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Gladiators! Session recap and new Champion posted May 3

Inspired by Dragon Magazine 303, we will be running a short Gladitorial ( home game ) Campaign! EnWorld Messageboard Member "dkoz" will be running the games!

Here's the set-up:

Create a character of Sixth Level or creature with ECL totaling Six.

Point buy as follows:

For ability generation use:
Score Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 6
15 8
16 10
17 13
18 16

All stats starting at 8 and you have 30 points to spend. As in the chart above, abilities above 14 will cost more than one point...

10,000 GP allocation for outfitting your PC.

There should be some consideration given to useful arena "social" skills such as Bluff, Intimidate and Sense Motive. CHA is NOT a dump score which makes this more challenging!

All PCs start with 0 FPs ( Fame Points - If you don't have Dragon 303 don't worry about it ). You are all experienced fighters, but have never competed in this arena or region before.

dkoz is also encouraging us to come up with catchphrases and signature moves for each PC. Crowd response is key.

Participants should be prepared to fight one-on-one OR in groups, and should be ready to fight more than once/day.

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Anyone wanna make a gladiator to share with us? Perhaps someone (me?) will consider running a Play-By-Post Campaign here or elsewhere if response is good.

I have already made several PC's/NPC's, and it is becoming quite addictive!

Don't feel you MUST use the above guidelines if you would like to add a gladiator here - those were just for the home game scenario. I'd love to see what crazy stuff you all could come up with...
 
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Here's the first one: I was inspired to create this guy after buying Privateer's Lock & Load Character Primer for the Iron Kingdoms.
I have attached this as a Word file too if you wanna steal this for usage in your own games. The art on the file is by Kalman Andrasofszky. See his art at the Pen&Paper Art Gallery: http://www.pen-paper.net/modules.ph...ame=gallery&file=index&include=view_album.php
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Name: Toluk, Bar 5
Large Giant (Ogrun)


Hit Dice: 1d8+2, 5d12+10 = 52 hp
Initiative: +1
Speed: 40 ft.
AC: 18 (+2 Natural, +1 Dex, +6 Banded, -1 Size); 16 When raging
Attacks: Melee +11 (+5 BAB, +2 Ogrun Warcleaver, +5 Str, -1 Size); +13 while raging
Damage: 2d8+7 crit x3 OR 2d8+7+1d4 with Dirty Fighting Feat; 2d8+9 while raging
Special Attacks: Rage 2/day; duration of 7 rounds each (+4 to STR and CON {adds 12 temp hp}, +2 Will saves, -2 AC)
Special Qualities: Fast Movement, Uncanny Dodge (never flatfooted & can’t be flanked),
Saves: Fort +6, Ref +2, Will -1
Abilities: STR 20, DEX 12, CON 14, INT 8, WIS 8, CHA 14.
Skills (modified): Bluff +7, Climb +10, Craft (metals) +2, Intimidate +12, Jump +10, Languages (common) +0, Listen+4, Wilderness Lore+4
Feats: Heavy Armor Proficiency, Intimidating Rage (opponent must Will save or take –2 on attacks & saves), Dirty Fighting (Dragon 303: +1d4 damage on full attack hits)
Alignment: Chaotic Good
Possessions: Banded Armor, +2 Ogrun Warcleaver (huge; slashing OR piercing), 2 Potions of Cure Serious Wounds
Height: 8’9”
Weight: 475 pounds
Non-core Sources: Iron Kingdoms Character Primer (Ogrun + Warcleaver), Masters of the Wild (Intimidating Rage), Dragon Magazine 303 (Dirty Fighting Feat)


Toluk is frickin’ huge. When he enters the arena, he slowly turns and eyes towards each section, then yells: “If you cheer for me, I won’t hurt you!” Despite his intimidating nature, Toluk is very likeable, and is sure to be a crowd favorite at the gladiatorial games. Toluk would be VERY loyal to an agent, and is currently looking for one.

Toluk will use his Intimidation skills to best effect, employing his Intimidating Rage feat immediately upon raging, by unleashing a loud roar to frighten his opponent.

Signature move: After downing an opponent, Toluk will lift his victim high into the air, and throw him as far as possible.
 

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Hmmm... It seems gladiators aren't too popular. There IS real role-playing potential in a Gladiator Campaign as I found out last week. I played Toluk, and he had to:

- Find and join an gladiator group/stable
- Negotiate terms of payment etc...
- Deal with Rival groups political machinations
- Form bonds within the group
- Win over the crowd with his winning Charisma
- Yes - Fight a little bit ( 7 notches on his Warcleaver ! )
- See a healer !

And much more! We had a lot of fun even though everyone didn't show up. Thanks dkoz - I hope we play again soon.

Here is Toluk's picture for those of you that don't want to open the attachment:
 

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Another gladatorial PC option : a little more subtle than Toluk, but not much!

May I present ( art by Drew Posada! http://www.artofdrew.com/gallery.html ) Red Russo:

