Gladiators of Thay [Archive] - Wizards Community

Post/Author/DateTimePost
Bonzai

10-19-07, 07:08 PM
I was DMing a campaign, and knew that my campaign would run short on the last session. So, to fill time, I ran a one shot gladiatorial event. It was made for 4 PC's, with 12 npc's. I thought I'd share them with you. Feel free to use anything you guys like. I wanted this to be pretty exotic, and give the players a chance to cut lose. I would love for you guys to post your own gladiators, as I may run one of these again and could use ideas.

The Rules were;

1. ECL 15
2. 32 point buy
3. Max hp
4. 200,000 gold for the pcs, 59,000 for me.
5. No full casting, manifesting classes.
6. No leaving the arena, or the plane. D-dooring inside the arena is fine, but all attempts to leave the plane or the arena fail.
7. Fights are to the death, or in the case where the obvious victor cannot actually kill his opponent (for example: the foe has regeneration, and you have no means of dealing non-subdual damage), then when the opponent is clearly disabled, the bout will be called and the winner declared.
8. all WoTC products are allowed, but no 3rd party material.
9. The arena is capped at 20 ft up in the air, with a wall of force. It is visible, but can be clearly seen through.
10. In the event of a serious lull, for example if 2 opponents are avoiding each other, the Thanyans may elect to make things more interesting, to encourage more action.
11. No prebuffing
12. Only one fight per day, and all damage/effects are removed after each fight.
13. Opponents will star 20ft from each other, in the middle of the arena.
14. All players and NPC's are allowed to witness the contests, and are encouraged to prepare ahead for their competition.

Setting
All of Thay has been abuzz about the greatest gladiatorial competition ever held. The stakes are high, with the owner of the gladiator getting awarded an artifact of tremendous power. For the Gladiator himself, the greatest prize of all.... Freedom. All the regions have been holding elimination tournaments, and now the best of the best have been gathered at the capital for the final matches. 16 fighter have assembled, but only one will walk out a free man.

The day before the matches, the Gladiators are walked out into the arena, and geased to stay put, and not harm anyone. The wealthy, and influencial are encouraged to walk among and inspect the contestants. This is done for the betting circles, and to attract interest in the match. (at this time, the DM will describe each of the combatants, and read off the rumor section, Players are encouraged to have a back story and to read off theirs as well). At the end of the viewing, numbers are drawn, and the next days pairings are listed. The gladiators are returned to their cells, and rest and prepare for the next day. ( The PC's are arranged such, so that they get to fight twice before possibly fighting another player).

The Next morning, the first match begins. It is between a Mindflayer, and a Githyanki. It is explained that these are two last minute replacements, as one regional qualifyer ended up with both finalists dead, and the other was wounded too severly to continue. So they decided to entertain the crowds with a fight between two natural enemies. A trumpet blast signals the begining of the fight, and the two opponents comence the fight. (DM is encouraged to pre roll these initial fights, so as to save time).

After the battle, the arena is cleared out, and the next fight begins (one of the players).

Now on to the Gladiators!
Bonzai

10-19-07, 07:08 PM
Fluffy, CE Dreagoloth/Thayan Gladiator 5
HP:175 hp
Init: 5
AC: 27, Flat Footed: 22, Touch: 15
Reach: 10ft
Speed: 30ft
BaB: 11/5
Attack: 23 1d8+11 (claw), 21 1d8+11 (claw), 20 2d6+6 (bite), 18 1d8+11 (claw from natural weapon focus)
Str: 28, Dex: 20, Con: 21, Int: 10, Wis: 10, Cha: 8
Fort: 14, Refl:12, Will: 7
Skills: Hide 13, Move Silently 13, Spot 18, Listen 13, Tumble 10, Jump 10 Feats: Toughness, Weapon Focus (claw), Multiattack, Power Attack, Improved Natural Attack (Claws), Improved Natural Attack (bonus feat, Bite).
Possesions: Bracers of Armor +5, Amulet of mighty fists (+2), Blindfold of True Darkness (Blind Sense 30ft), Potion of Cure Serious.
Special Abilities: Immune to sleep
+2 resists vs mind effecting enchantments
Natural armor +7
Resistances: 20 acid, 20 cold, 20 electric, 20 fire
Darkness 4/day
Unholy Blight 1/day
Fairy Fire 1/day
Dancing Lights 1/day
Claws: Silvered, Ghost touch, Improved critical, and dc 24 fort save on crits, or be stunned for 1 round.
Rumors: It is whispered that “Fluffy” is the Zulkier of Transmutation’s favored pet, raised from a pup, by his own hand. Trained to be cunning, ruthless, and vicious, the Zulkir augmented the Dreagoloth’s already formidable abilities with magical enhancements. He blew through the preliminary competition with surprising ease, and is heavily favored in the betting circles to make it to the finals.

