[D&D 3.5]To the Death [Taking Alternates]

The gladiators don't have to be melee fighters right? I am thinking of making a magic or psionic wielding gladiator and just wanted to verify that those are allowed in the pits since everyone seemed to be melee so far.
 

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Ooh. This sounds cool. Is there still room in it?

Would you allow me to use the 3.5 MM Githzerai? If so I'd do a Githzerai monk and use the Unearthed Arcana Passive Way class variant if that's possible.
 
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No Way said:
...and things can be requested from Unearthed Arcana. I will not guarantee anything from Unearted Arcana will be allowed though, since there is a ton of stuff in that book.

1) I'd be interested in this game too, and I would like to finally try something from Unearthed Arcana, so let me know what you think about allowing Spontaneous Divine Casters, specifically I am looking to try that out as a Cleric. Given the theme of the campaign, what about a CG cleric of Kord? It could be either Human, Dwarf or Half-Orc, with Strength domain for sure ;)

2) Another thing from UA that might be interesting to try in this setting would be a Bloodline. However it may not be entirely fair with the other characters, because the "price" for a minor bloodline is to "pay" class level 12th, but before that there is no cost. An intermediate bloodline would mean my character will only be level 5, and a major bloodline that it will be level 4.

Let me know what you think, especially about the first which is more interesting to me (and should not have balance issues), so that I can plan down a spell selection and submit the PC for tomorrow... :)


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Just to remind...

1) spontaneous clerics get the same number of spells/day (1 orison more) and cast them spontaneously, but they know as many as a Sorcerer + the domain spells; everything else unchanged

2) at 6th level: a minor bloodline grants only a +2 to a specific skill; an intermediate bloodline also grants a specific feat and a +1 to a specific stat (but basically has +1 LA); a major bloodline also grants 2 special abilities normally 1/day each and +2 on Cha-based skills vs a group of creatures (but basically has +2 LA)
 
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Gerad Stonefate

Note: 7th+ planning to progress as Spellsword from Complete Warrior

Gerad Stonefate
Male Dwarven Necromancer 4/fighter 2 (barred conjuration/enchantment)
Alignment: Neutral
Height: 4'4"
Weight: 185 lbs
Age: 78

STR 16 (+3) [6 points, +2 item]
DEX 16 (+3) [10 points]
CON 16 (+3) [6 points, +2 racial]
INT 15 (+2) [6 points, +1 level gain]
WIS 10 (+0) [2 points]
CHA 8 (-1) [2 points, -2 racial]

COMBAT DETAILS
Initiative +3 (Dex +3)
Speed 20"
Hitpoints 38 (4, 5, 2, 2, 5, 2 levels + 6x3 con)
Armor Class 18 (+3 dex, +5 armor)
Touch 13 (+3 dex)
Flatfooted 15 (+5 armor)
Saving Throws
Fortitude +8 (+1 wiz,+3 ftr,+3 con, +1 item) [+2 vs spell, +2 vs poison]
Reflex +5 (+1 wiz, +3 dex, +1 item) [+2 vs spell]
Will +5 (+4 wiz, +1 item) [+2 vs spell]
Attacks [+1 attack vs goblin/orc]
BAB: +4
Grapple: +6
Dwarven Urgrosh +7/+7 (1d8+4/1d6+1) or +9 (1d8+5 or 1d6+4) x3 on crit
Dagger +8 (19-20/1d4+3)

SKILLS
Languages: Dwarven, Common, Terran, Orc
Armour Check -0
Skill points/level = 4 (2 class + 2 int)

Appraise 0 +2 int, +3 familiar = 5
Concentration 9/1x +3 con = 13
Intimidate 6 -1 cha = 5
Sense Motive 3x +0 wis = 3
Spellcraft 7 +2 int = 9
Knowledge(Arcana) 6 +2 int = 8

FEATS
* - Alertness (from familiar)
1st - Practised Spellcaster
Wiz - Scribe Scroll
Fighter - Weapon Focus (Dwarven Urgrosh)
3rd - Power Attack
Fighter - Two Weapon Fighting
6th - Reckless Offense

SPELLS
Caster Level: 6 (4 wiz, +4 feat, capped at 6 HD)
Arcane Spell Failure: 10%

