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Gladiators! Session recap and new Champion posted May 3
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<blockquote data-quote="Tonguez" data-source="post: 643798" data-attributes="member: 1125"><p>Here's my Gladiator Azhram the Ghoul! (ps hope this game goes ahead...)</p><p></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Azhram</span></p><p><span style="color: lightgreen">Ghoul, Psychic Warrior 2</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">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.</span></p><p><span style="color: lightgreen">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.</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">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...</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Str 20 +5 , Dex 18 +4, Con -, Int 16 +3 , Wis 18 +4, Cha 20 +5 </span></p><p><span style="color: lightgreen">HD 2d12 + 2d8 HP 40</span></p><p><span style="color: lightgreen">Initiative: +8 (Dex+feat) Speed: 40 ft.</span></p><p><span style="color: lightgreen">AC: 21/25 (+5 Dex, +2 natural /+4 Inertial/+4 Chain shirt)</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Bab +1 Melee +6 Bite +6 Claws +4 Ranged +5 Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: lightgreen">Attacks: Bite 1d6 and paralysis; claw 1d3 and paralysis</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Saves: Fort +3, Ref +4, Will +7</span></p><p><span style="color: lightgreen">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)</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Combat modes (2)</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Power Points 4 (3 lv 0) – Daze, Catfall, Verve</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">2+int 25 </span></p><p> <span style="color: lightgreen">Stabilize Self 14/9+5(Str), Tumble 11/7+4(Dex), and Use Psionic Device 9/4+5(Cha), Intimidate 7/4+5 .</span></p><p><span style="color: lightgreen">Ghoul Skills (no ranks)</span></p><p><span style="color: lightgreen">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</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">Equipment</span></p><p><span style="color: lightgreen">Weapons (simple, martial) armor (light, medium,heavy, shields)</span></p><p><span style="color: lightgreen">Scythe + 1 Frost, Chain shirt +4</span></p><p><span style="color: lightgreen">Azhram speaks Common</span></p><p><span style="color: lightgreen"></span></p><p><span style="color: lightgreen">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.</span></p><p><span style="color: lightgreen">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.)</span></p><p><span style="color: lightgreen">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.</span></p><p><span style="color: lightgreen"></span> </p><p></p><p>Will complete equipment etc ASAP</p></blockquote><p></p>
[QUOTE="Tonguez, post: 643798, member: 1125"] Here's my Gladiator Azhram the Ghoul! (ps hope this game goes ahead...) [COLOR=lightgreen] 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. [/COLOR] Will complete equipment etc ASAP [/QUOTE]
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