Pathfinder PvP Rules eng

Before the game, Placement, Table

Before the game

  1. Teams randomly decide who will choose their side of the table

  2. Choices are made among shorter sides of the table

Placement

  1. Teams place their characters one by one in the initiative order. Characters must be placed not farther than 3 squares from the edge of the table. 

    1. When you place your character on the table, do not forget to say what character is holding in his hands (potions, scrolls, weapons, etc.)

  2. Placing objectives. First objective must be situated in the centre of the table. It’s called “central objective”. Then teams place other objectives one by one, not closer than 40ft to any nearest objective or character. The first objective is placed by team who won the table side pick.

    1. Objectives are not objects. They cannot be transported. 

    2. If any of Pit spells is cast under the objective, it transforms into beam, so characters at the bottom of the pit still can hold the objective. This rule also applies to characters who are lifted upward (by Hostile Levitation or Telekinesis for example)

    3. After objectives are placed, teams randomly roll Capture Prerequisites for each of them (see below)

    4. At the end of the battle round every character in the field knows what objectives are captured and by whom. It is also obvious if objective is not captured by any team. So if one character captured the objective, but there is another invisible character nearby, both teams will know that objective belongs to no one.

  3. After Objectives are placed, their capture prerequisites and abilities are determined, teams draw their Missions (see below).

Table

  1. Squares on the playmat should be marked by Letters and Numbers like in chess. If your character is invisible or stealthed, you can inform the master or other people about his location by giving character’s coordinates.

    1. If you’re playing without a master, it’s possible to write down invisible/stealthed character location on paper and than give it to your opponent after character is revealed, so he knows you’re not cheating

  2. There are objects on the table. This is terrain. It can be used as a cover, shooting post for your archer or to solve any other tactical task.

    1. No more than two terrain objects can give total cover from any side. Like House for example.

    2. All terrain objects are considered to be made of stone.

    3. All terrain might be 5, 10, 15, 20 or 25 feet high. 5 feet objects may give total cover to small characters. 10 feet and higher to medium characters, and 15+ feet to large characters.

    4. Every terrain casts a shadow. Shadows length is equal to objects’ height. Roll d8 to determine all shadows direction.

This strange rule is important for characters who utilize shadows in some way, like Shadowdancer prestige class. Otherwise do not consider it.

  1. DC to Сlimb on any terrain is 15.

Victory conditions, points (Objectives, Missions, Kills)

Victory conditions

  1. To win the game, you have to earn more points than your opponent or kill all enemy team.

  2. Battle lasts for 5 rounds. But it may last longer if

    1. Both teams eager to continue 

    2. If one team wants to continue, but their opponents do not. Then roll d20. 13+ means teams have to play one more round. Then roll d20 again. On 14+ – another round. Then roll d20, new round occurs on 15+  and so on.

Points: objectives, missions, kills

  1. Points are earned for killing enemy characters. 1 character = 1 point

    1. Enemy is considered killed if his HP is below 0 and he is unable to act. If a character is not irretrievably dead, he may be healed by his comrades to positive HP values and killed again by his opponents to give them another point.

  2. Points are also earned by capturing Objectives

    1. Capturing Objective is a free action

    2. Points for captured objectives are calculated at the end of each round.

    3. To capture the Objective, suitable character must stand on it or in the adjacent square. This is called the capturing zone

    4. All Stealth checks in the Objective capturing zone are made with -20 penalty

    5. Objectives give 1 point every round to the team who possesses it. 

    6. Objectives that has been placed by you give you 1 point per round. Objectives that has been placed by your opponent give you 2 points per round. While central objective gives you as much as three points per turn!

    7. Every objective grants random ability which is determined in the Objectives placing phase. The Objective’s ability may be used once per battle. After it is used no new abilities are granted by that objective.

    8. Abilities are activated as immediate action by the character who holds that objective

      1. Abilities may be activated only if its Objective has already given at least 1 point

      2. Every turn you may roll for a new Objective ability. This is a free action.

    9. An Objective belongs to the team whose characters are at the majority in its capturing zone. Only characters that are capable to capture that objective are count.

Example: Team “Ninjas” has 2 characters in the Objective’s capturing zone. While team “Pirates” has 4 characters there. Capturing prerequisite for that Objective is “Pass Climb check, DC 20”. Both Ninjas have successfully done it, but only one Pirate managed to pass that check. So that the Objective belongs to Ninjas, despite they are in less numbers.

