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<blockquote data-quote="Arkhandus" data-source="post: 2099515" data-attributes="member: 13966"><p>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. :-/</p><p></p><p>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.</p><p></p><p><span style="font-size: 12px">Kal'aj'ash'nee, Mo'ahhi Warrior-Woman</span></p><p>Medium Humanoid (Human), Ranger 3/Fighter 6/Rogue 3</p><p><strong>Hit Dice:</strong> 3d8+6d10+3d6+24 (84 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 22 (+4 Dex, +5 armor, +1 natural armor,</p><p>+2 deflection), touch 16, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +11/+13</p><p><strong>Attack:</strong> Magic +1 bone whip-dagger +14 melee (1d6+1/17-20);</p><p>or masterwork bone short sword +12 melee (1d6/19-20)</p><p><strong>Full Attack:</strong> Magic +1 bone whip-dagger +14/+9/+4 melee</p><p>(1d6+1/17-20); or magic +1 bone whip-dagger +10/+5/+0</p><p>melee (1d6+1/17-20) and masterwork bone short sword +10</p><p>melee (1d6-1/19-20)</p><p><strong>Face/Reach:</strong> 5 ft./5 ft. (15 ft. with whip-dagger)</p><p><strong>Special Attacks:</strong> Combat style (two-weapon fighting),</p><p>favored enemy (humans), sneak attack +2d6</p><p><strong>Special Qualities:</strong> Evasion, trapfinding, trap sense +1,</p><p>wild empathy +6</p><p><strong>Saves:</strong> Fort +11, Ref +12, Will +4</p><p><strong>Abilities:</strong> Str 14, Dex 18, Con 14, Int 14, Wis 11, Cha 16</p><p><strong>Skills:</strong> Balance +12, Bluff +17, Climb +11, Diplomacy +8, Escape</p><p>Artist +15, Gather Information +10, Jump +12, Listen +5, Perform</p><p>(Dance) +6, Sense Motive +8, Spot +5, Swim +8, Survival +5</p><p><strong>Feats:</strong> Exotic Weapon Proficiency (Whips), Weapon Finesse,</p><p>Track, Endurance, Combat Expertise, Improved Feint, Power</p><p>Attack, Improved Trip, Improved Initiative, Improved Disarm,</p><p>Improved Critical (Whips), Improved Sunder</p><p><strong>Organization:</strong> Solitary, duo (Kal'aj and Ikaido, or</p><p>Kal'aj and D'achao), or trio (Kal'aj, Ikaido, and D'achao)</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Alignment:</strong> Neutral evil</p><p></p><p><strong>Description:</strong> 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 (<em>ginta</em> 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 <em>ginta</em>. 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.</p><p></p><p>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.</p><p></p><p><strong>Important Notes:</strong> 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 <em>ginta</em>. 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Combat Tactics:</strong> 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 <em>ginta</em> being sundered by such powerful weapons.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2099515, member: 13966"] 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. [SIZE=3]Kal'aj'ash'nee, Mo'ahhi Warrior-Woman[/SIZE] Medium Humanoid (Human), Ranger 3/Fighter 6/Rogue 3 [B]Hit Dice:[/B] 3d8+6d10+3d6+24 (84 hp) [B]Initiative:[/B] +8 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 22 (+4 Dex, +5 armor, +1 natural armor, +2 deflection), touch 16, flat-footed 18 [B]Base Attack/Grapple:[/B] +11/+13 [B]Attack:[/B] Magic +1 bone whip-dagger +14 melee (1d6+1/17-20); or masterwork bone short sword +12 melee (1d6/19-20) [B]Full Attack:[/B] 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) [B]Face/Reach:[/B] 5 ft./5 ft. (15 ft. with whip-dagger) [B]Special Attacks:[/B] Combat style (two-weapon fighting), favored enemy (humans), sneak attack +2d6 [B]Special Qualities:[/B] Evasion, trapfinding, trap sense +1, wild empathy +6 [B]Saves:[/B] Fort +11, Ref +12, Will +4 [B]Abilities:[/B] Str 14, Dex 18, Con 14, Int 14, Wis 11, Cha 16 [B]Skills:[/B] 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 [B]Feats:[/B] 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 [B]Organization:[/B] Solitary, duo (Kal'aj and Ikaido, or Kal'aj and D'achao), or trio (Kal'aj, Ikaido, and D'achao) [B]Challenge Rating:[/B] 12 [B]Alignment:[/B] Neutral evil [B]Description:[/B] 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 ([I]ginta[/I] 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 [I]ginta[/I]. 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. [B]Important Notes:[/B] 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 [i]ginta[/i]. 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. [B]Combat Tactics:[/B] 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 [i]ginta[/i] 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. [/QUOTE]
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