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Rules/Crunch of Eyros

domino

First Post
Or maybe that the stress from having his/her life force drained would be so much that the shock of being raised again would just kill him/her a second time.

Also, don't most of the gladiators aim to wound rather than kill? Especially if they'd need to pay if they did kill. Thus, they probably have a death insurance fund, to pay the few qualifed people.
 

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Arkhandus

First Post
Gladiators don't need to be raised, only duelists who accidentally get slain in a duel. Duels happen outside the arenas, they're formal challenges between nobles or the like. They're usually not to the death. So they rarely result in needing a Raise Dead or Regeneration. Gladiators can rot in their cells with one arm and a mangled eye for all their stablemaster's likely to care, unless they're freemen. :-/

Edit: I have the Mo'ahhi woman statted up now, but DMs could use variations of her stats for their games. Some may not want her sundering the PC gladiator's precious weapon in the first or second round of battle from 15 feet away, so they could just swap Improved Sunder out for Weapon Focus (whip-dagger). Some may want to swap out some of her levels for a prestige class out of Complete Warrior, Sword & Fist, or Complete Adventurer, for all I know. But I suggest keeping her levels arranged in such a way that she wouldn't have suffered XP penalties for multiclassing. Her first level was in Ranger, for reference, with many cross-class ranks in roguish skills from that level. I gave her languages as per a PC, such that Common aka Vulgar Eyrosian is a freebie along with her regional language Mo'ahhim, but you may decide to just swap out 2 ranks in something and give her Speak Language (Vulgar Eyrosian). Keep in mind that the NPCs in Lux Ex Oriente are supposed to be champions of their homelands, come to test their skills against Eyrian warriors, that's why they're relatively higher level than most other gladiators. For that matter, I'll probably soon post the stats and description for a typical Eyrian gladiator. After I stat and post the rest of Lux Ex Oriente.

Kal'aj'ash'nee, Mo'ahhi Warrior-Woman
Medium Humanoid (Human), Ranger 3/Fighter 6/Rogue 3
Hit Dice: 3d8+6d10+3d6+24 (84 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +5 armor, +1 natural armor,
+2 deflection), touch 16, flat-footed 18
Base Attack/Grapple: +11/+13
Attack: Magic +1 bone whip-dagger +14 melee (1d6+1/17-20);
or masterwork bone short sword +12 melee (1d6/19-20)
Full Attack: Magic +1 bone whip-dagger +14/+9/+4 melee
(1d6+1/17-20); or magic +1 bone whip-dagger +10/+5/+0
melee (1d6+1/17-20) and masterwork bone short sword +10
melee (1d6-1/19-20)
Face/Reach: 5 ft./5 ft. (15 ft. with whip-dagger)
Special Attacks: Combat style (two-weapon fighting),
favored enemy (humans), sneak attack +2d6
Special Qualities: Evasion, trapfinding, trap sense +1,
wild empathy +6
Saves: Fort +11, Ref +12, Will +4
Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 11, Cha 16
Skills: Balance +12, Bluff +17, Climb +11, Diplomacy +8, Escape
Artist +15, Gather Information +10, Jump +12, Listen +5, Perform
(Dance) +6, Sense Motive +8, Spot +5, Swim +8, Survival +5
Feats: Exotic Weapon Proficiency (Whips), Weapon Finesse,
Track, Endurance, Combat Expertise, Improved Feint, Power
Attack, Improved Trip, Improved Initiative, Improved Disarm,
Improved Critical (Whips), Improved Sunder
Organization: Solitary, duo (Kal'aj and Ikaido, or
Kal'aj and D'achao), or trio (Kal'aj, Ikaido, and D'achao)
Challenge Rating: 12
Alignment: Neutral evil

Description: The apparent leader of Lux Ex Oriente is Kal'aj'ash'nee, a stunning warrior-woman from distant Mo'ahhim, nearly ebon of skin with long, many-braided black hair, she seems to be the only one of the trio who speaks Vulgar Eyrosian; the others only speak their native tongues and Mo'ahhim. Kal'aj'ash'nee wears piecemeal bone-and-leather armor in the apparently-Mo'ahhi-common style, revealing but mildly functional and easy to move in. Like others of her kind she wields a whip-dagger (ginta as the Mo'ahhi call it), with a blade made of sharpened bone and etched with crude symbols. Kal'aj the Ebon (as the crowds know her) is well-muscled but particularly lithe and seems to constantly surprise her opponents with the speed and accuracy of her ginta. Her Mo'ahhi fighting style is dancelike and appealing, but deadly to foes with the spinning whip-dagger. She is manipulative and cunning, but does not speak often, and has a hardness in her looks. The Mo'ahhi's accompanying foreign allies, though they often seem at odds, are Motoushi Ikaido of Nientei, and D'achao'himat'echet Uramao'tetcatlan of O'hoa'ti'neumas.

