Conflict Rules

Be Prepared

Conflict is meant to be a fast-based game. A player should prepare for the use of all of his powers and abilities before the Match begins. Not much bogs down a Match like the player of a wizard who summons 1d3 fiendish tigers and then has to apply the fiendish template to the base creature, after looking up the base creature. All such stat blocks should have been prepared before the Match began.

Similarly, the player of a fighter carrying a potion of bull’s strength should be aware of all effects that adding +4 to his strength will have on his character before the Match begins. These things should be prepared and recorded and ideally given over to the GM before any dice are ever rolled. With the Panic Rules in place, the same thing applies during the Match. A player should be deciding what he is going to do long before it comes to be his turn to take action.

This is of particular import as each player only has a limited amount of time to declare his actions once it gets to be his turn. Failure to declare his action within the time limit will cause him to lose his move action for that turn In these cases, it does not matter how well built your character is if you are unable to put it to proper use as a player. Sometimes simply being prepared trumps a perfectly optimized character.

Character Limit

A player may only have 3 conflict characters unless otherwise noted; also, players may use characters from aldium, but they will have separate sheets and use the point buy and equipment from conflict in addition to having their level adjusted for the game.

No Pansies

you must have a aldium character sheet of the character you are making a conflict character with , keep in mind this is not a "make a random cheesy character to avoid consequences for my real one" either we will evaluate who you try and make if your cheesedicking it by making a -new- character to avoid any consequences your character will be denied for registration


It remains a mystery why all combatants in every Conflict Match know the words of Banishment and that ritual’s sinister purpose, but know it they do. When a combatant kneels, touches the body of a fallen opponent and recites the words of Banishment over him, a colossal hand rises up from the earth beneath that fallen opponent, completely encircles him in its fist and then drags him down into the earth.

Any character that has been thus removed by the colossal hand is eliminated rom the Conflict. This removal is permanent. Unless stated otherwise in a specific Match’s “Match Rules,” no power or spell can bring the Banished character back into the Match once he has been cast out. Not even a resurrection or a wish spell can return him to his teammates.

Rules of Banishment:

◆◆ To perform a Banishment, a character must place his hand on the body of the fallen opponent and keep that hand there for the entirety of the recitation. Reciting the ritual requires a full-round action. If the reciter loses contact with the body or loses his concentration while performing the ritual, the ritual is broken. Any damage taken will force a Concentration check DC 10 + the amount of damage received and reciting the ritual does provoke
Attacks of Opportunity. Should a Banishment be successfully performed on a fallen opponent, the Hand immediately appears and claims the fallen character.

◆◆ The person who performs the Banishment ritual does NOT need to be the person who slew the fallen character. Nor does it necessarily need to be an opposing character.

◆◆ The performance of the Banishment ritual is not an attack. Unless specifically stated otherwise in the Match Rules, the use of the ritual on a teammate does not result in disqualification. Nor does its use on a teammate result in Fines, Victory Points, etc.

◆◆ The Banishment will not work on any character that is not currently below 0 Hit Points or who has not been ruled a casualty by the GM. If the victim is healed to above negative hp before the Banishment is complete, then the Banishment ends abruptly and the person performing the Banishment will have lost his action.

◆◆ The Hand is immune to all force or damage. It cannot be stopped in any way. Furthermore, once it has taken a fallen character, that character has met his end and is immediately removed from play.

◆◆ The sounds of a Banishment are quite distinct. Any eligible characters on the map can make a listen check (DC 15) to hear the Banishment occurring.

◆◆ The Hand of Banishment does leave noticeable scars in the earth but does not leave a hole or tunnel behind.

◆◆ An individual can only Banish one person per round.

Disqualifying & Infeasible Spells

Leaving the Conflict Map is a disqualifying act. The use of spells that cause a character to leave the map past the end of the round (astral projection, ethereal jaunt, plane shift, etc.) will cause immediate disqualification.

