Beholder Bash Rules
– Pathfinder –
Build a Basher with the Pathfinder rule set to combat other Bashers in a PvP Battle Royal. Pre-generated characters are available if desired.
The Basher code of honor!
- Bounties are banned, those offering will be banned from future play and they will be eliminated.
- No Cheating, use dice that can be read from across the table. Never pick up a dice until the roll has been resolved.
- Be speedy, roll your attack and damage at the same time. Roll to the middle of the table.
- Keep track of spell durations on a separate sheet of paper.
- Speak clearly, so all at the table can hear your Basher.
- Do not stand around too long buffing, you’re here to fight! Too much buffing may get your character killed by Asmodel!
- Bash Masters (BM) rulings are final!
Source Books that may be used.
- Paizo Pathfinder RPG Core Book, Paizo Pathfinder Bestiary (1)
- Core Rule book, a character mini, and the usual gamer items (dice, pencil, etc).
Official Beholder Bash character sheets will be provided.
- Bashers Race and Class must come from Core Rulebook ONLY.
- All Basher are 11th (NPC and Prestige classes are forbidden)
- Hit Points for Bashers are 75% of absolute maximum.
- Hit Points for Animal Companion, Summoned Mount, or Familiars are 75% of absolute maximum.
- Bashers are unique and powerful heroes and as such Bashers will use, Epic Fantasy point buy (25 points), page 16 of the Core Rule Book. You can buy and sell your abilities points. You may not have a score below 7 or above 18 before you pick your Race. Racial bonuses or penalties are applied to stats after you have assigned the points.
- A Basher starts with 10 Design Points to enhance your build. These may be spent on the following.
Design Point Costs
- 1 point – Multiclass (6 of your levels must be of one class) (1 DP = 1 level)
- 3 points – 100% absolute Maximum HP
- 1 point – +1 to your point buy abilities score points (limit 5)
- 1 point – Add 5000 gp to your starting gold
- 2 points – Animal Companion, Summoned Mount, or Familiar is at 100% maximum Hit points
- 10 points – to Un-slot one Magic Item
- 8 points – Change the slot of one Magic Item
- 10 points – Add one Feat
- Start with 1 Spell, ability, or item active that requires no check and has a casting or activation time of no more than 1 round (Range: self or touch only you) cost 1 Design Point. Max 2 times
Spell and Abilities
- No spells or spell like abilities higher than 6th level, or magic items with a caster level higher than 12th are allowed including those modified by metamagic are allowed regardless of source.
- Arcane and Divine casters of all types must have spell components to cast spells, see the item Spell Component Pouch, page161. Divine Casters are to have Holy Symbols as well.
- Banned Feats: Eschew Materials, Magic Item Crafting (all types), Leadership.
- Banned Skills: Crafting, Sunder, Disarm, Sleight of hand.
- Banned Spells: Raise Dead, Reincarnate, Heal, Repulsion, Tiny Hut, Magic Jar, Invisibility (all forms), Rope Trick, and spells from the conjuration (summoning) or (calling) schools. Any plane shifting spells i.e Ethereal Jaunt.
- Fear effects do not stack unless specifically mentioned in the spell or abilities description.
- There is no access to other planes beyond the arena. With the exception of Dimension Door, Teleport, Bag of Holding, and Handy Haversack, and similar spells or abilities. A Basher can teleport all around the arena, they however cannot teleport out of the arena.
- Be familiar with the description of transmutation (polymorph) on pg. 211 if you are going to use spells or abilities to change shape or size.
- Bashers start with 500,000 gold.
- Each character gets for free; a set of clothes, 5 potions of Cure Serious Wounds, a potion of Lesser Restoration, a potion of Neutralize Poison, a Handy Haversack, and a Bandolier. This bandolier is worn across the chest, but does not take up a slot; it holds any combination of up to 10 potions, wands, or scrolls. As a Free Action, once a round, the Basher may take an item from his bandolier without provoking an attack of opportunity. All other items must be purchased.
- Remember to keep track of all the weight for the items you buy, encumbrance is very important. The Handy Haversack helps this, but remember the sack does not alleviate the weight from armor, weapons, and magic items. Page 169 and 170.