Kal'aj'ash'nee is literate, and she speaks Mo'ahhim, Nientese, O'hoa'ti, and Vulgar Eyrosian. Her mother learned some foreign languages from Mo'ahhi traders and taught them to Kal'aj throughout childhood.

Important Notes: Kal'aj'ash'nee wields a whip-dagger with the Human Bane magic quality and a +1 enhancement bonus to attack and damage. Her people, the Mo'ahhi, call whip-daggers ginta. Her whip-dagger is a mighty whip-dagger, adding up to +2 Strength modifier to damage. The Human Bane quality increases the enhancement bonus to attack and damage by +2 against humans, and deals an additional +2d6 damage to humans, but these situational bonuses are not factored into the statistics above. The blade and spines are made of bone, so it suffers a -2 penalty on attack and damage rolls, factored into Kal'aj's statistics. Whip-daggers can be found in Sword & Fist and the Arms & Equipment Guide, both by Wizards of the Coast, but they might also be listed in Complete Warrior (though I am uncertain on that last point). Following the Arms & Equipment Guide, Exotic Weapon Proficiency in the whip extends to the whip-dagger. In following the 3.5 changes to whips, Kal'aj's whip-dagger is considered for most purposes to be a one-handed Medium melee weapon with 15-foot reach, and though it can strike anyone within its reach, it does not threaten an area. Whip-daggers deal normal damage rather than subdual damage, and do not suffer a normal whip's inability to damage creatures with armor or natural armor bonuses to AC. Like a normal whip, however, the whip-dagger grants +2 on an opposed roll to disarm a foe, and on the roll to avoid being disarmed of the whip-dagger if that disarm attempt fails. Likewise, whip-daggers can be used to trip an opponent, and if the trip attempt fails, the wielder may drop the whip-dagger to avoid being tripped themselves.

Kal'aj the Ebon carries a masterwork bone short sword in her off-hand, but rarely uses it, so it rarely impacts her fighting ability. When used though it suffers the same -2 attack and damage penalty as her bone whip-dagger, which is factored into her statistics already. Kal'aj'ash'nee wears bone armor, with a +2 enhancement bonus to AC and the Slick magic quality. Bone armor can be found in the Arms & Equipment Guide by Wizards of the Coast, and possibly Complete Warrior. The bone armor's check penalty is -2 since it is masterwork, factored into her statistics, but most of the time she has to do athletics is when traveling, so usually she will have removed her armor for such activities, under which she wears little more than a waistcloth, upper-torso wrap, and boots. Kal'aj the Ebon wears an Amulet of Natural Armor +1, and a Ring of Deflection +2 on her right forefinger. She keeps a Potion of Cure Serious Wounds at her belt for emergencies, and when traveling she also attaches a few belt pouches with rations and waterskins inside. Kal'aj'ash'nee has the same amount of gear as the Dungeon Master's Guide suggests for 12th-level NPCs.

Since Kal'aj the Ebon has humans as her favored enemy, she receives a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when used against humans, and she deals +2 damage to humans with any weapon she wields, but these bonuses are not factored into her above statistics since they are situational. Her two-weapon fighting combat style means that she gains the benefits of the Two-Weapon Fighting feat, as long as she wears light armor or no armor, regardless of the feat's prerequisites.

Combat Tactics: Kal'aj the Ebon tries to begin a battle by using the Bluff skill to feint in combat, which only takes a move-equivalent action thanks to her Improved Feint feat, so that she can immediately follow up with an attack which her opponent will have difficulty avoiding thanks to the feint. This first attack is usually a sneak attack with the whip-dagger, and she enjoys using a combination of feints and sneak attacks throughout any battle. If her opponent carries a large weapon, she will often begin a fight by instead trying to break the weapon with one or more sundering attempts aided by Power Attack, to avoid her precious ginta being sundered by such powerful weapons.