Name: Red Russo, Sor 3, Ftr 1
Medium Sized Fire Genasi


Hit Dice: 1d10+4 & 3d4+12 = 33 HP (includes HP gained from fire toad familiar’s provided constitution bonus)
Initiative: +4
Speed: 30 walk/ 45 fly (Average)
AC: 17 (10+ 4 Dex bonus + 2 Thracian Armor +1 Ring of Protection ) 18 with Dodge feat (against 1 opponent /round), or 21 with Mage Armor or 22 with Dodge + Mage Armor
Attacks: +2 Touch, +2 melee (masterwork spear or masterwork dagger), + 5 ranged (masterwork spear or masterwork dagger)
Damage: Masterwork short spear: 1d8 (Critical x 3)
Special Attacks: Fly By Attack Feat
Special Qualities: Spells: Per Day 6/5: Known: 5/3 (0 level = Dancing Lights, Daze, Detect Magic, Flare, Light, Resistance; 1st level = Mage Armor, Magic Missile (shoots 2 missiles for total of 2d4+3 damage), True Strike. Control Flame: Cause non-magical fires to diminish or flare for 5 minutes 1/day. Darkvision 60’. Outsider.
Saves: Fort +7, Ref+5, Will+2 (includes ability adjustments);
Special: +2 on saving throws versus fire spells and other fire effects.
Abilities: STR 8, DEX 18, CON 16, INT 11, WIS 8, CHA 10.
Skills (modified): Bluff+4, Intimidate+4, Jump +3, Sense Motive +3
Feats: Fly by Attack (allows partial action DURING move action {like a dive}, Dodge, Mobility (+4 AC vs. AoO’s when moving out of threatened area)
Alignment: Chaotic Neutral
Possessions: Thracian Armor (+2 AC bonus, 10% Arcane spell failure), Masterwork short spear, Masterwork dagger, Wand of Magic Missile 40 charges (7th level = 4 missiles for total damage of 4d4+7 damage per charge), 3 potions of Cure Serious Wounds, Ring of Protection +1, 70 g.p.
Height: 5’8”
Weight: 115”
Non-core Sources: Dragon 293 (Fire Genasi pg 60), Dragon 303 (Thracian Armor), Monster Handbook (+1 CL for adding wings), MM2 (Flyby Attack Feat)


Red will yell: “Is it hot in here, or is it just me?”, when she gets her chance to enter the arena. She may also use her control flame ability to please the crowd with a pulsing fire raging on her spear end.

Red will use her fly ability to avoid injury, raining spell and wand based ranged attacks from above.

Signature move: Throwing her short spear into her weakened opponent from above, for a guaranteed hit due to a truestrike spell.
 

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This is a great idea, and I will so totaly post a gladiator... after mid terms week. Expect one sometime next... uhhh... friday or saturday. Probably Nix, Kobold Fighter 6. Or possibly Smithy Goldpants, Dwarven Rogue 6
 

A couple of questions about Red. How does she use a cure serious wounds wand? Cure serious wounds in not on her spell list, a bard could do this but not a sorceress. Two where does the true strike for her signature move come from?
 

Hi Rangerjohn! Thanks for the comments. I haven't played with Red yet, so she could probably use some "fixing".

It looks like I accidentally left "True Strike" off her spell list, but this is just an ommision. Adding that spell would get her to 5/3 spells known.

( 1st level spells known = Mage Armor, Magic Missle & True stirke )

Obviously the healing wand has to go. I changed the original concept from Sor/Cleric & thought I caught all the changes - I'll probably change that to some healing potions. Thanks for the catch - I'll make the correction.

Wanna add a gladiator of your own?
 

Here's my Gladiator Azhram the Ghoul! (ps hope this game goes ahead...)


Azhram
Ghoul, Psychic Warrior 2

Azhram was once a huge human standing almost 7 feet tall and a physique that was perfect for the Arena. He was taken as a slave and sold into the Gladiators life. However he soon escaped and fled into the mountains and finally made his way home.
What he found there changed him for ever - literally. His entire village was dead, and to his horror he found that his own son had become a ghoul and was devouring the flesh of his mother. Something in Azhram burst then as he was transformed by Pyschic power. He killed his son and went about destroying the other ghouls until finally he too was overcome and died.

When he awoke he knew what he now was - undead - he looked upon the world with shadowed eyes and vowed that those who had taken him would pay. Thus he has returned to the Arena, the only 'life' he knows, hunting his former masters and eager to devour their hearts...


Str 20 +5 , Dex 18 +4, Con -, Int 16 +3 , Wis 18 +4, Cha 20 +5
HD 2d12 + 2d8 HP 40
Initiative: +8 (Dex+feat) Speed: 40 ft.
AC: 21/25 (+5 Dex, +2 natural /+4 Inertial/+4 Chain shirt)

Bab +1 Melee +6 Bite +6 Claws +4 Ranged +5 Face/Reach: 5 ft. by 5 ft./5 ft.
Attacks: Bite 1d6 and paralysis; claw 1d3 and paralysis

Saves: Fort +3, Ref +4, Will +7
Feats/ SQ: Undead Immunities, Turn resistance +2, Paralysis (Fort DC 14, 1d6+2 minutes), Create spawn, Improved Initiative +4 feat, Inertial Armour +4 (feat), Multiattack, Weapon Finesse (bite) feat, Speed of Thought (class Bonus feat) , Inner Strength (class Bonus feat)

Combat modes (2)

Power Points 4 (3 lv 0) – Daze, Catfall, Verve

2+int 25
Stabilize Self 14/9+5(Str), Tumble 11/7+4(Dex), and Use Psionic Device 9/4+5(Cha), Intimidate 7/4+5 .
Ghoul Skills (no ranks)
Climb 11/5+6, Escape Artist 11/4+7, Hide 11/4+7, Intuit Direction 7/4+3, Jump 11/5+6, Listen 11/4+7, Move Silently 11/4+7, Search 10/4+6, Spot 11/4+7

Equipment
Weapons (simple, martial) armor (light, medium,heavy, shields)
Scythe + 1 Frost, Chain shirt +4
Azhram speaks Common

Paralysis (Ex): Those hit by Azhrams bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)
Undead: Azhram the Ghoul is Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


Will complete equipment etc ASAP
 
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Hmm... This's a great idea for a PbP game.
I'll start it up now. Race each other there.

BTW - When I get some time I'll post up a Gladiator character here.
 

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