both confuse
and irritate

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.

Player Use of PassCards

PassCards are an integral part of Conflict Matches. Learning when to

Chapter 8

When Not to use the Passcard

which secretly states the item drawn and what he intends to do
with it.

Keep it Clear: The GM has multiple PassCards to sort through

and many actions to resolve; a messy, vague Passcard creates a
headache. Actions should be printed neatly. All sections of the
Passcard, including starting and ending coordinates, should be
filled in. Abbreviations should be double checked to ensure they
were used correctly.

Think Ahead: Immediately after a player ends his turn, he should

start thinking about what to do next. A players actions may
change based on other characters actions, but at least he has an
idea of what he wants to do. He should always keep an eye on the
map. As the players turn draws near, he becomes more certain
of his actions and can fill in his Passcard. In addition, the GM
should let players know when their turn is coming up next. This
will give players ample time to have their Passcard and actions

Coordinate: Once a player has an action in mind, he can pencil

it in and show it to his teammates. His plan of action may conflict
with theirs. Players may not be able to share information with
teammates if their characters are in other areas or if they are
prevented from communicating (for example, under the effects
of a silence spell). The GM has final say if players communicate
or not.

Remain Flexible: A player should have a backup plan in mind in

use them is as important as learning how to use them. If a player runs

case his original action suddenly becomes unnecessary or impos-

out of room, he may be trying to fit too much into his turn. If the ac-


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.

Keep it Brief: There is ample space in the Notes section on the

Conflict champion
of london - 1427

Passcard for most actions.

Use the Movement Columns: The movement columns on the

Passcard allow a player to specify his start and end spaces, but he
should indicate in the actions section if he is moving before or
after his action. He can also use the standardized abbreviations to
save space.

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


Examples of Passcard Use


Examples of Passcard Use

Scenario 1
Lazarus stands down a corridor. A Perception check tells him

Scenario 2
Catspaw, a rogue, spots his teammate fighting Zen, an enemy

that an enemy character advances from the adjacent corridor.

Wanting to make use of his considerable sneak attack, Catspaw

Lazarus decides to cast a flame strike once hes certain its an

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

hide. Not wishing to alert the enemy, he quickly writes a very

with his location, then writes that he is going to ready an action

simple Passcard entry:

to cast flame strike once he sees an enemy character. He adds

flame strikes save DC. He hands the passcard to the GM on his

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

detonates dealing enough damage to change the complexion of

check in secret. Zen fails, and thus cannot see Catspaw advance.

the match.

On the next round, Catspaw announces his intent to step up

Through his use of the Passcard, Lazarus was able to keep the

behind Zen and stab him in the back. Catspaw becomes visible

conditions of his readied action secret, thus preventing the other

once he attacks so a Passcard is not needed during this action.

player from metagaming to avoid his spell. This is a great use of

The match continues from this point and a new rivalry between

the passcard and demonstrates what it is designed for.

Catspaw and Zen begins.


team feAts

Chapter 9

Introduction to Team Feats

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.

Team Feats represent a teams cohesion and familiarity with each

All team feats presented in this Chapter have a type of [Team].

specific benefits to one team and each member of that team is free to
use the feats as described.

Acquiring Team Feats

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.

Team Feat Descriptions

The following format is used for all team feat descriptions.

Feat Name [Type Of Feat]
This entry is absent if a team feat has no prerequisite. A team feat may
have more than one prerequisite.
What the feat enables members of your team (you in the feat
description) to do. If a team has the same feat more than once, its

Selecting Team Feats

benefits do not stack unless indicated otherwise in the description. In

A team must discuss and agree on which team feats to take. In most

general, having a feat twice is the same as having it once.

cases majority rules however, if a team cannot agree on which feat to


select, the GM may cast a vote to break any ties.

What a team who does not have this feat is limited to or restricted


Some feats have prerequisites. In order to select or use a team feat

the prerequisites must be met. Unlike normal feats, team feats do not
single out any individual ability scores, class features, feats, skills, base
attack bonus, etc. Instead other team feats or events like playing a par-

from doing. If not having the feat causes no particular drawback, this
entry is absent.
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.


tEam Feats

Team Feats Descriptions: All For One

Table 9.1 Team Feat Summary

Team Feat

Effect Summary

Tip of the Iceberg

This Chapter contains a dozen team feats. This is a great start yet it is

All For One

Improves the Aid Other action from

+2 to +4.

only the beginning of the possibilities of teams feats. Look for more

Makes team members who are adjacent to each other harder to knock



Bonus Map Points

Your team begins play with 25 extra

map points.

Clever Distraction

Allows teammates to make coordinated feint attacks.

Improved Restriction

Team can place Map Elements 10 feet

past restricted starting area.

One for All

Allows teammates to absorb damage

for one another.

Practiced Perception

Team members gain +2 to perception


team feats in future supplements and online at

All For One


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.



Your team is difficult to knock down when standing next to each other.
Restriction Breaker:
Map Element

Team can place Map Elements 5 feet

past restricted starting area.

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:

One team member can start 5 feet past

restricted starting area.

Save a Friend

Once per match a team member can

maximize a healing effect.

teammate a +2 bonus on his next attack or a +2 bonus to AC.

Team Dodge

+4 dodge bonus to saves against teammates spells.

Bonus Map Points

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

Team gains the evasion ability to avoid

teammates spell effects.

Shared Luck

Reroll one ability check, skill check,

saving throw, attack roll, or caster level

Team Flanking

Gain a +4 bonus to attack rolls when

flanking with a teammate.

Whispered Strategy

Cast sending three times per match as a

spelllike ability.



Your team gains extra map points to use for Map Element selection and
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

The team has practiced distraction techniques, to allow those with

Practiced Perception


Through a complex set of sounds and signals, you and your team-

stealthy attacks to shine .

mates can rely on each other to evaluate areas of danger.

Benefit: You may feint on a teammates behalf. Make a feint, as nor-

Benefit: Every team member gains a +2 bonus on Perception

mal. On a success, the target loses his Dexterity bonus to AC against

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.

form of communication is considered a free action.

Normal: The target loses his Dexterity bonus to AC against the

Normal: A character can perform the aid another action and grant

next attack made by the character who feinted.

Improved Map Element Restriction Breaker


Through a superior understanding of the map dimensions, your team can

add Map Elements inside the restricted area.

his teammate a +2 bonus on his perception checks.

Map Element Restriction Breaker


Your team can add Map Elements inside the restricted area.
Benefit: You may place one Map Elements within 5 squares (15

Prerequisite: Map Element Restriction Breaker.

feet) of the center lines in play.

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

cally 20 feet) of the center lines in play.

feet of that Map Element may occupy the restricted area.

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.

Teammate Restriction Breaker


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.

One For All


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.

Normal: Normally only the person performing a feat can benefit

from it.


tEam FeAts

Team Feats Descriptions: Team Evasion

Save a Friend


Team Evasion


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

Prerequisite: Team Dodge.

Benefit: Each member of your team gains the evasion ability
against your teammates spells and effects that allow for Reflex
saves. You do not gain evasion against any other spells or effects.

a Friend ends. If an opposing team member uses this item, the item

Special: You must be wearing light or no armor and cannot be en-

does not grant them to effect of Save a Friend, even if they used the

cumbered or grappled to benefit from this feat. If you already have

item within two rounds.

evasion, you instead gain improved evasion. If you already have

improved evasion, this feat grants no additional abilities.

Team Dodge


You have been burned so many times by your teams spellcasters, you

Shared Luck

have a knack for dodging their effects.

Your team is exceptionally lucky.

Benefit: Each member of your team gains a +4 bonus to saves

against spells cast by teammates. For example, you gain a +4 bonus
to Reflex saving throws to avoid a fireball cast by a teammate.
Normal: No additional bonus are applied for saves versus your


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.

own teams magic effects.

Team Flanking


Your team works very well together in melee combat.

Prerequisite: Clever Distraction.
Benefit: Each member of your team gains a +4 bonus to attack rolls
when flanking with a teammate.
Normal: Allies receive only a +2 bonus when flanking.

Whispered Strategy
Conflict champion
of Rome - 1472


Your team has prepared so long for this match that communication is
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.


Players tips & tactics Chapter 10

Optimizing Your Character

Optimizing your character for the Conflict

a back-up plan, or builds their entire strategy around that feat. Sneak

Character optimizing in Conflict Roleplaying isnt much different

attack, and similar abilities, are harder to use with ranged attacks. Even

from optimizing for a Pathfinder RPG game. The biggest difference

still, sneak attack at range keeps a rogue protected by keeping him

optimizing a PC for Conflict Roleplaying are the abilities characters

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-

Greater invisibility allow a rogue to make multiple sneak attacks with-

ers might shy away from building characters around tripping because

out breaking the spells effects. A monk can make use of his Stunning

their GM pits them against significantly larger opponents. In Conflict

Fist ability to cause a foe to lose his Dexterity bonus to AC, making for

Roleplaying , Players go up against opponents that are typically their

a prime sneak attack target.



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.

Casters have tons of spells at their disposal, especially if your GM

includes extra source books. Choosing your spells is important to
making an effective caster, but knowing when to cast themand at
whomis the real key to success.
Dispel Magic: Every team, if capable, should have access to dispel

For Melee Combat

magic. If a team has no spellcaster capable of casting dispel magic, it

For melee combatthemed characters, players should consider tactics

needs scrolls or wands to provide it. Dispel magic is the counter to

normally difficult to use, such as tripping, disarming, bull rushing, and

match ending spell effects and should be considered a must have in

overrunning. Each of these provides advantages in Conflict Role-

tactical planning.

playing matches. For starters, the chance of success increases in a

Utility Spells: Casters need to consider the value of utility spells.

Conflict Roleplaying match because characters tend not to have size

These are spells such as detect magic, secret chest, and identify. They

bonuses to the Combat Maneuver Defense. The size bonuses given to

have little or no use in combat, but typically used between encounters.

monsters make these tactics harder to pull off. Another solid tactic to

Players might want to consider keeping a divination spell or two on

consider is the Spring Attack feat tree. Coupled with a high movement

hand. For example, detect magic can prove helpful and only requires a

speed, Spring Attack allows characters to hitandrun, damaging

0level spell slot. The opportunity cost of preparing detect magic is low

opponents while keeping safely out of harms way. Characters that rely

enough to make it worthwhile. Identify, on the other hand, is never

on bonus damage, such as a rogues sneak attack or a rangers favored

going to provide any sort of combat advantage by virtue of its 1 hour

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

rely on dealing additional damage on several attacks per round, and

dungeon crawl adventure, it is not going to serve well in a Conflict

Spring Attack at least under normal circumstancesonly allows for

Roleplaying match. Leave it at home and prepare something explosive

a single attack each round.


For Ranged Combat

Building an effective ranged combat character is essentially the same

in Conflict Roleplaying . The key is maximizing the total number of
attacks made in a single round while reducing the number of attacks
sustained. Feats such as Rapid Shot (for bows) and Two-Weapon
Fighting (for thrown weapons) increase the number of attacks in a full
attack action. Much like Spring Attack for meleethemed characters,
ranged characters might consider Shot on the Run as a way to harry
opponents while staying out of range or ducking behind cover. Unfortunately, Shot on the Run only allows for one attack under normal
circumstances, so most of the time a character uses Shot on the Run as

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.


Players tips & tactics

Enemy De-Buffing

Careful of Casting Times: The time it takes to cast a spell is im-

portant for casters. Spells such as the summon monster series and call
lightning have a 1 round casting time, making them difficult to pull

Chart 10.1 Targeting Spells without Metagaming

Visual Clue

off when the heat is on in combat. Remember that a casting time of

You can probably assume Reflex

1 round is very different from a casting time of 1 fullround. A

casting time of 1 round requires a caster to start casting one round
and finish casting the next round, while the latter simply requires a

Casting Consideration

save is a weakness, and that its

Heavy Armor

coupled with a low Dexterity. Fire

away with blasting spells such as

fullround action. While casting a spell with a 1 round casting time,


casters are vulnerable to having their spell interrupted by the opposing

Barbarian is a good possibility, as

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,

is fighter. Avoid targeting Fortitude

several otherwise useful spells are effectively unavailable. Any spell


save, as the character probably has

with a casting time measured in minutes, such as raise dead and break


a high save and good Constitution.

Target Reflex or Will instead.

enchantment, takes too long to cast during a Conflict Roleplaying

match. Even spells with casting times longer than 1 round but less

Theres a good chance the character

than a minute, such as regenerate and snare, require serious consideration prior to casting simply because players have only a few rounds

Light Armor, Light

to claim victory. While such spells oftentimes produce useful effects,


their long casting times typically shuffle them into the do not use

is a rogue or ranger. Avoid Reflex

save spells and instead focus on
mindaffecting spells with a Will


This character is either an arcane

How To Avoid Metagaming: Casters often fall into metagaming traps

that non-spellcasting opponents are usually pretty quick to point out.

No Armor, Light

Players should be careful to avoid using logic like, Well, I know youre

Weapons Or No

a rogue so Im going to target your weak Will save. The character


would not know that sort of information and the person playing

caster or a monk. For arcane casters,

target Reflex or Fortitude saves.
For a monk, avoid spells that allow
a saving throw altogether, such as

the rogue is sure to point out the metagaming logic. Conversely,

conjuration spells.