Kal'aj will back away from opponents with a 5-foot-step after any opponent moves closer to her, since her whip-dagger provokes attacks of opportunity like a ranged weapon, so is best used from 10 or 15 feet away. Every other round she will generally open up with a full-attack using first a trip attempt, and if successful two normal attacks, but if her trip attempt fails she'll just try it again with her second attack of the round. Sometimes Kal'aj will begin a fight with a trip attempt or disarm attempt, instead of a sneak attack, just to keep her opponents off-guard and off-balance.

Kal'aj makes frequent use of her Power Attack feat to add a further 4 to 6 points of damage to most of her attacks, or as much as 8 extra damage when she's tripped an opponent or feinted, unless they look very well-armored. Still, even against most well-armored foes she can usually afford to use Power Attack for 4 points or so. When Kal'aj'ash'nee is stuck in close quarters for a moment, she will use her off-hand dagger in combination with her whip-dagger to make a rapid series of attacks, thanks to her Two-Weapon Fighting combat style. However, she will provoke an attack of opportunity from attacking with the whip-dagger if within the opponent's threatened area. Nonetheless the trade-off is usually worth it, as it usually finishes off her opponent or convinces them to yield.

Kal'aj doesn't often fight defensively, but will do so if her opponent seems very powerful and accurate within the first few rounds. If such a revelation doesn't come until later in the battle, she may begin fighting defensively for the rest of the battle, trusting in her superior accuracy with the whip-dagger to win. She often scores at least one critical hit in a battle, after all, which can be deadly when using Power Attack. Against any foe who is obviously formidible, this is her prime tactic, to fight defensively and use a bit of Power Attack, such as 2 to 4 points, and trust in her superior accuracy and threat range to win through.
 
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Arkhandus

First Post
For the heck of it I'll post a more typical Mo'ahhi warrior-woman come to the gladiator arenas of Eyros. Refer to the description above for Kal'aj'ash'nee for a general idea of their appearance and tactics, though more limited because they lack their champion's experience and feats.

Typical Mo'ahhi Warrior-Woman Gladiator
Medium Humanoid (Human), Rogue 1/Fighter 4
Hit Dice: 1d6+4d10 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Magic +1 bone whip-dagger +6 melee (1d6+3/19-20);
or masterwork bone short sword +5 melee (1d6/19-20)
Full Attack: Magic +1 bone whip-dagger +6 melee
(1d6+3/19-20); or masterwork bone short sword +5 melee (1d6/19-20)
Face/Reach: 5 ft./5 ft. (15 ft. with whip-dagger)
Special Attacks: Sneak attack +1d6
Special Qualities: Trapfinding
Saves: Fort +4, Ref +6, Will +0
Abilities: Str 14, Dex 16, Con 10, Int 13, Wis 8, Cha 12
Skills: Balance +6, Bluff +10, Climb +6, Escape Artist +7,
Intimidate +7, Jump +6, Listen +3, Perform (Dance) +5, Sense
Motive +3, Speak Language (Vulgar Eyrosian) 1, Spot +3,
Survival +3, Tumble +6
Feats: Combat Expertise, Improved Feint, Exotic Weapon
Proficiency (Whips), Skill Focus (Bluff), Weapon Focus (Whips),
Weapon Specialization (Whips)
Organization: Solitary, duo, imha'oa (7), group (3-12), or mixed team (1-3 Mo'ahhi plus 1-3 Nientese and/or 1-3 O'hoa'ti and/or 1-12 others)
Challenge Rating: 5
Alignment: Neutral evil

A typical Mo'ahhi warrior-woman fighting in the gladiator arenas of Eyros wields a +1 bone whip-dagger in their main hand, a masterwork bone shortsword in their off-hand, and wears +1 bone armor. Their whip-dagger is a mighty whip-dagger, as detailed in Sword & Fist and the Arms & Equipment Guide by Wizards of the Coast, adding up to +2 Strength modifier to damage. They also carry a Potion of Cure Moderate Wounds in their belt in case of an emergency, and a Potion of Cure Light Wounds. While traveling they bring belt pouches with a few trail rations and waterskins within, but leave these behind when entering battle. They fight aggressively but gracefully, tricking other gladiators in order to lash out with a Sneak Attack, but will fight defensively or just guard themselves when fighting a tough opponent, and will randomly attack to keep the opponent off-guard. They expect their Sneak Attacks to wear down the opponent before they get exhausted or seriously wounded, but they often use their Combat Expertise feat for a few points of extra AC to minimize the wounds they'll suffer. The Mo'ahhi gladiators are typically illiterate, but speak Mo'ahhim, Vulgar Eyrosian, and either Nientese or O'hoa'ti.
 