  1. 3+ Intelligence Animal Companions, Eidolons, Phantoms and considered as characters in terms of capturing the Objective, but not familiars or summoned creatures.

  2. If character who has been holding the Objective decides to leave and new character (his teammate) wants to take his place to keep holding that Objective, he also has to pass capturing Prerequisite.

  3. If a character who holds the Objective is under the full control effect (see below), he has to pass capturing prerequisite again when he regains his normal state.

  4. You may use Aid action to help capture the Objective.

  5. If there is equal number of characters who have successfully passed a capture check from each team in the Objective capturing zone, the Objective belongs to no one. 

Example of a capture prerequisite and an objective ability:

  • Capture Prerequisite: Pass Strength check with DC 12 to capture this Objective

  • Ability: All magic buffs on the field are dispelled

All prerequisites and abilities are listed here.

  1. Points are earned for completing missions. Each team draws a number of missions equal to the average charisma score among the characters put on the table before being buffed, +1.

    1. Each round you can put aside your missions and draw the new ones.

    2. If the mission has been completed, it is put aside and the new one is drawn in place of it.

    3. If the mission is impossible to complete, it is put aside, and the new one is drawn.

    4. Missions can’t be completed retroactively, if the mission itself does not state the opposite.

All missions are listed here.

General mechanics, changes, bans

General mechanics

  1. In general, the rules remain the same, since we are still playing Pathfinder)000)

  2. You can’t rewind time. What is done on your turn cannot be changed.

  3. By default, the game takes place in the daytime under normal light and with windless dry weather.

  4. During the stage of placement everyone knows about each other, so there is no surprise round. 

  5. Even if a character hasn’t taken actions from the beginning of the combat, he isn’t considered flat-footed anyway.

  6. You have 3 minutes for your move. Players can change it as they wish in case of mutual agreement. 

  7. Don’t forget that you can’t buy an item the cost of which exceeds half of the starting wealth.

  8. Class abilities (but not spells) that last all day or until being used, are considered to be activated by default. Spells cannot be activated in this way. 

  9. You can’t retrain the feats.

  10. Feats are taken on those levels when they are available and when a character receives a feat.

  11. No more than one character with a companion on a table (Eidolon, Animal Companion, Phantom)

  12. Only one character per team can be invisible at the same time.

12.1. Any type of invisibility lasts 1 round (like Vanish caster level 1). Invisibility ends at the beginning of the character’s next turn.

13. Don’t forget about carrying capacity and overload.

14. Stealth and invisibility during the placement start only from the moment of the character’s turn. That is you can’t place a character on the table and say that he is invisible/hidden.

Changes 

  1. There is a 0 round. You can act during it as if during a surprise round (a move action or a standard action), but you can’t move, change initiative, interact with the enemy or the field. If you’ve got the abilities which allow you to act without limitations during a surprise round, then they work there. All the buffs and abilities used during this round are announced aloud.

  2. New initiative. A player with the highest initiative is the first one to take actions, but the next one to act will be a player with the highest initiative from the opposite team. After that, a player with the second initiative from the first team acts, then again a player from the opposite team. 

Example:

The characters from team Pirates rolled the initiatives 25, 26 and 27. The characters from team Ninjas rolled the initiatives 10, 11 and 12. They will act in this order: 27-12-26-11-25-10.

  1. You can pass your initiative to the next character after you just after the initiative has been rolled. 1 time per team

  2. The initiative rules (delayed and readied actions) act according to the usual rules during the combat. The initiative can be delayed one time in a round per character.

  1. Conditions (sleep, daze, stun, fear, dominate, murderous command, confused, suggestion, cowering, fascinated, frightened, panicked, paralyzed) and other effects, which cause total loss of control over a character, always last only one round. 

  2. Conditions which cause partial loss of control (entangled, blind, exhausted, staggered, nauseated) always last only 2 rounds. One spell/ability can’t cause the loss of control for more than 2 rounds regardless the wording of the spell.

  1. Pit is considered to be a partial control if someone falls in it. In other cases, the duration of the spell is normal. 

  2. Grappled and pinned from spells/abilities are considered to be a partial and a total control accordingly unless these conditions occur as a result of a combat maneuver.

  3. Rounds of control starts from the moment of its activation. Don’t make a fuss over it.

  1. Summoned creatures are affected by control as normal. 

  2. If a creature has been summoned as a standard action and attacks you immediately, you are considered-flat footed for him. Still, a sudden teleportation behind your back do not make you flat-footed (unless you find a proof in the rules  ˉ\_(ツ)_/ˉ )

6.1. Stealth functions according to the general rules for characters who are invisible or in total concealment like darkness. Respectively, the rules for flat-footed work as normal for these conditions.