Youre wearing leather armor and carrying light weapons. I bet your

This character is probably an arcane

reflexes are quick, but your mind is weak. It draws you to the same

No Armor, Spell

caster. For arcane casters, target Re-

conclusionuse spells that target Will savebut gets there without


flex or Fortitude saves. But mostly

metagaming. Visual clues from a characters description or actions can


just do damage, arcane casters as

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


normally light on hit points.

Players tips & tactics Chapter 10



round of McGuffin and the fighter is sprinting to the Hallow with the

Healing in a Conflict Roleplaying match requires a different mind-

McGuffin, a cleric should not waste time healing the rogue two rooms

set. In the fast paced and time-shorten Conflict Roleplaying matches,

away. When planning for the match, consider conscious sacrifices as

healing need to be immediate and potent. There is no next encoun-

a viable tactic. Players cannot kill their own team, but a suicidal run

ter to save healing for so there is no need to be conservative with

could provide the distraction necessary for the win. Remember, teams

spells or potions. Healers are often targeted early; self-sufficient live

win, not players.

longer and take the heat off the healer.

Healing Potions And Oils

Good Clerics versus Evil Clerics

A simple way to be more self-sufficient and less reliant on

In the Pathfinder Roleplaying game, clerics abilities are tied not only

the healing of others is the use of healing potions. Heal-

to their gods but also their alignments. Good aligned clerics are excel-

ing potions are more expensive in Conflict Roleplaying

lent healers, channelling positive energy and spontaneously casting

because single-use items cost 5 times more than normal.

Cure spells. Evil clerics are excellent damage dealers, channelling

Despite this, they are worth every gold coin and should

negative energy and spontaneously casting Inflict spells. Clerics of

be part of most characters equipment. Below is a list of

any alignment are useful in Conflict Roleplaying matches, and they all

things to keep in mind when using potions.

benefit from Selective Channelling.

Retrieving a stored potion takes a move action

Selective Channeling

Selective Channeling is one of the most important feats a cleric can

take. The downside to channeling is that it affects all targets in the
area, not just teammates. The likelihood of unwanted targets within a
clerics channel energy burst enemies that good clerics do not want
to heal, teammates that evil clerics do not want to harm- is high. The
Selective Channeling feat allows characters to exclude unwanted targets. Selective Channeling can be taken by first-level clerics provided
they have a Charisma of at least 13.

and a free hand.

Drinking a potion is a standard action. Therefore, it take a full round to take a potion out
and drink it.

Potions take effect immediately.

Using a potion provokes attacks of opportunity.
Every character may begin the match with an item (or two) in
hand. This can certainly be a potion.

Countering Potions and Oils

Note: Selective Channeling allows clerics to exclude a number of tar-

Having an opponent on his last legs only to see him take a 5 foot step

gets equal to their Charisma modifier. To exclude the entire opposing

back and drink a healing potion really spoils a victory. Healing potions

team, a cleric will probably need at least Charisma 16 (+3 modifier).

can change a match in a flash. Here are a few things to consider when

Fortunately, a high Charisma also allows clerics to channel energy

faced with a game changing use of a potion.

more frequently.

Using a potion or oil provokes attacks of opportunity.

An opponent may direct an attack of opportunity against the po-

Healing Gambits

In a Conflict Roleplaying match, it can be tactical to let teammates

die. It can be hard to accept the idea of sacrifice, but it is a valid
strategy in a time-sensitive game like Conflict Roleplaying . They
dont need to be resurrected later. Players do not have to sit out sessions. Even within a 10 round match, there are times when it is more
advantageous to sacrifice a character. At the start of a match, the healer
should try to keep everyone alive. This is when a team needs a strong
push to set up for the win, and each character will probably have a
role to play. Near the end of the game, a character in imminent danger
may not be in a position to contribute to the win anyway. If its the last

tion or oil container rather than against the character.

Potions are very fragile. They typically have an AC 13, 1 hit point,
hardness 1, and a break DC of 12.

The dispel magic spell suppresses potions and/or their effects.

Potions may only duplicate the effect of a spell of up to 3rd level.
The minimum caster level must use to create magic items under
Conflict rules. Therefore, the DC to dispel this is fairly low.

Incorporeal creatures cannot use potions or oils.

The Step Up feat is the perfect counter to the step back and drink
a potion tactic.


Players tips & tactics

Battlepoints Optimizing
Be Prepared

Three levels of fighter cost 3 Battlepoints. An 18 Strength costs an-

Players should always pay attention to the ebb and flow of the encoun-

other 17 Battlepoints, for a total of 20 out of 87 spent. Taking another

ter, and know their actions when their turn comes up. Certainly, there

level of fighter would grant the following benefits: +1 base attack, +1

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

wanted to do. Having a backup plan in mind helps recover quickly

could be used for Weapon Specialization, available to a fighter at 4th

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-

in the initiative order, a player becomes more immersed in the game

tack and +2 damage. To replicate those bonuses without taking a level,

while being a better player.

the player would have to buy a +2 weapon, at a cost of 44 Battlepoints.

For example, a character who makes use of shapeshifting, such as a

It is easy to see that buying an extra level is much more efficient than

lycanthrope or druid, or intends to summon creatures, should do a bit

making up the damage another way. Another player builds a rogue.

of work ahead of time and have all the stat blocks they need on hand

Three levels of rogue cost 3 Battlepoints. An 18 Dexterity costs

and ready to go. Not much bogs down a game session like a wizard

another 17, for a total of 20 out of 87 spent. Taking another level of

who summons 1d3 fiendish tigers and then has to apply the template

rogue would grant the following benefits: +1 base attack, +1 Reflex

to the base creature. Building these stat blocks during character cre-

save, a rogue talent, and uncanny dodge. Uncanny dodge is a useful

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-

or ability for example, Finesse Rogue, which allows the character

nate stats. If a fighter drinks a potion of bulls strength at the beginning

to add his Dexterity modifier instead of his Strength modifier to his

of combat, he must be aware of what effects that +4 Strength have on

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

Optimizing Battlepoints is an art that takes time and practice. This

section outlines a few general rules to help players learn.
Ability scores are the cheapest way to increase your effectiveness.
Consider a 1st-level fighter with a 16 Strength (10 Battlepoints)
and a longsword (0 Battlepoints). He attacks at +4 for 1d8+3 damage (assuming he holds the longsword in one hand). A +1 longsword
costs 24 Battlepoints, granting him an attack at +5 for 1d8+4 damage
and a total Battlepoint cost of 34. However, if the fighter increased
his Strength to 18 and kept his regular longsword, he would do the
same attack and damage at a total cost of 17 Battlepoints. Remember,
in Conflict Roleplaying Matches you fight other characters, not
monsters. Damage reduction is rare. Compare the cost of raising an
ability to maximum over purchasing equipment before spending your
Character level may be restricted by the GM. However, if she does
not assign a character level, it may seem like a good idea to keep spare
Battlepoints by playing a lower level character than the Battlepoints
cap suggests. This is rarely optimal. Look at an 87-point build. This
suggests a 4th level characters. The A Level Off rule allows players to
make between 3rd and 5th level characters. A players builds a fighter.


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.

Players tips & tactics Chapter 10

Battlepoints Optimizing

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

Table 10.3 Approximate Battlepoint Cost of Armor & Shields

Armor and Shields

Battlepoint Cost

+1 shield (any type)


+1 padded, leather, hide, or studded

leather armor


+1 chain shirt or scale mail


use are the activation time and the risk of dispel magic. As dispel

+1 chainmail, breastplate or splint mail


magic can also suppress magic weapons and armor too, though, the

+1 banded mail


payoff is still considerable. The following tables display lists of com-

+1 half-plate


mon magic items and their cost in Battlepoints.

Table 10.2 Approximate Battlepoint Cost of Single Use Items

+1 full plate


+2 armor or shield

add 30 to the cost of +1 armor

or shield

+3 armor or shield

add 80 to the cost of +1 armor

or shield

+4 armor or shield

add 150 to the cost of +1

armor or shield

+5 armor or shield

add 240 to the cost of +1

armor or shield

+6 armor or shield

add 350 to the cost of +1

armor or shield

+7 armor or shield

add 480 to the cost of +1

armor or shield

+8 armor or shield

add 630 to the cost of +1

armor or shield

+9 armor or shield

add 800 to the cost of +1

armor or shield

+10 armor or shield

add 990 to the cost of +1

armor or shield

Single Use Items by Price

Battlepoint Cost

25 gp

50 gp

100 gp

125 gp

200 gp


250 gp


300 gp


350 gp


375 gp


600 gp


700 gp


750 gp


900 gp


1050 gp


1100 gp


1125 go


1200 gp


1375 gp


1500 gp


1625 gp


1650 gp


1800 gp


2275 gp


2400 gp


3000 gp


3275 gp

*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.

Table 10.4 Approximate Battlepoint Cost of Weapons

Battlepoint Cost
+1 weapon


+2 weapon

add 60 to the cost of +1


+3 weapon

add 160 to the cost of +1


+4 weapon

add 300 to the cost of +1


+5 weapon

add 480 to the cost of +1


+6 weapon

add 700 to the cost of +1


+7 weapon

add 960 to the cost of +1



+8 weapon

3825 gp


add 1260 to the cost of +1


+9 weapon

4000 gp


add 1600 to the cost of +1


8000 gp


+10 weapon

add 1980 to the cost of +1


*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.


Players tips & tactics

Match Tactics
Match Tactics

Map Edge

matches the series of actions that a team decides to take. Because

means some spells, such as ethereal jaunt and astral projection, become

Conflict Roleplaying is more than player versus player combat, and

useless. Typically, Conflict maps do not have exit points (the edges

its important to keep roleplaying a part of tactical planning, every

are solid) and so you cannot walk off or Bull Rush another character

match has an objective players need to complete in order to win.

off the map.

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-

actions . For example, the tactical planning for an Ambush is different

munication to the map is lost during this time, including telepathy, and

from the tactical planning for a McGuffin. In an Ambush scenario,

spells requiring concentration are lost.

Match tactics are the plans that go on before Conflict Roleplaying

defenders need to carefully consider where Map Elements might be

placed and watch for them, and think of where to place Map Elements
in order to trap the other team. In a McGuffin scenario, both teams
try to capture a loadstone, so battlefield control spells and abilities
(such as wall of stone or entangle) and stealth (such as invisibility or
the Stealth skill) are tactics that play a large role in determining the

Voluntarily leaving the field of play causes a disqualification. This

Share with the Conflict Community

These suggestions are by no means comprehensive; more ideas
and tactics will come to you as you play and are discussed
heavily in on the Conflict Forums located at

outcome of the match. Chart 8.1 contains suggestions for abilities,

feats and spells that could be useful in different scenarios.

Match Type


Brothers Keeper

Conquer & Reap

Kill of the Hill
Monster Mash
Snatch n Grab


Table 10.5 Suggested abilities, feats, spells per Match Types

Evasion, Quick Disable,
Deft Hands, Lightning
Trapfinding, Trap Sense,
Reflexes, Stealthy
Cleave, Critical Focus,
Rage, Sneak Attack, StunPower Attack, Vital
ning Fist
Combat Expertise,
Channel Energy, Defensive
Selective Channeling,
Roll, Lay On Hands
Fast Movement, Stability,

Stand Still, Stealthy,

Trap Sense

Improved Feint

Quarry, Still Mind, Evasion

Selective Channeling,

dispel magic , find traps, invisibility,
see invisibility
fireball, magic circle, poison, sound

bears endurance, blur, glitterdust

entangle, fly, hold person

fear, invisibility greater, wall of ice

Fast Movement, Rogue

Point Blank Shot,

Diehard, Improved Bull

Crawl, Stability, Stand Up

Fast Movement, Slow and

Rush, Improved Trip

Acrobatic, Mobility,

Sneak Attack, Quarry, Fast

Alertness, Deadly Aim,


Improved Overrun


Elven Immunities, Fascinate,

Athletic, Improved

dominate person, enlarge person,


Grapple, Stunning Fist

entangle, hold person

fly, grease, gust of wind, hold person

bulls strength, expeditious retreat, fly
bears endurance, mirror image, shield

Players tips & tactics Chapter 10

Conflict Taunts

Its Still Roleplaying

Table 10 .6 Game Taunts

At its heart, Conflict Roleplaying is like any other roleplaying game.

You have stats that determine what your character can do, you deter-


You ok? You look like rabbit in the shadow of a hawk.

mine his actions, and you roleplay his interactions with the world. The


Here rabbit, rabbit, rabbit


Go and bite fire!

nor does it mean theres no room for roleplaying within the game.


Heres the panic button. Youre gonna need it.

Your character still interacts with others, whether they are your team-


Im going to beat you until I violated the laws of physics!

mates or foes.


This day is mine!

So Dont Be Afraid To Roleplay


Here kitty, kitty, kitty

When coordinating actions between party members, dont be afraid


I should have killed you first!

to speak in your characters voice. Similarly, when you confront an en-


Allow me to introduce you to your own Blood and Ash!

emy you should find ways to engage in incharacter dialog. Taunting


Now, you know am coming for yaRight?

difference is that Conflict Roleplaying focuses on tactical combat.

However, that doesnt mean every match is a hack and slash slugfest,

is a fun way to do this, as are fun descriptions of your actions. I swing

my sword, is dull. I sneer at the pesky dwarf as I parry his axe. As the
momentum of his ungraceful swing carries him to the side, I strike



at the sudden opening, sinking my sword deep into his disgusting

hairy flesh, is much more fun and descriptive. You may even wish to



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

to engage in these deadly matches.


stupidity, or are you just a natural talent?

Why not save yourself the trouble and surrender now?