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Arkhandus

First Post
I've been busy the last several days so haven't finished and posted the descriptions for the other gladiators, but I am nearly finished now with Ikaido and D'achao. They're a bit more complete than Kal'aj but less extensive in their tactics, trusting in simpler methods. I've left the Mo'ahhi purposely mysterious, but folks are free to contribute little facts on the other Eyros thread. I'll be contributing a few minor facts about the three eastern cultures in that thread, but still intend to leave them mostly unexplained and open.
 
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Sarellion

Explorer
What you think how common magic items are. It´s a much lower amount than in standard D&D but how much lower? How would this affect play balance?
 

Sarellion

Explorer
Rystil Arden said:
hmm...well there's probably only one or two NPCs who can perform True Rez, but I would think Raise Dead wouldn't be too too uncommon...we can say that if the Grand Monarch dies, the Amethyst Crown drains her soul.

I just saw a good reason to step down before you are dead. :D
 


Arkhandus

First Post
Here's the second of the major foreign gladiators, D'achao the Bronze, whose description is rather long..... Some DMs may prefer to run him as a pure warrior, changing out his sorcerer level for another ranger level and swapping his cleric levels for fighter levels.....

D'achao'himat'echet Uramao'tetcatlan, O'hoa'ti Bloodspell Zealot
Medium Humanoid (Human), Ranger 1/Barbarian 2/Sorcerer 1/Cleric 4/Fighter 2
Hit Dice: 1d8+2d12+1d4+4d8+2d10+40 (92 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +3 armor, +1 natural armor),
touch 12, flat-footed 14
Base Attack/Grapple: +8/+17
Attack: Magic +1 copper dagger +14 melee (1d4+5/17-20); or
unarmed strike +13 melee (1d3+5); or melee touch +13 melee;
or magic +1 copper dagger +11 ranged (1d4+5/17-20)
Full Attack: Magic +1 copper dagger +14/+9 melee (1d4+5/17-20);
or unarmed strike +13/+8 melee (1d3+5); or melee touch +13/+8 melee
Face/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (humans), rage 1/day, spells,
spontaneous inflict spells, rebuke undead 4/day
Special Qualities: Chaotic aura, familiar, fast movement,
luck domain power 1/day, strength domain power 1/day,
uncanny dodge, wild empathy +1
Saves: Fort +16, Ref +5, Will +8
Abilities: Str 20, Dex 14, Con 18, Int 8, Wis 14, Cha 12
Skills: Climb +6, Craft (Primitive Weaponmaking) +7,
Craft (Primitive Armormaking) +7, Handle Animal +7
Intimidate +10, Knowledge (Religion) +2, Perform
(Chant) +2, Ride (Reptiles) +7, Speak Language
(Abyssal, Mo'ahhim) 2, Spellcraft +2, Survival +3
Feats: Improved Unarmed Strike, Improved Grapple,
Track, Power Attack, Skill Focus (Intimidate), Weapon
Focus (Dagger), Stunning Fist, Improved Critical (Dagger)
Organization: Solitary, duo (D'achao and Ikaido, or
D'achao and Kal'aj), or trio (D'achao, Kal'aj, and Ikaido)
Challenge Rating: 10
Alignment: Chaotic neutral

Description: D'achao the Bronze (as the crowds know him) is an O'hoa'ti bloodspell zealot, whose savage knife-fighting style and self-mutilation, not to mention copper dagger and wicker armor, speak volumes about his people's culture. From the hardly-known O'hoa'ti'neumas hordelands of the far, far east, D'achao'himat'echet is a towering reddish-bronze man of great muscle and little finesse. Though perhaps ruggedly handsome, D'achao's body is scarred in many places and apparently each scar is either from a battle-wound or self-inflicted as marking a kill by D'achao. Like all O'hoa'ti zealots his scalp is kept bald, and shows signs of rough shaving with crude implements. His forehead is marked with a strange scar shaped as some kind of symbol, as is the palm of each hand. D'achao rarely speaks and often seems agitated or terribly bored, while even in his calmer moments he seems to look at some people with a strange, inexplicably unsettling glint in his eyes. Maybe it's just his red eyes, but it seems to be more than that.