Tactics: “Fluffy” will begin the bout with wicked grin, and then covers himself and his opponent in darkness. He will then attempt to get in close and make the most of his natural attacks.
Bonzai

10-19-07, 07:11 PM
Old Snarl, NE Troll Barbarian 4
Size/Type:
Large Giant
Hit Dice:
6d8+36 ,(156 hp)
Initiative:+2
Speed:30 ft. (6 squares)
Armor Class: 26 touch 11, flat-footed 14
Base Attack/Grapple: +8/+14
Attack:Claw +9 melee (11)
Full Attack:2 claws +15/+13 melee (1d8+8) and bite +13 melee (1d6+5)
Space/Reach:10 ft./10 ft.
Special Attacks:Rend 2d6+9
Special Qualities:Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves:Fort +15, Ref +5, Will +4
Abilities:Str 23, Dex 15, Con 23, Int 6, Wis 9, Cha 6
Skills:Listen +5, Spot +6
Feats:Alertness, Iron Will, Track, Improved Natural Attack, multi attack
Abilities Pounce, Rage 2/day, Uncanny Dodge
Possesions: Amulet of mighty fists +2, +5 Bp, 4 potions of energy resistance fire/ acid, 3 potions of lesser restoration

Rumors: Old Snarl is a rare veteran of the arena. He has fought hundreds of battles here, and thanks to his trollish powers of regeneration, he is one of the few beings to have actually survived a loss. The crowd is often delighted to see him eviscerated, and strewn about the arena, only to watch him pull himself back together after the battle was done. This has won him quiet a few fans, though no one expects him to make it to the finals.

Tactics: Old Snarl is a straight forward combatant. At the beginning of the battle, he may elect to imbibe potions of energy resistance, then trigger his rage and charge his opponent. He counts on his regeneration to keep him alive, while he tears at his opponent with his claws and teeth. If the opponent survives the duration of his rage, he will imbibe a potion of lesser restoration, and then proceed with caution and respect for his foe.
Bonzai

10-19-07, 07:12 PM
Jumbo, NG Loxo Fighter 2/Warhulk 6
HP 162
Initiative: 7
Speed: 30
AC: 24 Flat: 23 Touch 11
BAB: 7/2(-1 for large size) (11/6/1 Skillful)
Attack: Spike Chain +26/21 2d4+16, Trunk: 18/13 1d6+ 18
Reach/Space: 10ft
Saves: Fort 15, Reflex 8, Will 7
Abilities: Str 36, Dex 13, Con 20, Int 13, Wis 10, Cha 6
Feats: Power Attack, Cleave, Exotic Weapon: Spike Chain, Combat Expertise, Improved Trip, Improved Init, Combat Reflexes
Special: Trample; 1d6+19. Reflex DC 35
No time to Think: Considered to have a 0 in all Int, Wis, and Cha based skills, except for Intimidate.
Great Swing: As a full round action, pick three adjacent squares that you threaten. Make a single attack roll, and it effects all foes in those squares.
Mighty Rock Throwing: May throw a rock up to 50ft, and deal 2d8 damage. Use Strength instead of dex on the throw.
Mighty Swing: Like Great Swing, but as a standard action.
Sweeping Boulder: Can throw a rock that effects two adjacent squares. Use the same attack roll, and one square must be farther than the other.
Skills: Climb 18, Jump 12, Intimidate 18
Possessions: +3 Skillful Spike Chain, +5 Breast Plate, Cloak of Resistance +1, Potion of Cure Serious

Rumors: Jumbo was kidnapped from his tribe, on the plains of the Shaar, and made into a slave. Having a family of his own, he is desperate to return to them. He fights with all his heart, for his family, and the promise of freedom. He is a cautious and intelligent opponent, never needlessly endangering himself or taking chances. He is all business in the ring, and uses his size and strength to great effect.

