1st level throwaway gladiators with a twist

carborundum

Adventurer
One of my players wants to join the Zalkarune's horns allegiance and I don't want everyone else to sit around and wait the fight out. I've asked all the players to generate 2 1st level hopefuls for a Last Man Standing arena session. I'd like to ask for some ideas for my two.

Rules:

Standard Array stats: 15, 14, 13, 12, 10, 8
Cash: 100gp
Can only dish out non-lethal damage in the fight (All weapons are assumed to have the same stats as they normally would but they do subdual damage - training versions of the real thing.)
Anything else goes. Vomit poison etc is no problem!

So, there will be ten guys in the ring. The PC has the advantage of his superior stats, and equipment, that's it. He's also still level one.
 
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Throat-catcher CR 1
Goblin barbarian 1
Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Listen +5, Spot +2
Languages Common, Goblin
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AC 17, touch 14, flat-footed 14 (+1 size, +3 armor, +3 Dex)
hp 13 (1d12+1 HD)
Fort +3, Ref +3, Will +1
----------
Speed 30 ft.; hide armor, fast movement
Melee greataxe +3 (1d10+1/x3)
Melee throwing axe +3 (1d4+1)
Ranged throwing axe +5 (1d4+1) 10 ft.
Ranged net +5 touch (entangling) 10 ft.
Base Atk +1; Grp -2
Special Actions rage 1/day
Combat Gear Small throwing axes (3) (24 gp), Small nets (2) (40 gp)
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Abilities Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 6
SQ illiteracy
Skills Escape Artist +2, Intimidate +2, Hide +7, Listen +5, Move Silently +4, Ride +7, Survival +5
Feats Exotic Weapon Proficiency (net)
Possessions combat geat plus Small greataxe (20 gp), Small hide armor (15 gp), 1 gp
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Hook A nasty little critter, who joined up with the fights just to get the chance to hurt people. (Too bad they don't let him kill anyone.) He likes to catch people in his nets and then pound away at them with his blunt-edged greataxe.


While raging:
AC 15, touch 12, flat-footed 12
hp 15 (1d12+3 HD)
Fort +5, Ref +3, Will +3
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Melee greataxe +5 (1d10+4/x3) or
Melee throwing axe +5 (1d4+3)
Ranged throwing axe +5 (1d4+3) 10 ft.
Grp +0
----------
Abilities Str 17, Dex 16, Con 17, Int 10, Wis 12, Cha 6


Skills (Barbarian) Escape Artist 2 ranks, Intimidate 4 ranks, Listen 4 ranks, Survival 4 ranks.
 
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carborundum said:
One of my players wants to join the Zalkarune's horns allegiance and I don't want everyone else to sit around and wait the fight out. I've asked all the players to generate 2 1st level hopefuls for a Last Man Standing arena session. I'd like to ask for some ideas for my two.

Rules:

Standard Array stats: 15, 14, 13, 12, 10, 8
Cash: 100gp
Can only dish out non-lethal damage in the fight (All weapons are assumed to have the same stats but do subdual damage.)
Anything else goes. Vomit poison etc is no problem!

So, there will be ten guys in the ring. The PC has the advantage of his superior stats, and equipment, that's it. He's also still level one.
He's 1st level as well? You might want to be careful... one lucky crit with a greatsword can ruin the PC's day, no matter how tough he is.
 



hong said:
He's 1st level as well? You might want to be careful... one lucky crit with a greatsword can ruin the PC's day, no matter how tough he is.

He knows all about massive crits! The first swing his character took, he did 36 points with his greataxe. He was going for a knockout against a thug on the street. Put him out for a week :)
Still, if he's out, he's out. He'll have to wait til the next round of n00b battles to join the club.

Or am I forgetting something about massive amounts of subdual damage - it doesn't turn lethal, does it?
 

Eridal Sandweave CR 1
Desert elf (djinni bloodline) bard 1
Medium humanoid (elf)
Init +2; Senses low-light vision; Listen -1, Spot +1
Languages Common, Draconic, Elven
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AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 8 (1d6+2 HD)
Resist heat endurance; +2 on saves vs enchantments
Immune magic sleep effects
Fort +2, Ref +4, Will +1
----------
Melee rapier +2 (1d6+1/18-20/x2)
Ranged thunderstone +2 touch (10-foot spread)
Base Atk +0; Grp +1
Atk Options Weapon Finesse
Special Actions bardic music 1/day (countersong, fascinate, inspire courage +1)
Bard Spells Known (CL 1; ASF 5%):
0 (2/day)-- daze (DC 10), detect magic, ghost sound (DC 10), prestidigitation
Combat Gear thunderstone (30 gp)
----------
Abilities Str 12, Dex 15, Con 15, Int 12, Wis 8, Cha 10
SQ bardic knowledge +2
Skills Concentration +8, Handle Animal +1, Knowledge (arcana) +5, Knowledge (nature) +5, Perform (sing) +4, Ride +4, Search +3, Spellcraft +5, Spot +1
Feats Weapon Finesse
Possessions combat gear plus buckler (15 gp), rapier (20 gp), studded leather armor (25 gp), 10 gp
----------
Hook A nomad from far to the West (or East, or other appropriate direction), Eridal travels at the beckons of the winds of fate. He has a light, smooth fighting style, and bursts of song accompany his blows.

Skills (Bard) Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (nature) 4 ranks, Perform (sing) 4 ranks, Spellcraft 4 ranks, Survival 2 ranks, Tumble 4 ranks; +2 racial on Handle Animal, Ride, Search, Spot; +2 on Concentration

EDIT: Changed alchemist's fire, as a.f. does lethal damage
 
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carborundum said:
Or am I forgetting something about massive amounts of subdual damage - it doesn't turn lethal, does it?

No, but a coup de grace done using subdual damage can still kill, and 50 points of subdual damage at a time still prompt a save vs. massive damage or death.
 

carborundum said:
Or am I forgetting something about massive amounts of subdual damage - it doesn't turn lethal, does it?
No it doesn't; however you're bending the rules anyway by letting people do subdual damage without penalties, so I wouldn't worry about it even if it did.
 

hong said:
No it doesn't; however you're bending the rules anyway .... so I wouldn't worry about it even if it did.

LOL! Good point :)

sukael said:
No, but a coup de grace done using subdual damage can still kill, and 50 points of subdual damage at a time still prompt a save vs. massive damage or death.

Crikey! I hadn't even considered it going THAT far :)

And a thunderstone! Genius!

That's what I love about these boards. I haven't played in about 8 years since moving house (had to learn Dutch and then find a group first). I can have plenty of ideas, but so much is just out of reach, caught in the mists of time. As soon as I read stuff, it gets unlocked again, but there's a LOT to remember, never mind the whole new edition! Plus, you chaps & chapesses can have ideas and back them up with hard numbers.
 

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