Im Gonna Kick your #$%!@!


Its not the 8 Charisma thats hurting you, its the 5 Int...


You might want to sit down for this.

and flavor to the table. Tactically, its entirely possible for your taunts


Youre just another notch on the haft of my axe.

to affect how the other team decides to play the match. If you can ac-


Im pretty sure you wont be able to regenerate from this!

complish this, its generally in your teams favor, since the other player


Its not my fault you failed your save.

is now reacting to you rather than thinking about the match. How-


Ill try not to step on your corpse on my way by.

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


to cross it simply for the sake of table harmony.

Dont Cross the Line: Above all, remember to keep any taunting to


Consider yourself lucky. Not everyone gets to meet their

What would you rather be skeleton or zombie?
Hurry up and take your action. Not like itll make a dif-

ingame material. Players moms, spouses, and so forth should be off


Im right here, come kill me!

limits in any taunts, while fighting prowess, ingame appearance, and


No, no, no! THIS is how you swing a sword!


No, STOP! HAHAHA!!! Sto....That TICKLES!!!!


I hope you like explosions and screaming...

are your friends and its just not worth losing a friend over an ingame


Hero fall down and go spat!

interaction. Remember where the line lies so the next time you can



luck are all fair game for your taunts.

If you do cross the line, its important to pull things back as soon as
possible. If you offend another player, offer an apology. Again, these

Theyre gonna have to make new words for the things

keep things on the fun side of while still offering up taunts.

In table 10.6 you will find a list of taunts to warm you up for your next


Im going to do to you and they wont be pretty words,

cause theyre not gonna be pretty things!




Conflict Gamemastering

map, she should read up on underwater combat beforehand. If the

Running a Conflict Roleplaying match is not that different from

Map Element Rusty could come into play in the match, she should

GMing an ongoing campaign. In many ways, its easier. That is to say,

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

memorize these rules. Use sticky notes to summarize important rules

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

GM Assistant: Sometimes the GM will plan a particularly large or

tricky. The onus is on you to keep the game brisk and exciting while

complicated Conflict Roleplaying match. It may be useful in these

refereeing disagreements between your friends.

circumstances to have an assistant to aid with the adjudication. This

This chapter contains tips, tricks, and summarized information to

works best if the assistant is not a player but a second GM. Someone

make your job as a GM a little easier. Throughout this Chapter, use of

with a rules-lawyer mindset works best. In these instances, the GMs

the word you refers specifically to the GM.

primary job is to keep the action moving, referee common situations,

Adjudication and the Referee Role

Running a Conflict Roleplaying match requires a different set of

priorities and a different focus than traditional GMing. In a campaign,
the GMs primary role is that of storyteller. It is her job to keep the
action moving, to introduce interesting elements to the game, and
keep the storyline consistent and entertaining. Entire sessionsentire
story arcsmay pass without a single combat.
In Conflict Roleplaying, the GMs primary role is that of referee.
The Match Types encapsulate the story. There is no plot to continue
from match to match. Her role becomes that of an omnipotent, but
impartial, overseer. Her job is to keep the match moving from round
to round, adjudicating rules and questions as they arise. Fulfilling
the referee role may be a change of pace for many GMs used to more
traditional campaigns, but it is by no means difficult to adopt. A few
small changes make it easier for the GM to step into her modified role.
In fact, once a GM, becomes accustomed to running a Conflict Roleplaying match, she can use it to step away from her regular campaign
while keeping the players engaged. For example, if you need an extra
week to prepare your regular game session, spending a week playing Conflict matches allows you to maintain your gaming schedule
without canceling.

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

Know Your Rules

must decide what seems logical and commit to that outcome. The

Many GMs have an encyclopedic knowledge of the rules already, but

phrase for now can be useful in these situations, as in, For now,

memorizing the rulebook isnt necessary for running a good Conflict

we will do it this way. After the match, Ill look up the exact ruling

Roleplaying match. Beyond knowing the basics of combat, the GM

for next time. The GM is also responsible for encouraging players to

should study necessary rules before a match. Grappling, disarming,

announce their actions in a reasonable time. Some players like to think

and other combat maneuvers become much more likely in player vs

so carefully about their actions that it slows down play for everyone.

players play, and a good GM studies such rules frequently.

The GM must insist on an action within a reasonable time. Members

Be Ready: The GM should study all rules pertaining to the Match

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

forcing the dawdling player to act within one minute.



Chapter 11

Rules Lawyers

Mmmm Fudge!

Lookup the rules on your own and be sure to announce your deci-

In roleplaying games, the temptation to fudge die rolls, whether youre

sion as the GM to the entire group. Once that rule is established, you

a GM or player, is sometimes too much to resist. Players dislike fail-

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

GM, or who are generally disruptive should be spoken to and possibly

cant fall to a critical hit in the first round, can he? Conversely, GMs

disqualified. See Disqualifying Behavior for more information.

sometimes fudge rolls to save players or scale back an overpowering


encounter. While it might be difficult at times, you should do your

best to avoid this temptation as a GM. Your players trust you to play
it straight, particularly in a Conflict Roleplaying match. Even if you
fudge the rolls in a players favor, youre still violating that trust. While
some players wont mind, many will. And like all matters involving
trust, once the trust placed in you has been violated, its exceptionally
hard to earn it back. Many of the reasons for fudging dice in other
roleplaying gamessaving a PCs life, saving a villains life, extending
the fun factor of the game by having a monster make its save, and so
ondont really apply to a Conflict Roleplaying match. Sure, it stinks
when a character dies; but one of the beautiful things about Conflict
Roleplaying is that theres always the next match, where the character
is revived and unscathed.

Rules Lawyers

Many a roleplaying game has crashed to a halt because a rules lawyer

started an argument with the GM or another player. In a Conflict
Roleplaying match, the potential for this is increased, due to the competitive nature of the event. For sake of definition, a rules lawyer is a
player who is wellversed in the games rules and uses that knowledge
to correct the GM and other players during game play. A rules lawyer
typically will correct anyone, whether or not it benefits him or his
team. More derogatory terms, such as munchkin, apply to a player
who only corrects rules issues in his favor. Such players need to be
watched and arbitrated more closely.
A rules lawyer can be a boon to your table, if you leverage his skills
correctly. Like all good players, a good rules lawyer accepts that GMs
have table rulesways to run the game that generally help the GM
keep the flow going. Make it clear that you welcome his input whenever he believes you or another player made a mistake. Listen carefully,
and try to keep your biases aside. Then make a ruling, with a clear understanding that if the rules lawyer still disagrees with your decision,
youre more than willing to talk about it after the match.
Be careful not to fall into the trap of relying on the rule lawyer. Dont
look to him to clarify every rule. This will give him more authority
then the other players and lead to difficult situations.

Once a match is complete, the players and the GM might enjoy

playing the same scenario as a rematch. There are several methods by
which the GM can stage a rematch. The players can play again with the
same characters, now aided by their knowledge of how the map works
and what Map Elements are available. The players can play again with
the same characters, but must use their map points to purchase different elements. The players can switch characters, so that each team now
plays the other teams characters. Half of the players, chosen randomly,
can switch sides so that now each team is comprised half of original
members and half of new members.

After the Match

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.



Campaigns & Conflict Matches

Campaigns & Conflict Roleplaying Matches

Integrating Conflict Matches

ly scheduled campaign games. Beyond just doing something different,

storybased campaigns. The Conflict Roleplaying system lends itself

there are many reasons to play a Conflict Roleplaying match instead.

to many situations that can enhance a storybased game, and add

Special Guest Star: On occasion, other friends might want to play

dimension and fun to the players experiences.

in your game for only a session or two. An outoftown guest might

Integrating Conflict Roleplaying matches into your regular campaign

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


game is like. Rather than come up with a storyline involving one char-

Learn the Rules: If youre the GM and intend to work Conflict

Conflict Roleplaying matches are a great change of pace from regular-

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.

Conflict Roleplaying matches have a lot to offer players who prefer

matches into your campaign, read the Conflict Roleplaying

rulebook thoroughly until you have a good grasp of the rules and
structure of matches.

Change of Pace: Youre between

Teach the Others: Most

story arcs in your campaign and

players of Conflict Roleplaying

need a breather before launching

matches wont need to under-

into the next segment. Instead

stand all the rules in order to play,

of a side quest or bookkeeping/

provided they already know how

shopping session, run a Conflict

to use the Pathfinder Roleplaying

Roleplaying match instead. The

Game Core Rulebook . What

players can use their campaign

they do need to understand are

PCs or generate new characters

the new Concepts summarized on

for the match. This gives every-

page 6. Run a sample match for

one a bit of downtime while still

23 rounds to clarify these rules

allowing you to hang out, play a

after a brief explanation.

game, and have fun together.

Short a Player: Sometimes it doesnt matter if one player cant make it
to the game. Other times, he might have had an important role in the
coming session. Rather than cancel, the remaining players can enjoy
a Conflict Roleplaying match or two. This allows the fun to continue
without the absent players missing out on important campaign time.
Part of the Game: With forethought, you can work a Conflict match
into your campaign deliberately. The characters could have a king or
other important figure to protect, using the Regicide match type to
resolve the story. Recruit players to run the opposing team to throw
off players familiar with your GMing and introduce a serious chance
of failure. With prior planning, you can establish an arena in the area
ahead of time, and present the characters with an impressive prize for
competing (a sample arena appears at the end of this section). Divide
up the PCs, place the special guest star on one of the teams, and let
the fun begin!


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.

Battlepoints Cap: The suggested Battlepoint Cap is too limited

to properly fit campaign characters equipment. Ability scores
that are rolled rather than purchased using a points buy are
difficult to balance. At the GMs discretion, the Battlepoint Cap
should be optional when importing characters from a campaign

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

First and foremost, a player should

edge. Some players cant help use metagame knowledge in a Conflict

always know where his character is lo-

Roleplaying match. Well, since I know Catspaw is waiting around

cated by the information recorded on

the corner ready to stab me in the kidney, Ill go over here instead,

his PassCard. Using the Passcards

even though theres no real good reason for my character to do so.

to keep track of hidden characters

You can avoid this scenario by removing Catspaws miniature(mini)

whose mini have been pulled

from the map and allowing the player to communicate his move-

be difficult at first but becomes

ments through the PassCards exclusively. This is called hidden move-

This is also your audit trail as a GM. You can

ment. The character is not represented on the map yet fully participat-

use a similar method to record the characters

ing in the match. When a character successfully hides or is invisible to

movements on the map. Officially licensed

the opposing teams, remove his miniature from the map. To remove a

maps have associating PassCards with a smaller

mini the circumstances need to be perfect. It is ultimately up to you if

version of the map placed on the back. With this

the situation deserves the mini to be pulled. Once that circumstance is

paper copy of the map, writing initials on it or

broken (i.e. a successful perception check) the mini should be imme-

using a sticker thats easy to peel off, like a Post-It,

diately returned. Here are a few situations where it may be warranted

indicates where a character is located.

to remove a mini.

Using paper copies of the map is great, however if you dont have one

Non-combat situations: It is recommended that minis stay on

or dont want to deface it, keep a scrap piece of paper handy where you

the map during any combat situations. If a character withdraws

from combat and successfully hides, the mini can be removed.
However, the GM must first ensure the character is out of sight.

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.

Magic: Invisibility or similar

spell effect is cast on the character.


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.

Line of Sight and Hidden Movement

Most perception checks are reactive, made in response to observable

Because an invisible character is

objects or creatures. Intentionally searching for anything beyond a

extremely hard to detect moving

reactive check is a move action. Characters hiding in a players line of

around, the mini should remain

sight (or those who are hidden and move into or through an opposing

off the board for the duration of

team members line of sight) are considered observable and subject

the spell, even if an opposing team

to perception checks. The GM must carefully monitor when hidden

member pinpoints the characters

characters meet these conditions. If the hidden character is perceived

location for one or more rounds.

then the mini returns to the map. The difficulty here is remembering
to check line of sight during character movement. One trick to help

Note: At the start of a match,

expedite things is having the players roll a perception check on each

all miniatures must be present.

movement before determining line of sight. If the perception roll

Miniatures remain on the map until

doesnt match the hidden players stealth roll then there is no need to

they perform an action that you feel

check lines of sight. This saves the GM and the players a time consum-

warrants their removal.

ing step.




Illusions can be difficult for GMs to adjudicate. When illusions come

Its not Real!: If a character points out an illusion to others, the

into play, it is helpful to know the illusions type:

others gain a +4 bonus to their own saving throws. At the GMs

Figments: Spells like minor image and silent image create an im-

discretion, this can also occur when observing or overhearing another

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.

Glamer: Spells like disguise self change the subjects apparent

qualities for example, making an object look, feel, or smell like
something else.

Patterns: A pattern creates an image that has an effect in the

viewers mind (patterns, such as hypnotic pattern, are always
mind-affecting spells).

Phantasm: A phantasm (like phantasmal killer) exists only in

teams interaction with the illusion.