- All Bashers begin play with their armor, clothes, rings, cloaks, boots, robes, boots, belts, etc on. None of these items can be activated prior to the start of the Bash. No other items such as spell books, pouches, potions, animals, scrolls, animal companions, mounts, weapons, shields, wands, etc may be in effect or ready. You will have to activate, draw, ready, summon, etc to use them.
- Starting Items Held: A character can begin the match holding one item in each hand or one two-handed item
- No one may posses more than two of the same magical item, except; potions (limited to 5 of each type of potion), scrolls (limited to 10 of each type of spell), and ammunition (limited to 100 of each type)
- No one may posse more than ten of the same non-magical item, except; ammunition (limit 1000) and animals (limit one).
- Any object left unattended for three rounds is removed from play.
- Banned items: Siege Weapons, vehicles, NPCs, Eversmoking Bottle, Figurines of Wondrous Power, Feather Tokens, Lyre of Building, Robe of Useful Items, Carpet of Flying, Darkskull, Intelligent items, artifacts, cursed items, and Portable Holes.
- Wands may be purchased with full charges (50) for full price, or half charges (25) for half price.
- Intelligence enhancing items do not grant skill ranks.
- Animals purchased must follow the guidelines for Animal Companions as per Druid. Their HP is always 50% of Maximum, unless Design Points are spent. Animals must be called into the area by their owner.
- The duration for Bead of Karma from the Strand of Prayer Beads and charge cost for the Cube of Force have been changed from rounds instead of minutes.
- A Ring of Wizardry does allow an arcane caster to memorize/prepare additional spells.
- Gloves of Holding, Weapons and Rings of Spell Storing, Caster Shields come preloaded. But cannot be activated prior to the start of the Bash.
- Spell components or Holy Symbols must be used to cast all spells unless they do not require material components. Costly components to spells, as labeled in the spell descriptions, must be purchased separately and tracked. Costly components for scrolls must be purchased in addition to the cost of the scroll. Holy Symbols are never used up while casting.
- Poisons may be applied to an item (a standard action) or character (an attack roll), consuming 1 dose per action. Each additional successful application of a poison through an attack roll increases the save DC and duration of the poison. For more information on poison use consult pages 557-560 in the Core Rule book.
- All Bashers must have an alignment.
- Alignment choice is of utmost importance, as it will determine whether or not a character will be affected by an opposing player’s alignment based spells and special abilities.
- Lawful Neutral or Chaotic Neutral: If a character chooses to be lawful neutral or chaotic neutral, they have not aligned themselves with good or evil, and thus they will be affected by both good-and-evil aligned spells and special abilities (such as smite evil or smite good).
- Neutral Good or Neutral Evil: Neutral Good and Neutral Evil characters have not aligned themselves with Law or Chaos, and are thus affected by both lawful and chaotic-aligned spells and special abilities (such as shield of law or chaos hammer).
- True Neutral: True Neutral characters are affected by all (good, evil, law and chaos) alignment based spells and special abilities.
- No Changing Alignments: Once an alignment is chosen, and the Match begins, characters may not willing change alignment
- Characters, their mounts, familiars, animals, and animal companions fall to the floor when defeated, the square were they fell is considered difficult terrain.
After three rounds they disappear.
- You do not automatically fail a skill check if you roll a natural 1. You automatically fail if you roll a natural 1 for an attack roll or saving throw.
- A saving throw of a Natural 1 is a critical failure, not only are you subjected to the spell but you also LOSE ONE ITEM from your items slots, consult page 216 and roll randomly to see which item is destroyed.
- Be familiar with your character’s class(es), abilities, and equipment. Total all your expenses one last time. List all the DC’s for your spells, abilities, and items, have them ready. Calculate and tally all your bonuses, spell DCs, counter spelling, saving throws, skills, hit points, armor class (for all three forms normal, flat footed, and touch), attack bonuses, etc.
Magic Items on the Body
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.
Armor: suits of armor.
Belts: belts and girdles.
Body: robes and vestments.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Ring (up to two): rings.
Shoulders: capes and cloaks.
Wrist: bracelets and bracers.
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.
Some items can be worn or carried without taking up a slot on a character’s body. The description of an item indicates when an item has this property.