Tactics: Jumbo focuses on keeping at range, using his superior reach to it’s best effect. He will immediately attempt to trip his opponent, and then take his attacks. He will stay within range, and take the attack of opportunity when his opponent attempts to rise, and again when his opponent tries to reach him. If his opponent manages to close with him, he will always attempt to move away, and force his opponent to come to him. If he is some how deprived of his weapon, he will change tactics, and attempt to trample his opponent and attack with his trunks.
Bonzai

10-19-07, 07:13 PM
Big Red, CE Half Dragon Ogre Fighter 2/Gladiator 4
HP: 160
Init: +6
Speed: 30ft (flight 60ft)
Space/Reach: 10ft
AC: 30 (-1 size +9 Nat + 2 dex +10 base +10 BP) t: 11 F: 28
Bab: 8/3 (-1 Size)
Attack: 24/19 1d10+16, or / 1d6+12, 1d8+12, Breath Weapon: 30ft cone 6d8 Fire Reflex DC 18 half)
Abilities: Str: 34, Dex: 14, Con: 22, Int: 7 Wis: 10, Cha: 6
Saves: Fort 17, Ref 4, Will 2
Skills: Perform 10, Spot 9, Listen 7, Sense Motive 7, Intimidate 7, Knowledge nature 3, Tumble 2
Feats: Fly by Attack, Dragon Breath, Quicken Breath, Power Attack, Improved Init, Recover Breath, Clinging Breath
Special: Dark Vision 60ft, Immune to fire
Possessions: +4 Glaive,+5 Breast Plate, Potion of cure serious, Potion of lesser restoration.
Features: Improved Feint
Study Opponent: Take an all out defensive action, Gain +1 dodge
Exhaust Opponent: Attack 3 or more turns in succession, target makes Fort DC 15+1 for every round over 3, or take 1d6 subdual from exhaustion.
Roar of the Crowd: DC 15 Perform check, +1 morale to attack and damage rolls.

Rumors: Big Red is a proud and vain creature. He is arrogant and haughty about his parentage, and see’s himself as superior, due to his natural strength and power. He is fastidious in his appearance, and keeps his weapons and armor highly polished. He loves the roar of the crowd, and will often show off and preen to win their approval. As such, he is a popular favorite.

Tactics: He will immediately take to the air, and do a perform check to trigger his roar of the crowd ability. Then he will strafe his opponent with fly by attacks, and liberal use of his breath weapon. For every 3 rounds of attacks, the opponent must make a DC 15 fort save or take 1d6 subdual damage from his Exhaust Opponent ability. If he loses his weapon, he will continue to fight using his natural attacks.
Bonzai

10-19-07, 07:14 PM
Milo, NE Human Rogue 7/Invisible blade 5/ Tainted Minion/Swarm Shifter/Spell Stitched (ECL 15).
HP: 124
Init: 5
Speed: 30
AC: 26 Flat Footed: 21 Touch: 15
Space/Reach: 5
BAB: 10/5
Attack: Dagger 20/15 1d4 +8 (1d6 to undead), Claws 15/11 1d4+4
Saves: Fort 3, Ref: 14, Will: 7
Abilities: Str: 18, Dex:, Con: -, Int: 10, Wis: 18, CHA: 12
Skills: Hide 12, Move Silently 12, Spot 10, Bluff 10, Tumble 15, Sense Motive 6, Slight of hands 5
Skill Tricks: Hidden Blade, Spot the Weak Point
Feats: Weapon Finesse, Quick Draw, Flick of the wrist, Far shot, Point blank Shot, Weapon Focus: Dagger
Possessions: +2 dagger of returning, Distance. +4 studded leather armor. Ion Stone (+2 wis). True Death Crystal (1d6 to undead).
Class features: 7d6 sneak attack, Evasion, Uncanny Dodge, Trap Sense, Feint Mastery, Unfettered defense, Bleeding Wound.
Special: Natural armor 4
Fear Aura: 30ft radius, DC 17 will save, or become shaken (-2 attack/damage)
Change shape: can appear to be any humanoid
Damage Reduction: 10/good, 5/magic and silver
Fast Healing: 3
Spell Resistance: 12
Turn Resistance: +2
Undead Traits: Immune to mind control, poison, sleep, paralysis, stunning, disease, critical hits, non-lethal damage, ability drain, ability damage, fatigue, and exhaustion.
Swarm Form (Undead Sand): Transforming takes a standard action, and heals 12hp. Speed 60, reach 0, space 10, - dex, -4 to attack, Immune to weapon damage.
Swarm attack:8/3 3d6
Spell Like abilities: Magic Missile 2/day, Ray of Enfeeblement 2/day, Acid Arrow 3/day, Command Undead 1/day, Stinking cloud 1/day, Vampiric Touch 1/day, Dimensional Door 1/day, Fire Shield 1/day. Magic Jar 1/day, Wall of force 1/day.