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

the mind of the subject. There is no visual illusion corresponding

reason is a good idea for the harmony of your table. Remember, you

with the mental effect.

dont know Catspaw is hiding around that corner, so your character

Shadow: A shadow (like shadow conjuration) is partly, but not

quite, real.
Keep the following rules in mind when handling illusions:
Familiarity: A caster can only create an illusion of something he is familiar with. If the caster has never seen a dragon, he will not be able to
create a realistic dragon illusion. He could make an illusion of what he
thinks a dragon looks like, though, and hope his opponent has never
seen a dragon either! To help simplify this, all characters are familiar
with all creatures listed in official Pathfinder Roleplaying Game products such as the Pathfinder Roleplaying Game Bestiary.
No Automatic Saving Throws: Enemies do not automatically receive
saving throws to see through an illusion. They must study the illusion
closely or interact with it (for example, attack it or try to touch it) to
receive a save. A successful save reveals the illusion as false, but leaves
a translucent outline of a figment or phantasm. A failed save means the
enemy fails to notice the illusion is fake.
Impossible Actions: No save is required in circumstances where
the illusion is obviously fake. A dragon that walks through a wall and
breathes heatless fire that doesnt burn anything has to be an illusion
(although a character might need to succeed at a perception check to
notice the illusion perform an impossible action).


shouldnt be acting on that information.

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

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.

Multiple Characters and Metagaming

Chapter 11
Opposed Rolls

wizard accidentally catches the fighter in the fireball.

Adjudicating Opposed Rolls

During a Conflict Roleplaying match, opposed rolls will frequently

impact play. Whether its a sneaking monks stealth versus the fighters
perception or a rogues bluff to feint versus the clerics sense motive,
any given game is likely to have moments where players on both
teams need to roll dice to resolve the situation. How you handle that
depends a lot on the scenario. If the character is aware of whats going
on, its best to allow the player to roll his own die. For example, a hidden monk plans to jump from the shadows and disarm the cleric of his
holy symbol. While the cleric isnt aware of the monk at the start of
the action, by the time the monk races over and grabs hold of the holy
symbol, the cleric is aware. Theres no need for you to roll in this case.
Players love rolling dice, regardless of the game system. You should do
your best to keep the dice in their hands as much as possible.
Rolling for Players: The rogue wants to sneak by the archer standing
guard over the Hallow. The player gives his Passcard to you and rolls
his stealth check. To this point, the archer is unaware of the rogue;
therefore, its entirely reasonable for you to roll the archers perception
check. In fact, this is why players provide you with these details on
their Passcard at the start of the match, and should continue to keep
you abreast of any changes. If the archer detects the rogue, you then
inform the player, either by passing a note or simply stating it out loud.
If you feel stating the archers result out loud will lead to metagaming
from others, its best to pass the note. Otherwise, save time by simply
telling the player what his character detected.
Player Rolls: If youre not concerned about metagaming or theres
little potential for it, by all means let the player roll his own opposed

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-

these cases we encourage players to control multiple characters.

siblenobody likes to have the dice taken out of their hands. Asking

Allowing players to control two characters is a fun way to expand a

the player to roll his own dice usually results in faster resolution, too.

Conflict Roleplaying match, but as GM you need to watch that the

Players often have key statistics such as their perception modifier

players dont suddenly develop telepathy between their two charac-

memorized, and its much faster to just say the result rather than hav-

ters. If the characters cant communicate, you need to put in a little

ing to pass notes.

work to ensure the player doesnt act as though they can. For example,

Combination: You can also consider a combination method, where

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

invisible and in the square behind an enemy. The wizard drops a

the appropriate modifier yourself. The biggest advantages to this

fireball on the battle, and it happens to be placed perfectly, to avoid-

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

of metagaming, and something you need to step in to try to avoid

up his Perception modifierwhich he gave you on his Passcard at the

for example, as a resolution you might assign a percent chance that the

start of the matchand determine the result.



Rejecting Characters

to reject for various reasons. For example, if a player makes exten-

Table 11.1 Twenty random D20 rolls for six players.

Player 1 Player 2 Player 3 Player 4 Player 5 Player 6

sive use of a source the GM didnt approve, that character probably


its broken or going to lead to a bad experience. Its just a personal





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,

preference. Explain the situation to the player. Using an apologetic

either with their Passcard or verbally. As an alternative, you can have

tone is helpful, as long as youre sincere. In the end, players need to

your players preroll key aspects of their actions, such as attack and

remember that the GM is the final arbiter, and sometimes that means

damage. There are a few advantages to this method of play. First, it

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

Second, prerolling can lead to a more narrative format of game. In-

dont want and another perfectly acceptable feat. Selecting a replace-

stead of interrupting a players descriptions to roll dice and determine

ment feat, spell, or piece of equipment can be done quickly, especially

outcomes, he can simply describe his actions, altering what he says

by an experienced player.

based upon whether or not he hits or misses.

Downsides: There are also a few downsides to the style that you
should keep in mind. Prerolling lends itself to easier cheating. With
this method, players are trusted to record their results without a witness, and sometimes the temptation to alter the result is too much. In
addition, prerolling can remove much of the excitement and tension
that makes roleplaying games so much fun. Theres nothing quite like
rolling to confirm a critical. At those moments, all eyes are on the
players dice, and everybody at the table has a rooting interest in the
result. Those moments are impossible to have when prerolling.

Rejecting Characters

Unfortunately, sometimes players build characters that a GM needs


Handling Player Stall Tactics

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


Chapter 11

Match Announcements During Play

long. Give a time limit, and encourage the player to do something. If

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

next person in the initiative order. In extreme cases, dont hesitate to

who take delay actions. Write a large D or R beside characters taking a

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.

and everybody will notice how actionpacked the sessions are.

Durations: When a character uses an ability that must be tracked in

No Wait, Dont Do That!: Sometimes, teammates fail to commu-

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,

round of the abilitys duration. For example, an acid arrow cast by a

dont do that, the rogues player states, I was going to move in and

6thlevel sorcerer deals damage for an extra 2 rounds. The bottom of

flank him on my turn. Not only does this lead to a stalling condi-

the initiative tracker, it looks like: acid arrow

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

while he acts on that knowledge.

that round has passed. The first round after the sorcerer casts acid

Match Announcements During Play

arrow, it deals another 2d4 points of damage, and the effect tracker

Announcing How Much Time is Left: At the beginning of every

round you should announce the current round the match is in and
the number of rounds left in the match. For example, Ok folks, This
is round 6. There are only 4 rounds left. Bob, its your turn. Conflict
is a time sensitive game so announcing the number of rounds left in a
match really keeps the pressure on and the players focused.
Announcing Whos Next: Once the initiative order is set, announce
the order so everybody knows. This allows a player to figure out who
he comes after. As a round progresses, reinforce the initiative order as
you announce: Bob, its your turn. Harry, youre on deck! Progressing through the order this way allows Harry time to plan and have
his actions ready. If Harry needs to use a Passcard he can wrap up his

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;

actions, knowing how things have progressed to this point.

enforcing a time limit for stating actions, then applying it equally to

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.


Rejecting Characters


movement. This is considered a legal move. Likewise, a character

Even experienced players make mistakes. In the heat of the moment,

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

player trying to take advantage of the situation. It is the GMs job to

cannot be used in Conflict Roleplaying matches without the

watch for these situations and correct them promptly. Keep in mind

risk of disqualification. As GM, you should encourage players to

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

This section details the circumstances under which disqualification

sheets before a match.

can occur, and how to resolve these issues.

Disqualifying Behavior
Attacking a Teammate: Under no circumstances are teammates

Flight: If no ceiling exists on the map, characters can fly to a

maximum height of 60 feet above floor level. Higher than that
and they run the risk of disqualification. If a ceiling does exist,
characters may fly to ceiling height even if that height is more

allowed to attack each other. To do so would create an atmo-

than 60 feet. There may be maps or Match Types that supersede

sphere of confusion and mistrust, and emphasize a philosophy of

this condition. If so, be sure to announce the new conditions at

every man for himself over teamwork. Conflict Roleplaying is,

the start of the match.

at its core, a teambased game. Attacking a teammate deliberately

Challenging the GM: Respectfully asking for rules clarification

is a disqualifying action.

or disagreeing with a GMs call is all part of the game. However,

Note: This rule does not cover instances of mindcontrol or

repeated arguments with the GM or continuing to challenge a

compulsion. A player cannot eliminate a character by using domi-

ruling for rounds after the GM makes it can result in disqualifica-

nate person to control him and force him to attack a teammate.

tion. The GM is not perfect, but she is in charge. A player who

Ingame effects may cause team in-fighting without penalty. It is

truly believes the GM made a mistake should bring it up for

deliberate, willful team in-fighting that results in disqualification.

discussion after the match has ended.

Leaving the Map Voluntarily: Conflict Maps are carefully

Disruptive Behavior: Taunting and teasing the other team,

designed to allow for many avenues of movement. Obstacles that

shouting in excitement at a good roll, and cursing out the bad

hinder movement or can be used to your advantage and challenge

rolls are part of any roleplaying game. Players who step over the

for both teams. Part of the strategy of a Conflict Roleplaying

line between enthusiasm and aggression run the risk of disqualifi-

match involves studying the map and making tactical decisions

cation, though. Extremely foul language, slurs, physical violence,

based on its layout. The territory outside the map is considered

interference (attempting to affect die rolls, for example) or any

offlimits for characters. A character cannot step off the map in

other disruptive behavior can get a player disqualifiedand pos-

order to go around a wall or other obstacle. Likewise, a charac-

sibly not invited back for another game.

ter cannot teleport off the map and lay low for a couple of rounds.

Breaking Conflict Laws: When a law is agreed upon, everyone

Attempting to do so results in disqualification.

is expected to abide by it. Players might claim they forgot about

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

nication to the map is lost during this time, including telepathy,

match. Passcards include an area for them to denote any laws in

and spells requiring concentration are lost.

play, so theres little reason they should forget. In cases where

Note: Extradimensional travel complicates this rule somewhat.

a player breaks a law, it is up to the GM to act on it. Although

Extradimensional movement is allowed so long as the character

the opposing team may throw up their arms about the potential

begins and ends his movement on the map. This allows for the

violation, it is ultimately the GMs decision whether or not it was

use of spells such as blink, where a character starts his movement

indeed a violation and what the penalty should be.

on the map, vanishes, then reappears on the map at the end of his



Chapter 11

Handling Disqualifying Behavior

Handling Disqualifying Behavior

When deciding on a penalty for disqualifying behavior, remember

Note: If the character was a key component in match, such as the

leniency is always recommend and the penalty should fit the crime. A

declared king in Regicide, the GM should randomly select a new

GM faced with errant behavior has several choices.

character from the same team as a replacement. The absence of

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.

the disqualified character should not count towards any victory

conditions of the match for any team. The loss of a team member
through disqualification is penalty enough.
Player Disqualification: If a player is causing disruptions or other

problems in the game, the GM should not allow it to go unnoticed or

unaddressed. In these cases, the GM needs to be polite, constructive
if possible but firm. The GM should not let anything take away from
the fun everyone should be having. When a player is removed from a
match the characters the player was playing can be played by another
player of his team. A team should not be penalized because a player
they were teamed with was causing problems.
Team Disqualification: If their is a team of multiply offenders who
routinely break the rules or is caught cheating, the GM can declare
the collective infractions has caused a team to become disqualified.
This will be a rare occurrence and should be used when there is clear
evidence the team is cheating or if the team is collectively demonstrating disqualifying behavior.
Instant Disqualification: A player who breaks a rule is disqualified,
plain and simple. The downside to this option is that honest mistakes are punished as harshly as cheating. However, there is no call of
favoritism and no trying to decipher a players intentions. In scored
tournament play, instant disqualification is the fairest method of
Other Penalties: A GM not willing to disqualify players may impose
a penalty on them for lawbreaking instead. A 2 penalty to attack rolls
for the rest of the match, 10 to current and maximum hit points for
the rest of the match, loss of a Map Element, or a penalty to future
Battlepoints or map points for the next round of tournament play are
all good choices. If a GM uses these penalties, she should apply them
evenly to all infractions on either side. No one wants to think they
have a cheater in their group, but cheaters will attempt to break the
rules and claim ignorance afterward in order to manipulate the GM.
Insecure players may complain of being picked on, and the GM
may be harder on a close friend to avoid the appearance of favoritism.
This is always a difficult situation to manage. If you are disqualified or
disqualifying someone as the GM, never let them get you in a shouting match. It is very import to stay calm and hold on to your dignity in
call cases.


Planted Items
Planted Items


ter gains a +1 bonus to his check (maximum +5). The catapult deals

It is the GMs option to plant items or Map Elements on a map. The

4d6 damage (DC 15 Reflex save for half). Once the catapult hits a

GM must announce the existence of the items before the start of a

square, subsequent shots hit the same square unless the catapult is

match after the charters have placed their miniatures on the map.

re-aimed. Loading the catapult takes a DC 10 Strength check to winch

Once a planted item is announced players are not allow to move their

the arm down, a DC 15 Profession (siege engineer) check to lash the

miniatures until their initiative turn. A table with descriptions of some

arm into place, and another DC 15 Profession (siege engineer) check

common planted items and unique ways in which to use them in a

to load the ammunition. It takes two full-round actions for one char-

Conflict Roleplaying match follows.

acter, smaller than Large, to load the catapult, or one full-round action

Item Descriptions and Use

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

Adamantine Arrows/Bolts: These five adamantine arrows or cross-

three times, each time dealing 4d6 points of fire damage to a single tar-

bow bolts are masterwork, thus granting a +1 enhancement bonus on

get up to 25 feet away (this includes pod Map Elements). The victim

attack rolls.

can attempt a DC 14 Reflex save for half damage.