Spells Known:
0th - All
1st - Shield, Identify, True Strike, Shocking Grasp, Magic Missile,
Ray of Enfeeblement, Enlarge Person
2nd - Blur, Scorching Ray, False Life, Mirror Image

Standard Spells:
4x0 + 1 - Mage Hand, Detect Magic, Flare, Disrupt Undead (+ Disrupt Undead)
4x1 + 1 - True Strike, Shield, Magic Missile x2 (+ Ray of Enfeeblement)
3x2 + 1 - Mirror Image, Blur, Scorching Ray (+ False Life)

FAMILIAR
Moriarty the Raven
Tiny

COMBAT DETAILS
Initiative +2 (Dex +2)
Speed 10" or 40" fly (average)
Hitpoints 38 (4, 5, 2, 2, 5, 2 levels + 6x3 con)
Armor Class 16 (+2 size, +2 dex, +2 natural)
Touch 14
Flatfooted 14
Saving Throws
Fortitude +4 (+4 fighter/wiz)
Reflex +4 (+2 base, +2 dex)
Will +6 (+4 wiz, +2 wis)
Attacks
BAB: +4
Claws +6 melee (1d2-5)

Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6

SKILLS
Languages: Common
Spot +5, Listen +3

FEATURES:
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells

EQUIPMENT
(13000 to spend)
Adamantine Dwarven Urgrosh +1/- (3000 + 50 + 2000 gp) (Only axe end enchanted)
Mithril Chain Shirt +1 (2100 gp)
Gauntlets of ogre Strength +2 (4000 gp)
Cloak of Resistance +1 (1000 gp)
MW Dagger (302 gp)

HISTORY
Gerad was a disappointment to his clan, a black sheep that not only seemed to favour wizardry as much
as the fighting arts, but had the bad taste to dabble in necromancy. As the mutterings grew over his
behaviour, his patience and loyalty diminished. Finally it reached the point where he abandoned his
clan, leaving to find his way in the greater world.

Currently Gerad has accepted an offer to join the Acer stable as a gladiator. To fight, to prove
himself, to be seen as more than just a disgrace to his name. Those are motivation enough, and if he
should earn a bit of money along the way, all the better!

Gerad is neutral in outlook.. he cares little for right, wrong or what the law says. He does things for
his own reasons, whether it be helping a friend or earning himself a little extra on the side.
 
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I would like to participate in this. Had a character all written out, too, but the computer lab server crapped out on me. I need to know if I can use the battle sorcerer class from Unearthed Arcana - basically, a sorcerer with one fewer spell per day and known at every level, who gets cleric BAB, d8 HD, and a martial weapon proficiency. I think they can also cast in light armor without penalty, but that's irrelevant to the character I have in mind. Additionally, I would like to use the Reckless Rage feat from the Races of Stone preview (here).

Three other things that aren't quite in the rules. I want a set of bracers with the ability from rhino hide armor, minus the actual armor. I subtracted the armor's cost and doubled the remainder for the pricing. I also have one ability score at a 6, and counted that as -2 points for the point buy.

I use the Dragon version of Arcane Strike rather than the Complete Warrior version. The Complete Warrior version is les flavorful (doesn't have the imagery of really smiting someone with one good hit) and less well-balanced (it favors dual-wielders and gets more powerful with iterative attacks and higher spell levels). Just picture a high-level bard or spellsword with the CW version wielding two weapons and you'll see what I mean. The Dragon version gives you +2 attack per spell level (max of BAB) and +1d6 damage per spell level, but only for a single attack.
 


@Brain
You don't have to be a close combat class.

@Nac Mac Feegle
That sounds fine, create away.

@Li ShenRon
1. Spontaneous divine casters are ok. If you have complete divine, the favored soul is a rather nifty sponatneous cleric.

2.Sorry, no bloodlines.

@Kellris
I will allow the battle sorc, however arcane spell failure still applies to all armor/sheilds.
The reckless rage feat seems fine, as well as the way you made the rhino hide armor without the armor.

@MadMaxim
Yes, there are still a few days left for sheets to be submitted. Then I will review them all, and choose 5-6 of them to form the party.

Everyone who has submitted sheets so far, they are all look quite good.
 