Rumors: Although he appears to be a well built middle aged man, he is most certainly an undead. He is Szass Tam’s entry into the competition, and representing the school of Necromancy. As such, he is an opponent that should not be taken lightly. It is rumored that he was once an infamous assassin, who did many a foul deed under Tam’s employ. However, the more successful he became, the more depraved and erratic his behavior. Eventually, he failed in his task, and Szass Tam taught him the price of failure. However, Tam was never one to allow a little thing like death waste a valuable resource. And so Milo was reborn as an experimental undead, doing what he was made to do…. Killing his opponents.

Tactics: Milo will immediately start off the match using the hidden blade and flick of the wrist techniques to get two attempts at a sneak attack. If successful, he will deliver a bleeding wound. Then he will assume swarm form, and harass his opponent until they bleed out. If his opponent is immune to sneak attacks, he will attempt to use his spell like abilities. Straight combat is a last resort to for him, which he prefers to do in swarm form.
Bonzai

10-19-07, 07:14 PM
Gillian, CG Elf Swashbuckler 3/Warblade 4/Duelist 3/Eternal Blade 5
HP: 203
Init: +5
Speed: 30ft (50ft with boots & Stance)
Space/Reach: 5ft
AC: 19 t: 16 F: 13
Bab: 15/10/5
Attack: 22/17/12 (+3 Eternal Training) 1d10+4 (+3 insightful strike) (+3 eternal training)
Abilities: Str: 13, Dex: 16, Con: 16 , Int: 16 Wis: 10, Cha: 8
Saves: Fort 15, Ref 13 (-3 if flat footed), Will 4
Skills: Tumble 18, Concentration 18, Spot 13, Balance 13, Sense Motive 15, Bluff 11, Jump 13, Escape Artist 6, Perform 6
Feats: Weapon Familiarity, dodge, mobility, Weapon Focus, Adaptive Style, Spring Attack.
Special: Immune to sleep, +2 vs enchantment, +2 spot, Search, Listen. Weapon Finesse, Uncanny Dodge, improved uncanny dodge.
Possessions: +4 courtblade, +3 Bracer of armor, Belt of battle, Boots of climbing and Springing (10ft speed, +5 jump).
Features:
Grace: + 1 reflex save.
Insightful Strike: Add int modifier to damage rolls made with a light weapon.
Battle Clarity: Int bonus = to warblade lvl, to reflex as long as not flat footed.
Weapon Aptitude: Qualifies for fighter feats, can change weapon for specific feats.
Battle Ardor: +int to confirm crits.
Canny Defense: +1 int to ac per duelist lvl.
Improved Reaction:+2 to initiative.
Enhanced Mobility: +4 bonus to AC against AoO’s when leaving threatened square.
Eternal Training: + int to damage and attack vs one foe or gain maneuver from diamond mind or devoted spirit, 3/day once per encounter.
Guided Strike: Swift action, overcome a foes dr for rest of the encounter.
Manuevers: 8 known, 5 readied, 3 stances
Moment of perfect mind (counter): Make a concentration check instead of a will save
Stone Bones (strike): If strike lands, gain DR 5/adamantine for one rd.
Disarming Strike (Strike): Make a free disarm attempt.
Stone Vise (Strike): add 1d6 damage, Fort DC 13 or immobile for 1 rd.
Iron Heart Surge (boost): Remove effect, +2 attack rolls, 1rd.
Crusader Strike (strike): heals 1d6+5
Revitalizing Strike (strike): heals 3d6+10
Greater Insightful Strike (strike): Concentration check, deal damage = result x2
Stance of clarity (Stance): +2 ac against one target, -2 against others.
Absolute Steel (stance): +10ft movement, +2 ac
Hearing the Air (Stance): +5 listen, blind sense 30ft.