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

creatures take a -4 penalty on attack rolls (Small creatures take a -6

a frostbrand. Wherever the flametongue sword is placed on the map,

penalty). The ballista comes loaded, and has two extra ballista bolts

the frostbrand appears in the same location on the opposite side of

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 range increment of 120 feet, and a critical threat range of 19-20.

a third or fourth sword to the match or keep the pair more assessable

Although a ballista can not be moved, it can be rotated. Rotating a

to all teams.

ballista towards a target is part of loading it.

Flame Tongue: The flame tongue is a +1 flaming burst long-

Bardic Effigy: A brightly decorative wind-up music box which bears

sword. Once per day, the sword can blast forth a fiery ray at any

a handle and weights 7 pounds. The Bardic Effigy takes a full-round

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

points of fire damage on a successful hit.

Table 11.2 Planted items
Planted Item
Planted Item

30 feet receive a +2 morale bonus on saving throws against charm and

Vorpal Blade


Hat of Disguise

fear effects and a +2 competence bonus on attack and weapon damage

Catapult, Heavy


Catapult, Light

rolls. This is a mind-affecting ability that lasts for 3 rounds.

Javelin of Lighting



Boots of Speed: A character can don the boots as a standard action.

Ring of Anti-Magic*


Ring of Blinking

The boots grant two consecutive rounds of haste once activated.

Statue of Life


Necklace of Fireball**

Bardic Effigy


Boots of Speed*

Fire vs. Ice

Flametongue & Frostbrand


Elixir of Fire Breath

Rod of The Viper*


+1 Bashing Shield

Potion of Barkskin (+2)



Ring of displacement*


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-


* only 2 rounds of consecutive use

** only 2 uses/charges

5 Adamantine Arrows/Bolts
Wand of dispelling**

Frost brand: Frost brand is a +3 frost greatsword that sheds

Chapter 11

Adding your own planted items

Ring of rust monster friendship: On command, this ring affects a

light as a torch when the temperature drops below 0 F. At such

rust monster as if the wearer had cast charm monster. The rust mon-

times it cannot be concealed when drawn, nor can its light be

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

communicate with the rust monster.

otherwise take.

Rod of the viper: This rod strikes as a +2 heavy mace. Once per day,

A frost brand extinguishes all nonmagical fires in a 20-foot radius.

upon command, the head of the rod becomes that of an actual serpent

As a standard action, it can also dispel lasting fire spells, but

for two rounds. During this period, any successful strike with the rod

not instantaneous effects. You must succeed on a dispel check

deals its usual damage and also poisons the creature hit. This poison

(1d20+14) against each spell to dispel it. The DC to dispel such

deals 1d3 Constitution damage per round for 6 rounds. Poisoned

spells is 11 + the caster level of the fire spell.

creatures can make a DC 16 Fortitude save each round to negate the

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

hat can be changed to appear as a comb, ribbon, headband, cap, coif,

of the viper, this rod functions for users of any alignment.

hood, helmet, and so on. The disguise generated by the hat lasts only

Shield, Bashing: This +1 small steel shield possesses the bashing

two rounds. Map Elements respond to the disguised character nor-

enchantment. It deals 1d6 points of damage and acts as a +1 weapon

mally. For example: A character under the effects of a hat of disguise

when used to bash. A character cannot benefit from both this shield

cannot trigger Map Elements attuned to an enemy team, even if he

and a shield plate Map Element.

appears as one of their members.

Statue of Life: The first team to find this object attunes the statue

Javelin of Lightning: This javelin becomes a 5d6 lightning bolt (Re-

to their side. Only members of the attuned team can use the statue

flex DC 14 half) when thrown. It is consumed in the attack. Remem-


ber a lightning bolt sets fire to combustibles and damage objects in its

Vorpal Sword: This +1 vorpal longsword possesses the ability to

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-

to an object to destroy it, the lightning bolt continues beyond the

lowed by a successful roll to confirm the critical hit), the weapon sev-

object if its range permits.

ers the opponents head (if it has one) from its body. Some creatures,

Necklace of Fireballs: This string contains only two explosive

such as many aberrations and all oozes, have no heads. Others, such as

spheres, strengths determined by the GM.

golems and undead creatures other than vampires, are not affected by

Ring of Blinking: On command, this ring makes the wearer blink, as

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

chance of allowing escape from a catch plate or other grapple effect.

of 11. It possesses only two charges when found.

Ring of anti-magic: This ring renders the wearer immune to the next

Adding your own planted items

two spells that targets him by enemy spellcasters. This only neutralizes

A GM should obey the following guidelines when adding her own

spells with the wearer as the target (such as finger of death). It does


not affect area spells that might harm the target (such as fireball).

2 round magical duration limitation on planed items that are not

Ring of displacement: On activation, this ring causes its wearer to

seem to be 2 feet away from his true location. The wearer benefits
from a 50% miss chance, as if he had total concealment. True seeing
reveals the wearers true location and negates the miss chance. The
rings effect lasts for only two rounds after activation. If the rings
wearer is caught in a catch plate, his enemies can target him without

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.



Combat Charts

Condition Summaries and Handy Charts

ranged weapon.

In a tactical game, distance modifiers and rule judgments become

Calculate damage to Objects: Calculate damage normally, then

even more important than they are in a conventional tabletop game.

subtract the items hardness and deduct the total damage from its

When the entire game is a structured combat, players may consider

hit points. Ranged attacks, fire, and electricity typically deal half

strategies they dont often employ, such as disarming, grappling, and

damage to objects, while cold deals onequarter normal damage.

sundering. This section clarifies specialized tactics and compiles a

number of charts and modifiers for the GMs easy reference. This section is not intended to be a replacement for the rulebook, but rather

Objects Immunities: Objects are immune to nonlethal damage

and critical hits.

Vulnerabilities: The GM should decide on a casebycase basis

a reference guide for formulas, DCs, and special actions. It does not

if an object is more vulnerable to damage from a particular type

list PC abilities (such as how to channel energy), as the players are

of attack (e.g. a rope may take double damage from fire attacks)

responsible for knowing their characters abilities. Not all the rules are

or if an object takes reduced damage from a particular attack (e.g.

listed here, but a summary of the most pertinent and complex rules,

a stone wall may take no damage from an arrow).

as well as ones that require adjudication on the fly (such as armor

class modifiers). This should make for quicker, more efficient Conflict
Roleplaying matches. This section also focuses on oft-debated rules,

Objects Remain Functional: Objects remain functional until

they reach 0 hit points, at which point they are destroyed.

Sheer Force: A character can try to break an item through sheer

with clarifications so that the GM does not have to spend a lot of time

force rather than repeated attacks. He makes a Strength check

paging through the Pathfinder Roleplaying Game Core Rulebook.

against the items break DC; success means he destroyed the object. An object with less than half its hit points reduces its break

Carrying Heavy Objects

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:





damage to certain objects. For example, a bludgeoning weapon

ons have little effect on stone walls and doors, unless they are
designed for breaking up stone, such as a pick or hammer.

Magic Armor, Shields, and Weapons: Each +1 of enhancement

(30 ft.) (20 ft.)





20 ft

15 ft





20 ft

15 ft


* Remember that the Run action is removed from the game; its listed
here simply for completeness

Destroying Stuff

At times, characters may wish to destroy objects such as doors, walls,

or barricades. This section summarizes rules for destroying objects.

Objects Armor Class: 10 + size modifier + Dexterity modifier

Dex Modifiers: Inanimate objects have a Dexterity of 0 (5
penalty) and an additional 2 penalty to AC.

Line Up a Shot: A character who has time can take a fullround

action to line up his shot against an object, granting him an
automatic hit with a melee weapon or a +5 bonus to attack with a


Ineffective Weapons: Certain weapons just cant effectively deal

cannot be used to damage a rope. Likewise, most melee weap-

Table 11.3 Carrying Heavy Objects


DC by 2.

bonus adds 2 to the hardness of armor, a weapon, or a shield, and

+10 to the items hit points.
Mayan Conflict champion


Chapter 11
Combat Charts

Table 11.5 Common Items: Hardness and Hit Points
















Light wooden shield


Heavy wooden



Light metal shield




Heavy metal shield




Simple wooden door



Good wooden door



Strong wooden door



Barred door



Iron door




Small chest


Treasure chest



Iron coffer




Small stone statue



Large stone statue



Small metal statue




Large metal statue




Iron grate/bars




Iron chains



Steel manacles





Masonry wall

Hewn stone wall

Break DC

Table 11.6 dcs to destroy stuff

Strength Check to:


Break down simple door


Break down good door


Break down strong door


Burst rope bonds


Bend iron bars


Break down barred door


Burst chain bonds


Break down iron door




Hold portal


Arcane lock


* If both apply, use the larger number.

Table 11.4 Size Modifiers







64 ft. or more

Castle tower


32 ft. 64 ft.

Castle wall


16 ft. 32 ft.

Castle gates


8 ft. 16 ft.



4 ft.8 ft.




2 ft.4 ft.





1 ft.2 ft.





6 in.1 ft.



6 in. or less


*Regardless of a ropes length, its diameter is 1 inch. Characters

want to sever the rope across, not split it down its length, so its
size remains Fine.

Stone coffin, large

statue, entire wall
Single door, section
of wall
Treasure chest, small
Unattended sword,
Unattended dagger,
lantern, book
Pen, drinking glass,
belt buckle


Combat Charts
Armor Class Modifiers


Cover versus Concealment: If you draw a line from one corner of

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


through a square or border that blocks line of effect (for example,

Table 11.5 Attack Roll Modifiers

walls, corners, or other creatures), your target gains a +4 bonus to AC


cover. Cover (except for other creatures) grants a +2 bonus to Reflex

Attacker Status



Behind cover




smoke, obscuring mist and similar spells, and deep shadow. When


you draw a line from one corner of your square to one corner of the




targets square, and the line passes through a square that provides con-




Grappling (but attacker is







Kneeling or sitting






Squeezing through a space


saves against attacks that originate from the other side of the cover.
Concealment occurs when an effect obscures vision; this includes

cealment, the target has concealment. Concealment grants the subject

of a successful attack a 20% miss chance. If you have line of effect to
a target but not line of sight, he is considered to have total concealment from you (i.e. is invisible or in total darkness). You cant attack
an opponent that has total concealment, though you can attack into a
square that you think he occupies with a 50% miss chance.
Table 11.7 Combat Maneuver



Target is pushed by 5 feet + 5 feet for every 5 by which

attack exceeds CMD.


Causes the target to drop one held item. Target drops

items in both hands if attack exceeds CMD by 10 or
more. Attacker drops own weapon if attack fails by 10 or
more. 4 penalty to CMB if attacker is unarmed.


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.


Move through target. Target can choose to avoid you.

If attack exceeds CMD by 5 or more, target is knocked
prone. +2 to DC for every leg the target has above 2.


Deal damage to item held or worn by target. If

damage exceeds object's hardness and hit points,
attacker can choose to either reduce to 1 hp or
destroy it.


Knock target prone. If attack fails by 10 or more, attacker trips instead. +2 to DC for every leg the target has
above 2.

*The defender loses his Dex bonus to AC.

Attack Roll Modifiers

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


Attacker Status





Flanking defender





On higher ground




Shaken or frightened

Squeezing through a space

* A character can use a crossbow of any size without penalty

while prone. Other ranged attacks, (i.e. a bow) are not possible.


Combat Maneuvers

Performing combat maneuvers requires a successful combat maneuver

Combat Maneuver Bonus: Every character has a Combat Maneuver
Bonus (or CMB) that represents its skill at performing combat maneuvers. Calculate the CMB using the following formula:

Chapter 11
Combat Charts
Condition Summaries

The following chart summarizes the more common conditions:

Table 11.9 Condition Summaries


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


maneuver is your targets Combat Maneuver Defense. Combat

maneuvers are attack rolls, so you must roll for concealment and
take any other penalties that would normally apply to an attack
Combat Maneuver Defense: Each character has a Combat Maneuver


Defense (or CMD) that represents its ability to resist combat maneuvers. A creatures CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity

modifier + special size modifier
A creature can also add any circumstance, deflection, dodge, insight,
morale, profane, and sacred bonuses to AC to its CMD. Any penalties
to a creatures AC also apply to its CMD. A flat-footed creature does
not add its Dexterity bonus to its CMD.

Enlarged And Reduced Creatures In Combat

Enlarge person and reduce person spells are prevalent in a Conflict



match. Creatures smaller than Small or larger than Medium have

special rules relating to position. Here is a quick summary.


Table 11.8 Creature Size and Scale


Creature Size


Natural Reach

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.

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.

* These values are typical for creatures of the indicated size.






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.


Pregenerated characteRs

Intro to Conflict PreGens

Sometimes as a player, you simply dont have the time to put a

character together. Maybe you joined the game at the last minute;

Introducing the Teams

More than just a collection of nine characters, these pregens easily

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

Warren Spellslinger, Dreadknight, and Painpriest Mirandaconsists

sameyou need a new character, and you need him now.

of 7th level characters worth 114 Battlepoints. Sharpshooter Michael,

Presented in this chapter are nine completely readytoplay char-

Huntress Shellan, and Headhunter Xenconsists of 6th level char-

acters. Youll find at least one character of the five major archetypes:

acters worth a total of 85 Battlepoints. The final teamthe Conde-

melee combat, ranged combat, arcane caster, divine caster, and skill

scending Bard, Dwarven Charger Axbeard, and Dwarven Rifleman

monkey. Each characters abilities were carefully considered for use in

Guntherconsists of 8th level characters worth 143 points.

a Conflict Roleplaying match. For example, even though one of the

strengths for bards is having all the Knowledge skills on the class skill
list, youll find the bard in this chapter didnt leverage that advantage.
The reason is simple: knowing stuff doesnt help him kick ass.
Each character is fully equipped, and contains a brief sidebar explaining his total Battlepoint expenditure. You can use these characters
exactly asis and be ready for combat in no time. But not every
pregenerated character is built exactly as you want, so also included
with each character is a guide to increasing his leveladvice on what
classes to take, how to spend extra money, feats, and more.