  1. The terrain, where the combat takes place, is considered to be universal. It means that the effects from any favourite terrain are manifested. 

  2. Effects that rely on alignment manifest to the maximum extent, regardless the alignment of a target. This means that Smite Evil is applied to any opponent, Burst of Radiance deals damage to all enemies, and so on. 

  3. Any Stealth Check requires a move action.

Example

If a character ran through 6 squares and then made an attack, then he won’t have actions left for stealth.

9.1 If a character is behind Total Cover, but hasn’t made a stealth check, then the player from the opposite team knows where he is situated, so he can go and find him with his character. It is not considered to be a metagame.  

9.2 In total concealment (for example, under the effect of invisibility) stealth functions as normal, like part of a move action.

  1. Any action that forces the opponent to roll saving throws is considered to be aggressive, so it ends invisibility. For example, a pit created under the opponent makes the caster visible. 

  2. АоЕ spells that cause negative effects last as long as the effect they cause (see paragraphs 2, 3 and 4 above)

  3. You can hide behind a wall from burst AoE spells (for example, fireball, cone of cold, burst of radiance). In order to find out whether the wall covers someone, you need to  draw a straight line from the source of AoE to the character. If you can’t do it, then the character has managed to hide himself out.

  4. The target for an АоЕ spell can be either a character, or a visible point on the ground, but not the point in the air.

  5. If a player implants mesmerist tricks in his/her characters, he/she has to put them down somewhere on a piece of paper in order to demonstrate them to the opponent if needed.

  6. Don’t forget about:

  1. Illusions. If the existence of an illusion raises serious doubts, then you can make a spellcraft check 20 + spell level to understand that this is an illusion even without interacting with it. In case of success, illusion still continues to exist. 

Banned

  1. All forms of flight – spells, class and racial abilities, transformation in another creatures and so on. Still, levitation is allowed. 

  2. Crafting before the game for reducing costs of purchase. 

Characters

Character creation rules 

  1. Level 8 

  2. Point buy 25

2.1. Do not drop the stats below 7, including racial and age penalties.

  1. All races up to 15 RP from Paizo are allowed. Among the races, for which RP are not indicated, you are allowed to take kitsune, samsaran, wayangs, aquatic elf, calogni, kuru, gillmen, orang-pendak, deep one hybrid, vine leshy.

  2. All classes from Paizo are allowed.

  3. Both usual multiclassing and Variant Multiclassing from Pathfinder Unchained are allowed.

  4. Combat Stamina is allowed.

Changes in character creation

  1.  Power Attack, Piranha Strike, Deadly Aim are no longer considered to be feats, now they are just options and everyone has them by default

  2. Maximum HP is always taken

  3. Light and heavy shields (but not tower shields) provide 1 AC more.

  4. The following animal Companions are available: link

  5. Vampire Hunter on d20pfsrd is indicated as a base class. It’s a mistake of the site administrators

  6. Classes such as Wizard, Sorcerer, Arcanist, Psychic, Witch and archetypes without armor specialisation, but with the access to Mage Armor spell, start the game with Mage Armor on them.

  7. Changes to the functioning of spells because of class options are applied only to the spells of this class.

Inventory and starting wealth

  1. Starting wealth is 20000 gp per character.

1.1 You cannot pass items on from one character to another at the stage of character creation.

  1. Items with charges have to be bought at the price of a full item.

  2. The same is with arrows, bolts, etc. They are bought in pack of 50 items.

  3. Maximum CL for items is 8

Bans 

  1. 3рр

  2. Leadership, recruiting.

  3. Gunslinger; old Summoner, synthesist archetype

  4. Firearms

  5. Sacred geometry

  6. Monster Feats

  7. Technological items, augmentation

  8. Racial traits which provide additional Race Points.

For example:

Draconic Heritage (4 RP) , Behind the Veil (1 RP), Dusksight (2 RP), etc.

  1. You can take only 8 levels of each class per team.

For example:

You can have Barbarian 8 and Fighter 8 in your team or two  Fighter 4 / Barbarian 4 characters

  1. Drawbacks are banned

  2. Bewildering Coan feat

  3. Antagonize

  4. Ki Diversity

  5. Preconstructed Spellbooks

  6. Cyclops Helm

  7. Second Chance (trait)

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