D'achao has an obvious dislike of Ikaido but seems to fight well enough in tandem with the Nientese sword-dancer. He also shows an obvious affinity for Kal'aj and does as she says, despite his enmity towards the other Lux Ex Oriente member Ikaido, and despite Kal'aj's apparent lack of interest in him. D'achao the Bronze fights with a crude copper dagger, etched with some foreign symbol, and he wears simple wicker armor, signs of his people's primitiveness, yet they seem reasonably effective against Eyrosian arms and armor. His fighting style is direct and brutal, utilizing his broad dagger for attacking, and his free hand for grappling and shoving. He carries two extra copper daggers sheathed in his wicker armor, but only as a reserve. However, what unnerves his opponents is that D'achao always starts a battle by cutting himself a shallow gash and wiping the blood across his copper blade and wicker armor. He chants in his people's primitive tongue the whole time as he ritually cuts himself and then even while fighting, and sometimes spatters his blood on opponents with a flick of his hand, which seems to harm or frighten them for some reason (besides the disgust). D'achao'himat'echet Uramao'tetcatlan is part of the gladiator trio known in Eyrdeyn as Lux Ex Oriente, "Light from the East," and his companions are Kal'aj'ash'nee the Mo'ahhi warrior-woman and Motoushi Ikaido the Nientese sword-dancer.

Strangely enough, despite his people's ways and his position as one of the O'hoa'ti barbarians' champions, D'achao the Bronze is not actually evil but rather more self-centered and temperamental. Though he enjoys combat and slaughter as much as any O'hoa'ti, he enjoys it more for the thrill and danger of battle, the excitement of victory and the chance to revel in his strength and power. He doesn't really desire to hurt and kill others, merely to fight them and test his mettle, challenge his strength, and perhaps accumulate even more strength in the process. He will fight to the death if his foe does not yield, but while he accepts surrender he will not offer it, rather instead expecting that the enemy will beg him for mercy first. At that point he will generously accept and help the defeated warrior off the battlefield safely, channeling the divine vigor of his faith to mend the worst wounds if he has that power left in him at the time. His scars remind him of every worthy warrior he has slain, so he might remember their valor and honor them in his daily prayers each noon, easing their journey through whatever follows life, so that they might sooner receive the honors and power they deserve in the afterlife. D'achao'himat'echet is a complicated barbarian.

D'achao believes largely in the idea that might makes right, but also believes that there is only so much to be gained from any activity, so pursuing something beyond the point of most reward is just plain wasteful and, in fact, disgraceful. Slaying an enemy will not make him stronger, so it serves him best to let them live and leave so he might have the chance to face them later when they can better challenge his strength, making him stronger that way. Thus he only kills when it seems necessary, and not when he's commanded to. Though his attitude borders on evil, D'achao holds no particular malice towards anyone and only truly desires two things, those being physical challenges and personal pride. Though he loves battle most of all, he also finds contentment in sport and exercise, and enjoys the accolades of others praising his might and prowess, because it affirms the validity of his pride and ego.

Despite his egotism, however, he rather despises the idea of interfering with other peoples' efforts towards glory and greatness. Though he doesn't mind killing or humiliating foes for the sake of his personal power, he would rather let them go about their own pursuits if mercy is an option, so they might achieve their greatest potential too. If they are worthy, he believes, they will ascend like him to whatever awaits great warriors in the afterlife. He does not believe that he is quite strong enough to know yet who deserves this honor and who does not, so he would rather not impede their progress unless they get in his way or anger him too much. His reckless abandon, ferocity, ill temper, total disregard for others' feelings or lives (expecting that they will survive and make do, if they are truly strong at heart), irrational desire to let chance decide everything, and ceaseless pursuit of both conflict and physical gratification make him far too chaotic to really be moral or amoral, as he just doesn't care.