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

ren (human wizard 7) is built to sling flashy damaging spells. With a

his Use Magic Device skill. Xen charges headlong into combat, his

different spell list and a few minor tweaks, you could turn him into

rage causing him to froth at the mouth; Shellan follows, looking to

a dangerous illusionist, a wicked necromancer, or deadly conjurer.

flank to improve her chances of skewering an unsuspecting foe. All the

Alternatively, with relatively few changes you can rework the dwarven

while, Michael seeks to make a pincushion out of an enemy spellcast-

rifleman into an elven archer. The only limit is your imagination. Let

er, ideally dropping his hefty sneak attack damage onto the foe before

these prefenerated creations below serve as your inspiration, and let

he becomes a target.

your devious mind wander as you devise new ways to kill your friends
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!

Share With the Community!

Have a great idea on how to tweak these characters? Want to share your own characters so others can use them? Found a problem you think
we should fix? Want to tell us how you won a match using one of our characters? Stop by the forums at and tell us all about it.
The more you share with the community, the better the game becomes!


sPeLlsliNger: warren

Chapter 12

Battlepoints Total: 114

Male human wizard 7

NE Medium humanoid (human)
Init +5; Perception +8
AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 deflection)
hp 55 (7d6+28)
Fort +5, Ref +6, Will +7
Speed 30 ft.
Melee dagger +2 (1d41/1920)
Ranged light crossbow +4 (1d8/1920)

Special Attacks intense spells +3 damage

SpellLike Abilities (CL 7th)
7/dayforce missile (1d4+3)
Wizard Spells Prepared (CL 7th) (touch +2, ranged touch +4)
4thblack tentacles, shout* (DC 20)
3rddispel magic, fly, fireball* (DC 19)
2ndflaming sphere* (DC 18), scorching ray*, blindness/deafness (DC
17), protection from arrows
1stgrease (DC 16), mage armor, burning hands* (DC 17) ( x2),
shocking grasp*
0 (at will)acid splash, bleed (DC 15), detect magic, ray of frost*
* Evocation spell (subject to intense spells special attack)
Before Combat: Warren casts mage armor, fly, and protection from
arrows, in that order.
During Combat: If Warren can catch multiple targets, he casts
fireball. Warren prefers to deal as much damage as possible to as
many targets as possible. However, if the opportunity presents itself,
hell cast dispel magic on a foe to make things easier for a teammate. If
presented an opportunity against a single foe, Warren casts blindness/
deafness on the target if it isnt wearing heavy armor. In subsequent
rounds (or if its wearing heavy armor when first encountered) Warren
blasts with flaming sphere first followed by scorching ray, hoping that he
can both control the sphere and hit with a ray in the same round to
increase damage.
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
SQ arcane bond (Staff)
Combat Gear: potion of cure light wounds (x2) (3 BP each); Other
Gear headband of vast intelligence +2 (40 BP), cloak of resistance +1 (10
BP), ring of protection +1 (20 BP), light crossbow (0 BP), 10 bolts (0

BP) Spellbook All prepared spells plus:0All except enchantment

and illusion 1stEndure elements, shield, obscuring mist, ray of enfeeblement 3rdLightning bolt*
* Evocation spell
Advancement: When increasing Warrens levels, continue to add levels of wizard. When selecting spells for his spellbook, Warren prefers a
mix of area damage spells, singletarget damage spells, and battlefield
control spells. As his available Battlepoints increase with new levels,
Warren should acquire defensive items such as a ring of protection or
a cloak of resistance. Also, certain metamagic rods, such as Empower
Spell, would be a boon to his style of spellcasting.
Battlepoint Breakdown
Ability scores
Character Levels
Potion of cure light wounds (x2)

15 BP
23 BP
0 BP

50 gp x 5 (single use item) = 250 gp; 250/100 = 2.5 = 3 BP

Headband of vast intelligence +2

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

10 bolts: 1 gp; 0 points

0 BP


Total: 114 BP


sPeLlsliNger: warren

Stat Block!

Male ________ human _______ wizard __________ 7 ____

NE ___ Medium humanoid (human) ____________________
Init +5 __ ; Perception +8 ___
AC 13 __, touch 13 ____, flat-footed 11 ___________________
(+1 Dex, +1 dodge, +1 deflection) _______________________
hp 55_____ (7d6+28) __________
Fort +5 ___ , Ref +6___ , Will +7 ____
Speed 30 ft. ______
Melee dagger +2 (1d41/1920) ________________________
Ranged light crossbow +4 (1d8/1920) ___________________

Special Attacks intense spells +3 damage ___________________

SpellLike Abilities (CL 7th __ )
7/dayforce missile (1d4+3) __________________________
Wizard Spells Prepared (CL 7th) (touch +2, ranged touch +4) ____
4thblack tentacles, shout* (DC 20) ______________________
3rddispel magic, fly, fireball* (DC 19) ____________________
2ndflaming sphere* (DC 18), scorching ray*, blindness/deafness (DC
17), protection from arrows _____________________________
1stgrease (DC 16), mage armor, burning hands* (DC 17) ( x2),
shocking grasp*
0 (at will)acid splash, bleed (DC 15), detect magic, ray of frost*
* Evocation spell (subject to intense spells special attack)
Before Combat: ___________________________________
During Combat: __________________________________

SQ arcane bond (Staff) _______________________________

Combat Gear: potion of cure light wounds (x2) (3 BP each); Other
Gear helm of vast intelligence +2 (40 BP), cloak of resistance +1 (10 BP),
ring of protection +1 (20 BP), light crossbow (0 BP), 10 bolts (0 BP)
Spellbook All prepared spells plus:0All except enchantment and
illusion1stEndure elements, shield, obscuring mist, ray of enfeeblement
3rdLightning bolt* * Evocation spell _____________________
Gear Adjustments & Notes: ___________________________
Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________

__ BP
__ BP
__ BP

Magical Equipment

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, ______ , ____________


__ BP
Magical Equipment

__ BP
Magical Equipment

__ BP
Non-Magical Equipment


__ BP
Total: ___ BP

Male human fighter 7

NE Medium humanoid (human)


Chapter 12

114 Total Battlepoints.

Init +5; Perception +1

AC 25, touch 13, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1
dodge, +2 shield)
hp 64 (7d10+21)
Fort +7, Ref +5, Will +5; +2 vs. fear
Speed 30 ft.
Melee +1 Battleaxe +14/+9 (1d8+8/X3)
Ranged light crossbow +8 (1d8/1920)
Before Combat Dreadknight takes few prematch actions. Positioning on the map is the most important aspect of Dreadknights preparation.
During Combat Dreadknight wades into melee combat as quick as
possible to make use of his considerable damage ability with his battleaxe. When fighting near an enemy spellcaster, he makes use of his
Lunge feat, taking the 2 penalty in order to gain reach. If he finds a
particular target easy to hit, he uses Power Attack to further increase
his damage output. If dropped to half his normal full hit points, he
consumes one of his potions of cure light wounds and positions himself near a teammate who can provide more healing in subsequent
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +11; CMD 24
Feats Disruptive, Dodge, Improved Initiative, Iron Will, Lightning Re-

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
Potion of cure light wounds: 50 gp x 5 (single use item)

15 BP
23 BP
0 BP

250 gp; 250 / 100 = 2.5 = 3 points each

+1 Battleaxe: 2,310 gp / 100 = 23.1
+1 full plate: 2,650 gp / 100 = 26.5 =

6 BP
23 BP

Specialization (Battleaxe)B

Ring of protection +1 2000 gp / 100 =

Heavy steel shield: 20 gp; 0 points

Skills Climb +9, Intimidate +9, Swim +9

Longbow: 75 gp; 0 points

Languages Common

Arrows: 1 gp; 0 points

flexesB, LungeB, Power AttackB, Weapon Focus (Battleaxe)B, Weapon

SQ armor training +2, bravery +2, weapon training (axes +1)

27 BP
20 BP

0 BP
Total: 114 BP

Combat Gear: potion of cure light wounds (x2)(3 BP each); Other

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)
Advancement: Dreadknights advancement should focus on adding
additional levels of fighter, increasing his battle prowess as he does.
Combat bonus feats should focus on improving his ability with his
battleaxe, while his general feats should aim to increase his defenses
whenever possible. As Dreadknight gains additional Battlepoints, he




Stat Block!

Male ________ human _______ fighter __________ 7 ____

NE ___ Medium humanoid (human) ____________________
Init +5 __ ; Perception +1 ___
AC 25 __, touch 13 ____, flat-footed 23 ___________________

(+10 armor, +1 deflection, +1 Dex, +1 dodge, +2 shield)

hp 64_____ (7d10+21) _________
Fort +7 ___ , Ref +5___ , Will +5; +2 vs. fear
Speed 30 ft. ______
Melee +1 Battleaxe 14/+9 (1d8+8/X3) ___________________
Ranged light crossbow +8 (1d8/1920) ___________________
Before Combat: ___________________________________
During Combat: __________________________________
Str 18 _ ,Dex 13 __ ,Con 14 __ ,Int 10 ___,Wis 12 __ ,Cha 8 ___
Base Atk +7 ___ ; CMB +11 __ ; CMD 24 ___
Feats Disruptive

_________ , Dodge __________________


, Lightning Reflexes ________ , LungeB __________________


Battlepoint Breakdown

, Power AttackB ____________ , _______________________

,Weapon Focus (Battleaxe)B ____________________________
,Weapon Specialization (Battleaxe)B ______________________
Skills Climb +9 ___ , Intimidate +9 ____ , Swim +9 ___ , _____
, ______________ , _____________ , _______________
Languages Common ________________________________

Ability scores
Character Levels
Race ____________________________

__ BP
__ BP
__ BP

Magical Equipment

__ BP
Magical Equipment

SQ armor training +2 ________________________________

__ BP

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

Gear Adjustments & Notes: ___________________________




__ BP
Total: ___ BP

Painpriest: miranda


Chapter 12
Battlepoints Total: 114

Female halfelf cleric 7

NE Medium humanoid (elf)

Init +1; Senses lowlight vision; Perception +9

AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex)
hp 63 (7d8+28)
Fort +7, Ref +3, Will +9; +2 vs. enchantments
Speed 30 ft.
Melee Rapier +6 (1d61/1820)
Ranged light crossbow +6 (1d8/1920)
Special Attacks channel negative energy (4d6, DC 14, 4/day), bleeding touch (3 rounds, 7/day),
Cleric Spells Prepared (CL 7th, touch +6, ranged touch +6, DC 14
plus spell level)
4thConfusionD, posion, unholy blight
3rdBestow curse, Dispel magic, nondetectionD, searing light
2ndCure moderate wounds, death knellD, hold person, resist energy,
sound burst
1stBane, bless, cause fearD, doom, entropic shield, summon monster I
0 (at will)bleed, guidance, light, resistance

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

Domain spell; Domains Trickery, Death

dust (1 BP), rapier (0 BP), light crossbow (0 BP), 10 bolts (0 BP),

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.
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

Combat Gear potion of protection from good (3 BP), potion of sanctu-

holy symbol (0 BP).

Advancement: If you wish to advance Miranda to a higher level, you
should focus on additional levels in cleric. When choosing spells focus
on spells that cause pain and discomfort to the target. As her Battlepoints increase, Miranda should pick up some new items, such as a
headband of inspired wisdom.
Battlepoint Breakdown
Ability scores
Character Levels
Potion of protection from good: 50 gp x 5 (single use item)

15 BP
23 BP
0 BP

250 gp; 250 / 100 = 2.5 =

Potion of sanctuary 50 gp x 5 (single use item)

3 BP

250 gp; 250 / 100 = 2.5 =

Wand of cure light wounds: 750 gp / 100 = 7.5=
+2 studded leather: 4160 gp / 100 = 41.6 =
Ring of protection +1 2000 gp / 100 =
50 gp worth of diamond dust = 0 BP
Rapier: 20 gp; 0 points, Light crossbow: 35 gp; 0 points;
10 bolts: 1 gp; 0 points, holy symbol: 1gp; 0 points = 0 BP

3 BP
8 BP
42 BP
20 BP


0 BP

Total: 114 BP


Pain priestess: miranda


Stat Block!