Rumors: This hapless Elf was once part of an ill fated adventuring party. His party was on a mission that led them deep into Thay, and eventually they crossed paths with the Zuilker of Abjuration. Gillian was dominated by the Zulkier, and was forced to slay his friends. Seeing his potential, the Zulkier decided to enroll him in the gladiatorial games. His blade has brought down all before him. He eagerly fights to win, so that he may earn his freedom, and seek vengeance against the Zulkier.

Tactics: He immediately attempt to use his belt and gain an extra turn of actions. He will use his eternal training to gain his attack and damage bonuses, and use a swift action to overcome any DR that the opponent might have. Absolute steel is his default stance. He will then start off with Greater insightful strike, and on his second attack he’ll use Stone vise to attempt to immobilize his foe. Then he will move a good distance away. He will generally have Iron Heart Surge and Moment of perfect mind in reserve just in case. If the enemy attacks him, he will spring attack with a revitalizing strike. Next turn he will regain his maneuvers, and begin again.
Bonzai

10-19-07, 07:15 PM
Drevic, CN Karsite Binder 13
HP: 156
Init: +5
Speed: 30ft
Space/Reach: 15ft
AC:29 t: 12 F: 28
Bab: 9/4
Attack: 19/14 1d8+7
Abilities: Str: 18, Dex: 13, Con: 18, Int: 8 Wis: 10, Cha: 16
Saves: Fort 12, Ref 7, Will 8
Skills: Spot 8, Intimidate 8, Tumble 5, Concentration 2
Feats: Shield Proficiency, Improved Binding, Expel Visage, Rapid Pact making, Improved Initiative, Lightning Reflexes.
Special: Soul Gaurdian: Immune to fear, energy drain, negative levels.
Slippery Mind. DR 5/magic. SR 23.
Magic Draining Strike: DC 13 or armor or weapon is suppressed for 1 rd.
Spell Healing: If spell is resisted, heal 2 hp per spell level.
Possessions: +3 longsword,+4 Breast Plate, +4 heavy wooden shield, Crystal of Life Drinking (5hp per hit healed, up to 50 hp).
Vestiges: Tenebrous
Deeper Darkness: Standard action, 60ft, centered on binder.
See in Darkness: (includes deeper darkness)
Touch of the Void: +4d8 (cold) damage for 1 rd, swift action. 5 rd recharge
Rebuke Undead: as a 13th lvl cleric.
Vessel of emptiness: 2/day, immediate action, 30ft D-Door. If used in response to an attack, 50% miss chance.
Orthos
Blind sight: 30ft
Displacement: At will, 50% chance of missing.
Whirlwind Breath: 60ft Cone, 13d6 DC 19 Reflex for half, DC 19 Fort, or fall prone and be knocked back 1d4x10ft, or the range of the cone, which ever is shorter.
Whispering Wind: at will
Dahlver-Nar
Mad Soul: Immune to wisdom damage, drain, madness, confusion, insanity.
Maddening Moan: Standard action, 30ft spread, DC 19 Will or be dazed 1 rd. 5 rd recharge.
Natural Armor: +2
Shield Self: Standard action. Will DC 19, or you only take half damage, opponent takes the rest.