Loopmotten Scheppen the First

Male Human (mirrorcursed)
Barbarian 1/Battle Sorcerer 5
Chaotic Good


Size: M (6'2", 194 lb.)
HD: 1d12+4 plus 5d8+20
HP: 58/76 raging
Initiative: -2
Speed: 40 ft.
AC: 8 (-2 Dex)
BAB: +4
XP: 15,000 / 21,000 for level 7


Attributes:

Str: 16 (+3) [10 pts]
Dex: 6 (-2) [-2 pts]
Con: 18 (+4) [8 pts + 4th level + +2 item]
Int: 16 (+3) [10 pts]
Wis: 8 (-1) [0 pts]
Cha: 14 (+2) [6 pts]


Attacks:

Baatorian green steel falchion +8/+11 raging (2d4+5/+10 raging, 18-20/x2)


Saves:

Fort: +9/+12 raging (+3 base)
Ref: +1 (+1 base)
Will: +5/+7 raging (+4 base)


Skills: bonus [ranks]

Bluff +7 (5 C)
Climb +7 (4 C)
Diplomacy +6.5 (2 cc + 2.5 cc)
Intimidate +11 (4 C + 5 C)
Jump +11 (4 C)
Knowledge(the Planes) +7.5 (2 cc + 2.5 cc)
Perform(oratory) +6.5 (2 cc + 2.5 cc)
Spellcraft +8 (5 C)
Swim +7 (4 C)
Survival +3/+5 other planes (4 C)


Feats:

Power Attack
Reckless Offensive
Reckless Rage
Arcane Strike


Racial Abilities:

Bonus feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st


Class Abilities:

Fast Movement
Rage (1/day +6 Str, +6 Con, +2 Will save, -4 AC, 10 rounds)
Spells
Summon Familiar

Spells (5/6/4 per day; 5/3/1 known): 0-level - detect magic, dancing lights, flare, ghost sound, mending; 1st-level - enlarge person, magic missile, true strike; 2nd-level - blur


Languages:

Common
Giant
Dwarven
Orc


Equipment:

Baatorian green steel falchion (2400 gp) [8 lbs.]

Bracers of the Rhino (2000 gp) [2 lbs.]
Cloak of Resistance +2 (4000 gp) [3 lbs.]
Amulet of Health +2 (4000 gp) [1 lb.]

4 Potions of Cure Light Wounds (200 gp) [0.5 lbs.]
Scroll of Bear's Endurance (150 gp) (0.5 lbs.)
Scroll of Expeditious Retreat (0.25 lbs.)
Scroll of Grease (0.25 lbs.)
Scroll of Obscuring Mist (2) (0.5 lbs.)

razorwire vest (3 lbs.)
sleeveless cream-colored robe, matching loose-fitting pantaloons (6 lbs.)
2 tanglefoot bags (8 lbs.)
3 sunrods (3 lbs.)
3 bags of caltrops (6 lbs.)

27 gp, 17 sp, 34 cp

42 lbs. carried / 76 lbs. light load

Description:

Loopy is a tall man of wiry strength, somewhat incongruously because he's very strong and not very dexterous. His usual costume is a cream-colored sleeveless robe worn open at the waist and matching pantaloons, baggy enough for hot weather. He wears his blonde hair tied back out of his way, and varies between clean-shaven and full-bearded on some bizarre schedule of his own. He would also tend to stand out in crowd, a tendency which he exacerbates by being both friendly and loud at most times. When he is expecting combat, he dons a specially-made razorwire vest (he hates being grappled) made of black silk shot through with silvery strands of very sharp-edged filament. It does tend to tear up his clothes after a while, but Loopy considers this a decent trade-off for such an efficient fashion accessory. He always carries with him his distinctive green-hued weapon, "Cleavastator", so named because he felt that "Cleaver" lacked the proper number of syllables for a gladiator's weapon. He carries no sheath for the weapon, instead lodging it in whatever inanimate object comes to hand. This makes him unpopular at upscale shindigs.

History:

Loopy's history actually goes back farther than he knows. An archmage of superlative power, Kelleris Fortunesbane, was captured in his own weapon and cast into the void millennia ago by some rather upset deities, and has been looking for a way out ever since. One of his primary tools in this endless but as-yet-unsuccessful quest are the mirrorcursed, souls magically claimed by Kelleris before they are born. He does not control these mortals, however, far from it; he is merely able to imbue them with an enviable sense of purpose.