Female _______ halfelf _______ cleric of pain ______ 7 ____

NE ___ Medium humanoid (elf) _______________________

Init +1 __ Senses: lowlight vision; Perception +9
AC 17 __, touch 12 ____, flat-footed 15 ___________________

(+5 armor, +1 deflection, +1 Dex)

hp 63_____ (7d8+28) __________
Fort +7 ___ , Ref +3___ , Will +9; +2 vs. fear
Speed 30 ft. ______
Melee Rapier +6 (1d61/1820) _______________________
Ranged Ranged light crossbow +6 (1d8/1920) ______________
Special Attacks channel negative energy (4d6, DC 14 __ , 4__/day)
bleeding touch (3 rounds, 7/day) ________________________
Cleric Spells Prepared(CL 7th__(touch +2__, ranged touch+4__)
4th ConfusionD ______ , posion________ unholy blight _______
3rdBestow curse _____ , Dispel magic ____, nondetectionD ____ ,
searing light __________ , ____________, ______________
2ndCure moderate wounds _________ , death knellD ________
, hold person________ , resist energy _______ , sound burst ______

Combat Gear: potion of protection from good (3 BP), potion of sanctu-

1stBane _______ ,Bane __________, cause fearD _________

ary (3 BP), wand of cure light wounds (8 BP); Other Gear +2 studded

, doom __________ , entropic shield _______ , summon monster I

_______________ , _____________, ________________

leather (42 BP), ring of protection +1 (20 BP), 50 gp worth of diamond

0 (at will)bleed _____ , guidance_______ , light, resistance ____

holy symbol (0 BP) Gear Adjustments: ___________________


______________ , ________________ , ______________

Before Combat: ___________________________________
During Combat: __________________________________
Str 8 __ ,Dex 12 __ ,Con 14 __ ,Int 10 ___,Wis 18 __ ,Cha 13 __
Base Atk +5 ___ ; CMB +4 ___ ; CMD 16 ___

dust (1 BP), rapier (0 BP), light crossbow (0 BP), 10 bolts (0 BP),

Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________
Magical Equipment

__ BP
Magical Equipment

__ BP

Feats Improved Channel ______ Selective Channeling _________

, Skill Focus (Perception)B _____ , Toughness _______________

Magical Equipment

, Weapon Finesse _________ ; _______________________

, ______________ , _____________ , _______________
Languages Common , Elven ___________________________

__ BP
Non-Magical Equipment

SQ aura ________ copycat (7 rounds, 7/day)_____ _________

______________ elf blood __________________


__ BP
__ BP
__ BP


__ BP
Total: ___ BP

sHarpsHooteR: michaelChapter 12
Total Battlepoints: 85

Male human rogue 6

and as such can make use of scrolls, wands, and staffs.

CN Medium humanoid (human)


Init +4; Perception +9




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

Speed 30 ft.
Melee rapier +3 (1d61/1820)
Ranged +1 longbow +10 (1d8+1/x3)
Special Attacks Sneak attack +3d6, rogue talents (bleeding attack +3,
slow reactions, weapon training (longbow)
Before Combat Prior to the start of a match, Michael uses the Stealth
skill to hide.

Battlepoint Breakdown
Ability scores
Character Levels
+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

Rapier: 20 gp = 0 BP

19 BP

40 arrows: 2 gp = 0 BP

0 BP

During Combat Michael uses Stealth to get within 30 feet of a target,

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.
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,



sHarpsHooteR: michael
Male ________ human _______ rogue ___________ 6 ____
CN ___ Medium humanoid (human) ____________________
Init +4 __ ; Perception +9 ___
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
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)
Before Combat: ___________________________________
During Combat: __________________________________

__ BP
__ BP
__ BP

Magical Equipment

Melee rapier +3 (1d61/1820) ________________________

Ranged +1 longbow +10 (1d8+1/x3) _____________________

Stat Block!

__ BP
Magical Equipment

__ BP
Non-Magical Equipment

__ BP
Total: ___ BP

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: ___________________________



Huntress: shellan

Chapter 12
Battlepoints Total: 85

Female elf ranger 6

choosing feats that enhance her melee combat prowess and add-

NG Medium humanoid (elf)

ing items to improve her core attributes, such as a belt of incredible

Init +4; Senses lowlight vision; Perception +3

dexterity. Alternatively, with your GMs permission, several published


sources for rangerthemed prestige classes exist, and many of those

AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)

would make ideal choices for Shellan.

hp 49 (6d10+12)
Fort +6, Ref +9, Will +5; +2 vs. enchantments

Battlepoint Breakdown
15 BP
15 BP
0 BP
13 BP

Special Attacks +2 on caster level checks to overcome SR, favored

Character Levels
+1 chain shirt: 1,250
Amulet of Natural Armor +2 :
+1 shortsword: 2,310 gp
Mwk shortsword: 310 gp

enemy (+4 vs. human, +2 vs. dwarf), favored terrain (underground)

Oil of bless: 100 gp x 5 (single use) = 500 gp

5 BP
3 BP

Speed 30 ft.
Melee +1 shortsword +10/+5 (1d6+2/1920) and
mwk shortsword +10/+5 (1d6/1920)
Ranged longbow +10 (1d8/x3)

Ranger Spells Prepared (CL 1st, DC 11 plus spell level)

1stentangle, longstrider

Oil of magic weapon: 50 gp x 5 (single use) = 250

23 BP
3 BP

Total: 85 BP

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
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
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,



Huntdrss: shellan

Stat Block!

Female _______ elf __________ ranger __________ 6 ____

Other Gear +1 chain shirt (43 BP), +1 shortsword (23 BP), mwk

NG ___ Medium humanoid (elf) _______________________

shortsword (3 BP), longbow (0 BP), 20 arrows (0 BP).

Init +4 __ ; Senses lowlight vision; Perception +3____

Gear Adjustments & Notes: ___________________________


AC 19 __, touch 14 ____, flat-footed 15 ___________________
(+5 armor, +4 Dex) _________________________________
hp 49_____ (6d10+12) _________
Fort +6 __ , Ref +9 __ , Will +5 __ ; +2 vs. enchantments
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

Special Attacks+2 on caster level checks to overcome __________

SR, favored enemy (+4 vs. human ______ , +2 vs. dwarf ______ ),

__ BP
Magical Equipment

favored terrain (underground)X _________________________

__ BP

Ranger Spells Prepared (CL 1st, DC 11___ plus spell level)

1stentangle_________, longstride ______________________
Before Combat: ___________________________________
During Combat: __________________________________

__ BP
__ BP
__ BP

Magical Equipment

__ BP
Non-Magical Equipment

__ BP
Total: ___ BP

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);



HEadhuNtEr: xEn

Chapter 12
85 Total Battlepoints.

Male Human barbarian 6

his Strength or Constitution would be a good way to spend future

NG Medium humanoid (human)

Battlepoints, and a fancier sword is always a boon.

Init +1; Perception +10

Battlepoint Breakdown


Ability scores
Character Levels
Potion of shield of faith 50 gp x 5 (single use item) = 250 gp

15 BP
15 BP
0 BP

Ranged longbow +7/+2 (1d8/x3)

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

AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)

hp 62 (6d12+18)
Fort +7, Ref +3, Will +5
Defensive Abilities trap sense +2, improved uncanny dodge
Speed 40 ft.
Melee +1 longsword +11/+6 (1d8+5/1920)

glare, no escape, renewed vigor [1d8+6 hp])

Total: 84 BP

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.
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
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



HEadhuNtEr: xEn
Male ________ Human _______ barbarian ________ 6 ____

NG ___ Medium humanoid (human) ____________________

Init +4 __ ; Senses lowlight vision; Perception +10 ___
AC 20 __, touch 11 ____, flat-footed 19 ___________________

(+7 armor, +1 Dex, +2 shield) __________________________

Stat Block!


hp 62_____ (6d12+18) _________

Battlepoint Breakdown

Fort +7 __ , Ref +3 __ , Will +5 __

Speed 40 ft. ______

Ability scores
Character Levels
Race ____________________________

Melee +1 longsword +11/+6 (1d8+5/1920)

Magical Equipment

Ranged longbow +7/+2 (1d8+1/x3) _____________________

Special Attacks rage (16 ___ rounds per day),
rage powers (intimidating glare ________________________ ,

__ BP
Magical Equipment

no escape ______________________________________ ,
renewed vigor [1d8+6 hp] )
Before Combat: ___________________________________
During Combat: __________________________________

__ BP
__ BP
__ BP

__ BP
Magical Equipment

__ BP
Non-Magical Equipment

__ BP
Total: ___ BP

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: ___________________________



coNdesceNding Bard:

Chapter 12
Battlepoints Total: 143

Male human bard 8

NE Medium humanoid (human)
Init +1; Perception +12
AC 18, touch 13, flat-footed 16 (+5 Dex, +1 dodge, +1 deflection)
hp 71 (8d8+32)

, Perform (Oratory) +17 , Perform (String) +19 , Sense Motive +1 7,

Spellcraft +11 , Stealth +11
Languages Common
SQ bardic knowledge +4, lore master 1/day, versatile performance
(string, oratory), well-versed

Fort +4, Ref +7, Will +5

ity (15 BP); Other Gear +1 chain shirt (13 BP), headband of alluring

Defensive Abilities: +4 vs. bardic performance, language

charisma +2 (40 BP), ring of protection +1 (20 BP), quarterstaff (0

BP), mwk lyre (1 BP), spell component pouch (0 BP).

dependent and sonic effects.

Speed 30 ft.
Melee quarterstaff +5 /+0 (1d61)

Combat Gear: x2 potion of cure light wounds (5 BP), potion of invisibil-

Battlepoint Breakdown

Ranged light crossbow +4 (1d8/1920)

Special Attacks bardic music (10 rounds/day, move action), countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire
courage +2, suggestion)
Bard Spells Prepared (CL 8th, DC 1 6 plus spell level)
3rd (3/day)cure serious wounds, dispel magic, good hope
2nd (6/day) blindness/deafness, blur, glitterdust, hold person
1st (6/day)cure light wounds, expeditious retreat, grease, hideous
laughter, silent image
0 (at will)dancing lights, daze, detect magic, ghost sound, light,

Ability scores
Character Levels
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
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

Advancement: Should you decide

to advance
Bard to higher
levels, focus on bard
levels. Selected spells should
give him options during
While most
of his

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.
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

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.



coNdesceNding Bard:
Male ________ human _______ bard ___________ 7 ____
NE ___ Medium humanoid (human) ____________________
Init +1 __ ; Perception +12 __ (_______________________)

Stat Block!

Languages Common ________________________________

SQ bardic knowledge +4 __, lore master 1/day __, versatile performance (string, oratory), well-versed ______________________

AC 18 __, touch 13 ____, flat-footed 16 ___________________
(+5 Dex, +1 dodge, +1 deflection) _______________________
hp 71_____ (8d8+32) __________

Combat Gear: x2 potion of cure light wounds (5 BP), potion of invisibil-

Fort +4__, Ref +7 __, Will +5__ ; +4 vs. bardic performance,

Gear Adjustments & Notes: ___________________________


languagedependent, and sonic;

Speed 30 ft. ______
Melee quarterstaff +5 /+0 (1d61) _______________________
Ranged light crossbow +4 (1d8/1920) ___________________
Special Attacks bardic music (10 rounds/day, move action) ______

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

countersong _______, dirge of doom _________ , distraction _____

fascinate _________ , inspire competence +3 ________________
inspire courage +2 ___________ , suggestion ________________
Bard Spells Prepared (CL 8th __, DC 1 6 __ plus spell level)____)
3rd (3/day)cure serious wounds, dispel magic, good hope
3rd (3 _/day) ___________________________________
2nd (6/day) blindness/deafness, blur, glitterdust, hold person
2nd (6 _/day) ___________________________________
1st (6/day)cure light wounds, expeditious retreat, grease, hideous

__ BP
__ BP
__ BP
__ BP

Magical Equipment

__ BP
Magical Equipment

__ BP
Non-Magical Equipment

laughter, silent image1st (6 _/day) ______________________

0 (at will)dancing lights, daze, detect magic, ghost sound, light,

__ BP
Total: ___ BP

summon instrument 0 (at will)

Before Combat: ___________________________________
During Combat: __________________________________
Str 8 __ ,Dex 13 __ ,Con 14 __ ,Int 11 ___,Wis 8 ___ ,Cha 20 __
Base Atk +6 ___ ; CMB +5 ___ ; CMD 18 ___ (___________)
Feats AcrobaticB _____________ ,Alertness ______________
, Toughness _______, Dodge _________________________
, Toughness_________________ , ____________________
Skills Fl Acrobatics y +13 __ , Bluff +19 ___, Diplomacy +19 ____
______ Fly +3 ___ , Knowledge (arcana) +4 _______________
Knowledge (geography) +4__, Knowledge (history) +4__, Knowledge (local) +4__, Knowledge (nature) +4__, Knowledge (nobility) +4__, Knowledge (planes) +4__, Knowledge (religion) +4__,
Perception +12 __, Perform (Oratory) +17 __, Perform (String) +19
__, Sense Motive +1 7__, Spellcraft +11 __, Stealth +11 ________



DwArven charger:


Battlepoints Total: 143

Male dwarf fighter 8

SQ armor training +2, bravery +2, weapon training (close +1)

NG Medium humanoid (dwarf)

Combat Gear potion of expeditious retreat (3 BP), potion of shield of

Init +1; Senses darkvision 60 ft.; Perception +9

faith +2 (3 BP), potion of magic fang (3 BP), potion of cure light wounds


(x2) (3 BP each);

AC 20, touch 12, flat-footed 18 (+8 armor, +1 Dex, +1 dodge)

Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1

(+4 dodge vs. giants)

armor spikes (24 BP)

hp 80 (8d10+32)

Advancement: Yes.