Ironically, D'achao'himat'echet is only more loved by his people as a champion because of his half-heretical ideas about the O'hoa'ti faith. They are all chaotic individualists with raging egos, so as long as they're all fighting for personal gain and power, what does it matter how they interpret the faith? They just want to fight and conquer, breed and drink, revel and game. Even if they're fighting eachother, they still have a mutual understanding, odd for such a chaotic people as the O'hoa'ti hordes. D'achao is respected for his strength and ambition even amongst fellow bloodspell zealots, despite his personal interpretation of the barbarian faith. While he believes in the Hungry Gods of the Burning Heart in Sky's Jealous Embrace, D'achao puts more stock in the chaos of life and fate that resulted from the Greedy Gods' betrayal, when they stole from the once-Joyous Gods and gave Life's Radiant Heart to Cold Lord Sky. Thus, D'achao prays to the Burning Heart and its Hungry Gods each day at noon, and has faith in the teachings of the elder bloodmagi, but sees life as the ultimate test and thinks that gaining power in life will make him better able to fight beside the Hungry Gods to retrieve the Burning Heart. This seems rather haughty to his compatriots, but none doubt that if any warrior were to achieve such honor and power, it would be D'achao.

D'achao'himat'echet Uramao'tetcatlan is illiterate, and the only languages he speaks are Abyssal, O'hoa'ti, and Mo'ahhim. D'achao was required to learn the Abyssal tongue of demons, during his training and study as a bloodspell zealot, as it is the priestly and lordly tongue of the O'hoa'ti'neumas hordelands, for whatever reason. D'achao learned Mo'ahhim from a Mo'ahhi man, residing in the hordelands as an ambassador to the O'hoa'ti, when D'achao was selected to travel in foreign lands as a champion of his people. Then again, ambassadors to the hordelands do not last long, and are more like sacrifices to please the O'hoa'ti's supposed gods, who hunger for blood like the barbarians themselves hunger for flesh. O'hoa'ti are cannibalistic but only on certain days of religious significance to them, where they eat the forsaken and sacrifice blood to their ghastly deities, or whatever fell beings pose as such before them. Naturally the ambassadors are never told by their own leaders why they are needed so frequently, but Mo'ahhi men are considered fairly expendible in their own culture.

Important Notes: D'achao'himat'echet Uramao'tetcatlan wields a copper dagger with the Human Bane magic quality and a +1 enhancement bonus to attack and damage. However, he also carries two spare daggers sheathed in his wicker armor, and while they appear the same as his primary dagger, they are only of masterwork quality and have no magic. The Human Bane quality increases the magic dagger's enhancement bonus to attack and damage by +2 against humans, and deals an additional +2d6 damage to humans, but these situational bonuses are not factored into the statistics above. The blade of each dagger is wide like that of a broadsword, crudely hammered from copper, and crudely etched with a primitive symbol, so the copper daggers each suffer a -1 penalty on attack and damage rolls, factored into D'achao's statistics (note however that the statistics assume he uses his magic dagger, so reduce the total damage modifier by 1 when he resorts to a masterwork dagger). The Arms & Equipment Guide by Wizards of the Coast describes the penalties of stone, bronze, and bone weapons, and so might Complete Warrior too, so the penalties of bronze were used for copper lacking of a closer match, despite copper's inferiority to bronze alloys, so assume that the O'hoa'ti have access to high-quality copper in their homeland. The O'hoa'ti do not have the technology to smelt iron, bronze, or other ores, so can only use soft, raw metals found close to the surface, using their hammer-picks of stone, bone, or copper. With their lack of forging technology, they cannot produce better mining tools, nor refine ore, nor forge alloys, nor shape hard metals such as iron.

D'achao the Bronze wears wicker armor, with a +2 enhancement bonus to AC. Wicker armor can be found in the Arms & Equipment Guide by Wizards of the Coast, and possibly Complete Warrior. The wicker armor's check penalty is 0 normally, so masterwork doesn't further reduce it, thus the wicker armor doesn't interfere with athletics or the like. Besides his wicker armor, made of interwoven reeds, D'achao wears only a simple waistcloth, crude sandals, a thin shirt cut from some mammal's hide and sewn loosely closed on the sides, and similarly thin, crude mammal-hide leggings. The shirt and leggings are only worn with the wicker armor however, for comfort against the wicker's coarse reeds.