Rumors: Drevic is rumored to be the descendant of a cursed blood line. Long ago, his ancestor was a powerful wizard, whose ambition was so big, that he tried to steal the power of the goddess of magic. For his transgression, his entire line was cursed to live without magic. However there are other beings of power, and his family turned to them for power. Several of his line have been captured, and studied. Drevic is yet another experiment, as the Thayans are testing his combat potential

Tactics: These are his default bindings, though he will change them if it would help to defeat a particular foe. He will immediately get up his displacement, and then use his Deeper darkness ability. If attacked, he will D-door away. Next rd he will use his whirl wind breath. Again, he will use his D-door if attacked. Then use his shield self ability. On the 4th turn he will charge up his touch of the void, and then attack.
Bonzai

10-19-07, 07:16 PM
Roland, NE Hexblade 15
HP: 195
Init: +3
Speed: 30ft
Space/Reach: 5ft
AC: 19 t: 11 F: 18
Bab: 15/10/5
Attack: 21/16/11 1d10+6
Abilities: Str: 16, Dex: 13, Con: 16, Int: 8 Wis: 10, Cha: 16
Saves: Fort 5, Ref 5, Will 9
Skills: Knowledge History 4, Concentration 6, Tumble 2
Feats: Combat Casting, Spell Penetration, Greater Spell Penetration, Power Attack, Bind Vestige, Improved Bind Vestige, Netherese Battle Curse, Brutal Strike, Dreadful Wrath,Arcane Strike
Special: Dark Vision 60ft, Immune to fire
Possessions: +3 Maul, +4 chain Shirt, Boots of speed, belt of battle
Features: Hexblade Curse: DC 20 Will save, or -4 attack, damage, saves, ability checks, and skill checks. Free Action
Arcane Resist: +3 saves vs spells
Mettle: If successful on a Fort or will save for half damage, take none instead.
Aura of Unluck: Free action, 20% miss chance for 6 rounds.
Dark Companion: -2 to saves & AC
Netherese Battle Curse: Spend a spell, gain an attack bonus equal to the spell sacrificed. If it hits, opponent must make a will save, DC spell level+13, or take -2 on attack, damage, saves, ability check, and skill check rolls for 1 minute.
Arcane Strike: Sacrifice a spell, deal an addition 1d4x spell level on attacks for a number of rounds equal to the level of spell sacrificed.
Brutal Strike: opponent makes a fort save, DC 10 + power attack or be sickened for one rd.
Dreadful Wrath: When you make a charge, full attack, or cast a spell that targets the enemy, each enemy within a 20ft radius mus make a Will DC 20, or be shaken for 1 minute.
Vestige: Folacor-Aura of Sorrow: Anyone adjacent to you gets -2 to attack, saves, and skill checks.
Spells known: 1st lvl: Detect Magic, Identify, Prestigitation, Undetectable alignment. 2nd lvl: Mirror Image, Invisibility, Glitter Dust, Spider Climb. 3rd lvl: Dispell Magic, Charm Monster, Vampiric Touch, Protection from energy. 4th lvl spells: Cursed Blade, Baleful Polymorph, Dimensional Door.

Rumors: It is rumored that Roland is not quite right in the head. The fact that he is an ardent worshiper of Besheba, only reinforces that rumor. He was captured as a slave by a wealthy Thayan slaver. His skill with the blade made him desirable as a body guard. However, he seems to be a magnet for bad luck, and brings misfortune an all who stay around him. The crafty slaver may have found a way to profit by that, by entering him in this arena competition.

Tactics: He will smile, salute his opponent, and say “May my Goddess smile upon you”! Then he will move his Dark Companion next to the opponent. As free actions he will activate his Netherese Battle Curse with a 4th lvl spell, use his hexblade curse, activate his arcane strike with a 1st lvl spell, Activate his boots of speed, and attack using his sickening blow (they will also be in range for his Aura of sorrow, and should get to use his dreadful wrath ability too). Then he will activate his Belt of battle for 3 charges. At that point, he will 5ft and cast baleful polymorph if his debuffs went through. If not he will full attack, then 5ft. After the opponents next round, his strategy will depend on his opponent.
Bonzai