Loopmotten Scheppen's purpose is simple; to become the leader of a school of combat. This is easier said than done, however, when you refuse to wear armor for any reason and consider lodging your opponent's weapons in your body to be a useful way to get through their defenses. Loopy has been saddled with this purpose in life as the result of a wager between Kelleris and his only companion, a slightly-unstable demigod known as the Jabberwocky.

Despite this ill-starred goal in life, Loopy has developed a surprising dedication to his task, and seems likely to continue to seek his dreams unless some dire fate befalls him first. He has wandered for many years seeking willing apprentices, but has had little luck up to this point. His only notable success has in fact not been (demi)human at all, but the rabid dire badger familiar of a warrior-arcanist Loopy encountered many years ago. The mage was so pleased with the results that he renamed his familiar "Loopmotten Scheppen the Second", retroactively making Loopy the first of the line despite the fact that he has no children of his own.

Now he has come to the mighty city of gladiators to prove the worth of his style. If he can succeed here, he's sure that he will be able to win converts to his banner and fulfill his life-long ambition. To that end, Loopy has spent the last several weeks practicing at the stable he has joined, designing flashy signature moves to get the crowd riled up properly, and practicing his spellcasting so he can provide his own special effects.

Personality:

Loopy is almost annoyingly upbeat, although his charm prevents anyone from getting too upset with this trait. Always ready to charge headlong into a situation, he relies on quick-thinking more than any innate intuitive abilities to get him out. He becomes grimmer and serious as he suffers the injuries of close battle, however, as the technique that he has perfected to rapidly heal wounds (see Tactics, below) causes great mental strain.

While not a natural leader, Loopy has a tendency to order people around when he feels he knows what's best for them, though only if he thinks he can get away with it without offending anyone too much. The fact is that the blonde barbarian-sorcerer is surprisingly intelligent though, so this advice is good more often than not.

As far as moral and ethical outlook, Loopmotten is chaotic good not due to a systematic philosophy but because he has always been that way - as a wanderer with a generally optimistic personality, life tends to be both ever-changing and good at heart for Loopy. He has a hard time understanding people who are unable to let go of some slight or wrong done to them. Although he gets very worked up in combat, it isn't a bloodlust, more of an exuberance that comes from knowing that you are fulfilling your purpose in life right at that moment.

Tactics

Loopy is a man of many moods as regards his tactics, but he usually plays combats in one of two ways, the cunning sorcerer or the screaming barbarian, with relatively little interaction between the sides. His choice rarely seems applicable to the battle hand, and tuned more to some internal rhythm. Oddly, the better mood that Loopy is in, the more likely he is to rage and go in for the kill.

A raging Loopy is a sight to behold. He generally tends to lunge into the middle of a group of enemies and try to cut down an important figure there with one mighty blow, and spends the next round promising more of the same to anyone who doesn't break ranks. After a lifetime spent intimidating people into avoiding any falchion-related unpleasantness, Loopy has gotten quite good at scaring off the now-leaderless opponents.

As a more cunning opponent, Loopy tends to favor the flanker role, hanging back with spells until he can pick off a single foe with one mighty lunge, often unexpected coming as it does from someone wearing no armor and playing the part of the mage. Most enemies overlook the falchion, assuming Loopy carries it for show or as a ritualistic weapon, or at least thinking that he won’t be able to deal more damage with it than with his sorcery. This is a deadly mistake to make, and Loopy especially enjoys preying on outsiders in this way, proud beings that they are. For some reason he has never fully understood, he has always viewed these beings as enemies unless proven otherwise, but does not enjoy fighting them enough to work himself into a rage.

One other notable aspect of Loopy that is immediately noticed in combat (usually immediately after the opponent notices that his enemy doesn't bother to defend himself in any way) is the technique of instant regeneration he has perfected, the pinnacle of his self-taught style. Though he generally suffers mortal wounds on a daily basis, he has learned the art of diffusing his life force throughout his body, meaning that opponents must do quite a bit of damage to slow him down. This in itself is often unnerving to opponents.*

* Note for the DM - this regenerative ability has absolutely no game mechanic attached to it. It is merely flavor for a character that habitually bats aside people's weapons with his bare hands, among other such shenanigans.
 
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