D'achao'himat'echet usually wears an Amulet of Natural Armor +1, making his skin tough like leather, though not quite as tough as his ensorcelled wicker armor. Outside of battle he carries two spell component pouches upon his leather belt, in addition to four additional pouches filled with the foci and reagents for his Augury cleric spell, sufficient to cast the Augury spell one hundred times. The tokens he uses as foci for Augury are small bone chips inscribed with rough, primitive symbols probably in the O'hoa'ti language. Besides his spell components, D'achao carries at his belt two waterskins and two pouches filled with rations. In battle he normally wears only his two normal spell component pouches on the belt, leaving the Augury components and other supplies elsewhere. D'achao'himat'echet Uramao'tetcatlan has the same amount of gear as the Dungeon Master's Guide suggests for 10th-level NPCs.

Since D'achao the Bronze has humans as his favored enemy, he receives a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when used against humans, and he deals +2 damage to humans with any weapon he wields, but these bonuses are not factored into his above statistics since they are situational. D'achao'himat'echet also possesses the uncanny dodge ability, so he retains his Dexterity bonus to AC even when caught flat-footed or stricken by an invisible attacker. He can enter a barbarian rage once per day, granting +4 Strength, +4 Constitution, +2 on Will saves, and -2 to Armor Class. His barbarian rage lasts up to 9 rounds, and fatigues him for the rest of the battle afterwards, so he only taps into this blood frenzy early in the last or toughest fight of the day.

Familiar: Named T'ou'ran, snake (tiny viper, master gets Alertness and +3 Bluff), 46 hit points, familiar's Intelligence is 6, +1 to familiar's natural armor, empathic link, familiar traits, improved evasion, share spells, familiar considered to have same number of hit dice as its master so its poison DC is 15.
Sorcerer Magic: D'achao knows the sorcerer spells Detect Magic, Message, Prestidigitation, Touch of Fatigue, Chill Touch, and Shield. He can cast 5 sorcerer spells per day of 0-level and 4 per day of 1st-level.
Cleric Magic: Rebukes and commands undead as a 4th-level cleric, up to 4 times per day, with +1 on turning checks and turning damage from his Charisma modifier. He does not usually have any undead under his control. D'achao has the Luck and Strength cleric domains. He casts spontaneous inflict spells. He can cast up to 5 cleric spells per day of 0-level, 4 per day of 1st-level, and 3 per day of 2nd-level, as well as 1 domain spell per day of 1st-level and 1 domain spell per day of 2nd-level. His cleric spells typically prepared are Cure Minor Wounds, Cure Minor Wounds, Guidance, Mending, Purify Food and Drink, Augury, Doom, Protection from Law, Shield of Faith, Enlarge Person (domain), Bull's Strength, Cure Moderate Wounds, Hold Person, and Aid (domain).

Combat Tactics: D'achao the Bronze fights simply and aggressively, as typical for an O'hoa'ti. However, he is not without a certain degree of cunning, he just prefers simple and direct means so as to better test his strength. He starts each battle with a little ritual, and continues his O'hoa'ti chant throughout the battle. He sometimes uses this to covertly cast spells on himself, but has just enough sense to know that he must be wary of the Eyrian arena masters catching him in the act, knowing that spells are illegal in the Eyrian arenas. When he does apply spells at the start of a fight, it's usually a Bull's Strength followed by an Aid, and if he has time enough he'll cast Shield of Faith and Protection from Law on himself as well. Outside the arenas, he usually casts Enlarge Person instead of Protection from Law, but he knows that many Eyrian warriors and gladiators are likely to be disciplined and trained by the Eyros military or the gladiator stables, so Protection from Law is usually a useful bit of added defense in Eyros. D'achao casts Shield only when he seems to face a tough opponent, and will only occasionally use his other spells for offense, preferring to rely on his personal strength when it comes to beating down a foe. His domain powers are reserved for finishing blows and decisive strikes, such as when trying to confirm a critical hit or avoid missing with an important attack, such as with Touch of Fatigue or Chill Touch or Inflict Moderate Wounds, which he often applies with an unarmed strike (knowing that his training in unarmed combat renders little need to worry about missing).