Also, Conflict Matches don’t last long enough for spells with very long casting times (atonement, divination, ironwood, etc.) to feasibly be cast. The GM should restrict all such spells from the game, so that no player ends up with spells that cannot actually be used in a Conflict Match or whose casting will cause disqualification.

Alignments Based Effects

All characters in Conflict PvP must have an alignment. In PvP combat, 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.

Leaving the Map and Flight

A character cannot voluntarily step off the map in order to go “around” a wall or obstacle; likewise, a character cannot purposefully use magic to exit the map. Flight is included in this rule and all flight is limited to a height of 60’. Purposefully attempting to evade this rule results in disqualification (see Chapter 10 for more information on disqualifying acts). However, characters that leave the map involuntarily (through such means as plane shift or the Bull Rush ability) are not disqualified. They are instead lost in the ether for 1d3 rounds.

Communication to the map is completely lost during these rounds, including through the means of telepathy. What’s more, all spells and abilities requiring concentration are considered abandoned as soon as the character is removed from the map and they are not restored when he returns to the map. A character returns to the map on the same square in which he left it, unless that square is currently occupied, threatened, or under the effects of something hostile, in which case the character returns on the closest available safe square along the Map Edge.

No Magic Before Matches

No magical effects can be active before a Match begins. Neither do magical effects carry over between Matches. Any special abilities that require activation also are not considered active at the start of the Match.

Pursuit and Evasion

In pursuits where both characters move at the same speed, the GM may choose to implement the Pursuit and Evasion rule to determine if the pursuit is successful or not. The Players concerned make opposed Dexterity checks to see which of them is the faster. If the fleeing character wins, he “escapes” and can reposition himself out of the line of sight of his pursuer. If the pursuing character wins the roll, he “catches up” and can reposition himself adjacent to the fleeing character.

Passive Perception

At the start of every Match, each character rolls a passive Perception check. The GM can secretly use this number on behave of the PC for passive Perception checks against stealth, hidden traps and the like that he encounters during the entire Match.

Rules of the passive Perception check:

1. A character can take 10 on his passive Perception check.

2. During a Match, on his turn, a character can take a full round

action in order to reroll his Match passive Perception check.

3. Players record their Passive Perception Check on their Passcard

8. Panic Law

Conflict is about decisive action. Being indecisive once a Conflict has begun is the same as being indecisive in any fight – if you dither, the battle gets decided for you. The players of Conflict have to make their decisions quickly or suffer penalties to their character’s actions. Once it is a player’s turn, that player has 60 seconds to declare his character’s actions for the round.

If the player fails to do so, then his character is considered to be in a state of Panic and in that state loses his move action for the round, though he can still take a standard or a swift action. The Panicked state ends after the round, with no lasting effects.

Rules of Panic:

◆◆ The GM will give a warning when a character has only 20 seconds left to make a declaration of his actions, in order to let the player know that his character is about to Panic.

◆◆ While the player must declare his character’s actions within 60 seconds, once he has declared them, he can take as much time as needed to perform those actions. This statement can be as simple as: “I move and attack,” or even more complex than: “I wait one turn in order to allow Ben’s character to get out of the way, then cast my Quickened lightning bolt, as long as the orc is still there.”

◆◆ If the player begins speaking before the timer runs out, he is not in violation of the Panic rule. However, a player who is speaking after the timer has run out is given only as much extra time as it takes him to complete his current thought. As soon as he has completed that thought, Time is called, even if that player wanted to say more.

◆◆ Should something have happened in the previous turn that would obviously affect any decisions that the player may have made for his turn, the player has 2 minutes to declare his actions for the round.

No Running

During all Conflict Matches, the Run action is restricted from use. This restriction is due to the constraints of the Conflict maps. The restriction does not affect spells or abilities that increase base speed.

Munchkin Rule

A DM can refuse a player from his or her Matches for any reason, be it personal or otherwise, WITHIN REASON, and do not have to run Matches for problematic players. This includes players who intentionally break Matches for their amusement, are disrespectful to players and DMs, or twink out their characters to the point where running them would be a detriment to everyone's enjoyment.

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