Fort +10, Ref +4, Will +6 +2 vs. poison, spells, and spelllike
Battlepoint Breakdown

abilities; +2 vs. fear

Speed 20 ft.
Melee unarmed strike +12/+7 (1d3+4) or
+1 spiked armor +13/+8 (1d6+6/1920/x2)
Ranged longbow +7/+2 (1d8/x3)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Before Combat Prior to the start of a match, Axbeard consumes his
potion of magic fang, potion of shield of faith, and potion of expeditious
During Combat Thanks to his potion of expeditious retreat, Axbeard
moves a lot quicker than most foes expect. The wily dwarf seeks to

Ability scores
Character Levels
+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

x 5 (singleuse item) = 250 gp

Potion of shield of faith +2: 50 gp

3 BP

x 5 (singleuse item) = 250 gp

Potion of magic fang: 50 gp

3 BP

x 5 (singleuse item) = 250 gp

Potion of cure light wounds (x2): 50 gp

3 BP

x 5 (singleuse item) = 250 gp = 3 BP each

use this to advantage, closing in on foes as quickly as possible. Once

6 BP
Total: 143 BP

in combat with a foe, Axbeard initiates a grapple; his preferred targets

are arcane spellcasters, but hell seek to neutralize another target if an
arcane caster isnt present. Axbeards Lunge feat allows him to spring
another surprise on foes, attacking from a range of 10 rather than
5. Once he has his target successfully wrapped up, Axbeard looks to
squeeze the life out of him, bringing his deadly armor spikes into play.
Axbeard willingly coordinates his attacks with any rogues in his party,
as his successful grapple checks make the target susceptible to sneak
attack damage.
Str 17, Dex 13, Con 17, Int 10, Wis 12, Cha 6
Base Atk +8; CMB +11; CMD 23 (27 when resisting a bull rush or
Feats DodgeB, Greater GrappleB, Improved Critical (spiked armor)
, Improved Grapple, Improved Unarmed StrikeB, Iron Will, Lunge,

Weapon Focus (spiked armor), Weapon Specialization (spiked

Skills Climb +13, Perception +9 (+11 unusual stonework)
Languages Common , Dwarven



DwArfen charger:
Male __ dwarf ______ fighter _______ 8 _____________
NG __ Medium ________ humanoid (dwarf) ____________
Init +1__; Senses darkvision 60 ft.; ___ Perception +9_________
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!

Gear Adjustments & Notes: ___________________________


spelllike abilities; +2 vs. fear

Battlepoint Breakdown

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

Ranged longbow +7__/+2__ (1d8/x3) ___________________

__ BP

Special Attacks +1 on attack rolls against goblinoid and

orc humanoids ____________________________________
Before Combat: ___________________________________
During Combat: __________________________________

__ BP
__ BP
__ BP

Magical Equipment

__ BP
Magical Equipment

__ BP
Non-Magical Equipment

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) _________________________________



DwArven RiFleman:
Male dwarf fighter 8


Battlepoints Total: 143

Battlepoint Breakdown

NG Medium humanoid (dwarf)

Init +3; Senses darkvision 60 ft.; Perception +9

AC 23, touch 13, flat-footed 20 (+10 armor, +3 Dex, +1 dodge)
(+4 dodge vs. giants)
hp 88 (8d10+40)
Fort +10, Ref +8, Will +6 +2 vs. poison, spells, and spelllike
abilities; +2 vs. fear
Speed 20 ft.
Melee battleaxe +9 /+4 (1d8+1 /x3)
Ranged+1 Dwarven powder musket +14 (1d12+4 /1920 /x3)

Ability scores
Character Levels
+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

x 5 (singleuse item) = 250 gp

(x3) Potion of cure light wounds: 50 gp

3 BP

x 5 (singleuse item) = 250 gp x 3= 750

Short Sword: 10 gp = 0 BP
Powder horn: 15 gp = 0 BP
Heavy Shot (x4): 1 gp each = 0 BP

8 BP
0 BP
Total: 142 BP

Special Attacks +1 on attack rolls against goblinoid and

orc humanoids

Exotic Weapon: Dwarven Powder Musket



Before Combat Prior to the start of a match, Gunther consumes his

potion of shield of faith, increasing his AC by 2.
During Combat Gunther seeks a convenient location during combat,
and simply fires away with his lethal shots. Gunther is willing to take a
few attacks from a melee combatant as long as he has room to take a 5
step and blast away, opening gaping holes in his foes.
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
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

Heavy Shot


Dmg (S) Dmg (M) Critical Range Weight1 Type Special

100 gp




50 ft.

8 lbs.

1 gp

5 lbs.

Dwarven technology lead to the development of

the dwarven powder musketa terrifying ranged
weapon that propels a ball of lead at high velocity.
Loading a dwarven powder musket requires a powder horn, which costs 15 gp and is effective for
50 shots; it requires a move action to load
a dwarven powder musket. The dwarven
powder musket belongs to the
group when selecting weap-


groups for the fighter class


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)
Advancement: Adding levels to Gunther is as simple as adding more
fighter levels. Gunther is at the stage of his advance where he should
begin selecting feats that improve his critical hits while still advancing
his prowess with ranged weapons.



DwArfen RiFleman:
Male __ dwarf ______ fighter _______ 8 _____________
NG __ Medium ________ humanoid (dwarf) ____________
Init +3__; Senses darkvision 60 ft.; ___ Perception +9_________
AC 23___, touch 13___, flat-footed 20 ____________________

Fort +10 __, Ref +8__, Will +6__ +2 vs. poison, spells, and
spelllike abilities; +2 vs. fear

Stat Block!

Gear Adjustments & Notes: ___________________________


(+10 armor, +3 Dex, +1 dodge)(+4 dodge vs. giants) ___________

hp 88 __ (8d10+40) ________________________________

Gunther Modifiable

Battlepoint Breakdown
Ability scores
Character Levels
Race ____________________________

__ BP
__ BP
__ BP

Magical Equipment

Speed 20 ft.__

__ BP

Melee battleaxe +9__ /+4__ (1d8+1 /x3) __________________

Ranged+1 Dwarven powder musket +14__ (1d12+4 __ /1920 /x3)

Magical Equipment


__ BP

Special Attacks +1 on attack rolls against goblinoid and

orc humanoids ____________________________________
Before Combat: ___________________________________
During Combat: __________________________________

Magical Equipment

__ BP
Non-Magical Equipment

__ BP
Total: ___ BP

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) ____________________________________



sPecial tHanks & Acknowledgements

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

Just another four letter word.

Thanks dude, the analytics were much appreciated.

John E. Ling, Jr

Amber Scott

Thanks for your contributions and writing submissions. Your knowledge

Your cheerful manner is an absolute delight and its great to work with you.

and understanding of game design shines through in what you write.

Thanks for your contributions and specialist writing submissions.

Lloyd Shawn Warner

Technically, we couldnt do it without you. Thank 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.

Luchina Smith Scott

To my wife who is my greatest supporter in my many journeys.
Mark Orapello
Hey Marco, You rock! Thanks for all the effort and enthusiasm you added.
Matt Corelli

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

spells. Thanks for the support!

In so many different ways, you are the spark that started this inferno.

Ed Healy

Michael K. Tumey

Hopefully the start of a long business relationship. Thanks for your

patience with this project.

ent you provided to this project.

Mike Campell

Eric J. Rotbard, Esq.

Thanks Eric for your pro bono support and advice on legal matters. Your
support and friendship is fully appreciated.
George Basley

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

Not in the face!

Big thanks to the little guy for lending his time and talent to this project.
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

Your Lord and Master Kangarew

Thanks for bringing your enthusiasm and kind words to the project.

a Conflict Match and kiss his ass goodbye! Well done.



Items Held

Players Name:

Match Laws
No SideKicks
Panic Law
Steal the Roll




Main Hand:

Teams Name:


Date of Play:


Shadow Bound
Simple Movement
Spell Bound


Unlimited Other:
Map Elements Locations






DM TalkBack


Saving Throw

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)





Enter Map Coordinates







Blade Bound
Fog of war

Character Name:




Notes, Effects & Buffs:


AC Buffs

Notes, Effects & Buffs:

Abbreviations: c= competence ci = circumstance

d= deflection dg= dodge e= enhancement
i= insight lk= luck n= natural m= morale
p= profane sa= sacred sh= shield sz=size


Notes, Effects & Buffs:



Notes, Effects & Buffs:
Notes, Effects & Buffs:
Notes, Effects & Buffs:

Scratch Pad
# Hit Points

Notes, Effects & Buffs:
Notes, Effects & Buffs:

Max HP

Current HP

Please Print Legibly

Notes, Effects & Buffs:
Notes, Effects & Buffs:
Notes, Effects & Buffs:
Notes, Effects & Buffs:
Notes, Effects & Buffs:
Notes, Effects & Buffs:

Notes, Effects & Buffs:

PassCards Version 1.0

Download Full Color Versions at

Match Victory
e s

o p e

Good game, LOSER!


PassCards Version 1.0

Download Full Color Versions at

match types summary

Match Types Summary



Description Summary


This handicap match gives the smaller team time to

Kill of the

Playing as individuals, characters fight to keep their feet



Different Battlepoint Caps: The defenders receive a smaller Battlepoint cap.

prepare the map for the oncoming team of hunters. The Even Kill Victory Conditions: The Ambushers must kill a number of Defenders equal to
the original size of the ambush team to win.
hunters will have to face Map Elements, traps and finally Reduced Preparation: The ambushers receive only one round in which to prepare.
a readied and magically-prepared team in a slayers match. Double-Cross: Even number of team members. However, one member of the ambushers
is actually a spy, placed there by the defenders.

Single Hill: Only one unmoving hill in play.

Test your characterbuilding skills and your ability to

For Each His Own: Teammates fight as a team until all enemies are dispensed, then must

work as a team in this classic slayers match. Last team

turn on each other for only one winner will be crowned.

standing wins.

Legendary Grudge Match: One player gets to play an iconic character.

on a shifting Hallow. Point leaders are engulfed in faerie

fire and dimensionally anchored to make them easier
targets. The character who survives the match with the
most rounds on the hill wins.


Legendary Face Off: An iconic character is on each team. This can include character from
custom campaigns.

Snatch N

First team to kidnap their opponent and drag him into

Protectorates: Captured opponents must be kept alive.

their Hallow wins.

Tight Lipped: Captured opponents must be held for a longer period of time


A sentinel loadstone is at the center of this match. The

Team McGuffin: Each team starts with a McGuffin. A single Hallow is placed in the center

goal? To get the magical weighted sphere back to your

of the map. Stop the other teams from entering the Hallow with the McGuffin while

Hallow before the other team rips you to shreds.

protecting your own approach.

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!




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.

You only have a few rounds to penetrate their defenses

Prisoner Exchange: Each team has a prisoner that must be defended while trying to free

and get you boy home.

your friend in the enemies Hallow

Kill The King! Protect your teammate from the other

Enemy Selection: The assassinating team gets to choose which character is the king.

teams assassins. The problem: The kings crown can be

One Side Regicide: Only one team may have a king; the other teams are the assassins.

seen for miles.

Safe Points: The opposed teams agree not to harm any king for one full round after the
king enters a Hallows safety.

Two Brothers vs other pair of brothers. Each with the

Vorpals: One member of each team begins the match with limited use of a vorpal sword.

Bring on the monsters! The team to slay the most mon-

Zombie Night: In this Match zombies are the target of all the fun.

sters in a short period of time wins. The twist is, there is

Intelligent Gang: Teams are assigned a small yet tactically intelligence group of humanoids

nothing stopping teams from foiling each others plans.

who are aware and prepared for the situation they are in.

Protecting the other teams monster, healing monsters,

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

magical ability to protect their blood brother from harm.

After a brother falls, there are a few critical seconds
where revenging his death will bring him back to life.


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
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.
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.




Leaving The Map 86,15, 60

Handling Disqualifying Behavior
Character Disqualification 87
Instant Disqualification 87
Issue A Warning 87
Lost Of Action 87
Other Penalties 87
Player Disqualification 87
Restate Actions 87
Team Disqualification 87

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

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

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


Gm Centric Metagaming 82,83

Hallow. SeeMap Elements: Hallow (The)
Handling Player Stall Tactics 84-85
Hidden Movement 81

Illusion Rules 82

Keeping Track Of Hidden Characters 81

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

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

For Ranged 71

Announcing Whos Next: 85

Match Types 16
Ambush 18
Bloodspill 22
Brothers Keeper 32
Casualties 16
Conquer & Reap 36
Hellbreak 28
Kill Of The Hill 20
Match Events 16
Match Stalemates 16
Match Type Format 17
Mcguffin 26
Monster Mash 34
Random Match Selection 16
Regicide 30
Replaying A Match 16
Snatch And Grab 24
Total Party Kills 16

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

Special Thanks 113

Pre-Rolling 84

Rejecting Characters 84
Rotating Gms 14

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

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

Monster mash, Red team,

Opponent #35

Players Tips & Tactics 71

Battlepoints Optimizing 74
Healing 73
How To Avoid Metagaming 72
Map Edge 76
Match Tactics 76
Optimizing Your Character For The Conflict 71
Casters 71
For Melee 71

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

What Do You Need To Play 5
What Is Conflict Roleplaying 5
When To Remove A Miniature 81


game license version 1.0

Conflict Games LLC The mention of or reference to any company or product in

these pages is not a challenge to the trademark or copyright concerned. This book
is compatible with 3rd Edition and Revised 3rd Edition rules. This edition of the
Conflict Roleplaying Rulebook is produced under version 1.0a and/or draft versions of the Open Game License and the System.
Reference Document by permission of Wizards of the Coast. Subsequent versions
of this product will incorporate later versions of the license and document.
Designation of Open Game Content: None

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder

Roleplaying Game from Paizo Publishing, LLC. See for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See for more information on the compatibility license.
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
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(d) Open Game Content means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any additional
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb;
Based on original content from TSR.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
Conflict Roleplaying Rulebook Copyright 2009 Conflict Games L.L.C.
Author: Mark M. Scott