D'achao'himat'echet has keen battle instincts and makes careful use of his familiar, a tiny viper he calls T'ou'ran (though it's uncertain if this is the familiar's name or simply an O'hoa'ti word for viper). The man's power and experience lends itself to his familiar, making T'ou'ran arguably tougher and more combat-skilled than many young soldiers, despite both the master's and familiar's obviously-low intellects. T'ou'ran hides in its master's wicker armor, which is quite effective at hiding the puny snake twined about D'achao's left arm, and the snake is almost the same color as D'achao's dark bronze skin. The viper strikes when D'achao sends the empathic command, biting whomever D'achao is grappling at the time and then just as quickly slipping back into hiding. D'achao only employs the familiar's bite while he grapples a foe, making it nearly impossible for anyone to notice the snake's head snap out from under the wicker sleeve and then back in again, as D'achao uses his left hand for grabbing foes to engage in wrestling, using both his brute strength and his familiar's bite to win any grapple. D'achao likes to grapple briefly early on in a fight, and then disengage to wear down his opponent with normal attacks, then engaging in another grapple later, breaking away, and continuing to wear down his opponent as T'ou'ran's venom takes effect. After defeating a foe, D'achao will often wipe one of his daggers across the opponent's blood and simultaneously heal their bitemarks with a quick Cure Minor Wounds orison, to hide the signs of poisoning. Not even Kal'aj'ash'nee or Ikaido knows of the bloodspell zealot's familiar.

D'achao relies primarily on his knife-fighting style in most battles, along with occasional grapples, knowing that his magic dagger is potent and trusting in his long years of training and experience in employing the copper dagger, so effective now that he usually has little difficulty in gutting a foe. He is extremely familiar with the balance, weight, and edges of his personally-crafted daggers, always carefully maintaining them with a solid hammering-into-sharpness with whatever sturdy rock is at hand. D'achao has nearly mastered most knife-fighting methods of his people, and few O'hoa'ti are more skilled than he with a dagger. Though he crafts his own daggers and constructs his own armor, D'achao received blessings upon his current favorite dagger and armor from elder bloodmagi in O'hoa'ti'neumas, for his years of devotion and fighting for the O'hoa'ti bloodspell zealots. D'achao'himat'echet rarely throws any of his daggers, and almost never throws the magic dagger, preferring melee combat. If D'achao cannot seem to overcome a foe quickly with just his dagger, he'll start making heavy use of unarmed strikes as well, and more grappling.

Once he resorts to unarmed strikes amidst his dagger thrusts, D'achao prefers to use his Stunning Fist feat once each round to render the opponent more vulnerable. Often, when he uses Stunning Fist with an unarmed strike to stun the foe, his second attack of the round will be a dagger thrust, since his dagger is more potent (especially against humans), but not if he's using Power Attack at the time. He also likes to make heavy use of his Power Attack feat with unarmed strikes, since his daggers cannot benefit from Power Attack. Occasionally, he will use his Intimidate skill to demoralize a foe at the beginning of combat, particularly if the foe looks to be a bit weak. Usually, he will finish off an opponent with a Power Attack unarmed strike dealing nonlethal damage, then slay the unconscious foe if he must, but usually does not opt to slay them. When he fights alongside Kal'aj, Ikaido, or both, he usually resorts to grappling and unarmed strikes with Stunning Fist, making it significantly easier for his comrades to go all-out on the offensive and slaughter the opposition.
 
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Rystil Arden

First Post
Rhiana's Tattoo of Expansion/Reduction:

Rhiana's Tattoo is a psionic marvel, created with ink found in the ruins of the lost city of Alkshalnjar. It allows her to grow up to two sizes larger (up to size Large), or shrink up to two sizes smaller (down to size Diminutive), as per the psionic powers (giving the usual size bonuses and penalties to rolls and AC, but only +2 Str / -2 Dex for each size grown and -2 Str / +2 Dex for each size shrunken). More impressively, the tattoo has psionically melded with her subconscious, so that she can swiftly change between any of the allowable five sizes with but a thought (a swift action). This allows her to tactically alter her size to fit the situation in battle on a round-to-round basis.
 

Arkhandus

First Post
Consequently, on the note of psionics, we'll have to remember with the PDF to use an alternate name for Mind Flayers / Illithids, since those terms (and the stats that go with them) are technically Product Identity of Wizards of the Coast, and are not Open Game Content. So we'd have to come up with some dwarven name for the mind flayers that once were dwarves....and be certain never to mention them as being illithids, merely describing vaguely what differences are between them and normal dwarves (i.e. taller, pale, gaunt, oddly-colored, with tendrils about their sharp-toothed mouth).

I'll soon have Ikaido's description up here, just haven't had the chance to finish typing it up recently...
 

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