10-19-07, 07:17 PM
Thri-keen Totemist 11
HP: 167
Init: +5
Speed: 40ft
Space/Reach: 5ft
AC: 34 t: 18 F: 29
Bab: 10/4
Attack: Claws:15 1d4+6 + 4d6 (fire), 5x 13 1d4+6 + 4d6 (fire), Bite: 1d4 +6 + 4d6 (Fire)
Abilities: Str: 18, Dex: 20, Con: 18, Int: 6 Wis: 12, Cha: 4
Saves: Fort 11, Ref 15, Will 7
Skills: Tumble 7, Jump 41, Spot 7
Feats: Deflect Arrows, Midnight Dodge, mobility, Spring Attack, Bonus Essentia, Multi-Attack, Double Chakra Bind (totem).
Possessions: Amulet of mighty fists +2, +4 Studded Leather, Boots of speed, Dusty Rose Ion Stone, Potion of cure Serious
Features: Dark Vision 60, Immune to sleep,
Soulmelds
Gorrillion Arms (Totem): +2 climb, 4 1d4 claw attacks
Sphinx Claws (hands): +1 str checks
Heart of Fire (Totem): 4d4 fire damage to attacks
Wormtail Belt: +5 nat armor
Totem Avatar: 11 hp
Land Shark boots: +4 jump
Spell like Abilities
Chameleon, Know Direction 3/day
Psionic Displacement, metaphysical claw 1/day

Rumors: The Thri-Keen is the Zuilker of Divinations entrant into the tournament. Rumor has it, that the Zuilker scryed far and wide looking for the perfect killer. He found the Thri-keen on the plains of the Shaar. Never before had he encountered such efficient and ruthless hunter. He wasted no time in capturing, and magically enslaving the Thri-keen. So far his confidence has been rewarded, as he has literally ripped through the opposition.

Tactics: He will activate his boots of speed, and then charge the enemy. Thanks to his soulmelds, he can make a full attack on a charge. Afterward, he will attempt to keep full attacking as long as he is able, relying on his amazing barrage of natural attacks to take down his opponent.
Bonzai

10-19-07, 07:17 PM
Rusty, Barb 6/ Frenzied Berserker 9
HP: 232 (260 during rage)
Init: +3
Speed: 30ft
Space/Reach: 5ft
AC:24 t: 13 F: 21
Bab: 15/10/5
Attack: 23/18/13 (30/30/25/20 when raged & Frenzied) 2d6 +10 ( +20 rage & Frenzy)
Abilities: Str: 18, Dex: 16, Con: 18, Int: 8 Wis: 9, Cha: 6
Saves: Fort 15, Ref 10, Will 6 (8 when raged)
Skills: Intimidate 18, Jump 18
Feats: Power Attack, Cleave, Destructive Rage, Intimidating Rage, Mithral Body, lightning reflexes, Iron Will, Diehard.
Possessions: +4Great Sword,+3 Amulet of Natural Armor, Bracers of Armor +3
Features: Pounce, Improved Uncanny Dodge,
Rage: +4 str, +4 Con, +2 will, -2 Ac, lasts 8 rds. After it ends, you are fatigued.
Frenzy:+6 str, if you make a full attack, you get an extra attack at highest bonus (doesn't stack with haste), take a -4 penalty to ac, and take 2 non-lethal damage per rd. Lasts for 7 rds. Can be used once per encounter. While Frenzied, you cannot use any Cha, int, or dex based skills (except for intimidate), the concentration skill, use spells, drink potions, or use items. At end of the Frenzy, you are fatigued.
Supreme Cleave: Can take a 5ft step between cleaves.
Deathless Frenzy: Cannot die or be disabled from 0 or negative hp while frenzying.
Improved Power Attack:Gains +3 for every -2 penalty from power attack, or +3 for every -1 with a 2 hand weapon.
Inspire Frenzy: Can have allies enter a frenzy.
Greater Frenzy: +10 str instead of +6 when frenzing.
Light Fortification: 25% chance to ignore crits.
Construct Traits: Immune to sleep, poison, paralysis, Disease, Nausea, fatigue, exhaustion, Energy Drain.
Intimidating Rage:Designate a foe within 30ft, while raging you may try to demoralize him as a free action.

Rumors: “Rusty” is an experiment of the Zulkier of Conjuration’s apprentice. Having a talent for making constructs, he has experimented with various types. This competition has proven the ideal place to unveil his latest creation. This intelligent construct attacks with surprising fury, and has devastated all of his opponents.

Tactics: He will immediately trigger his rage, and Frenzy abilities, use his intimidating rage, and will charge the enemy. He will then proceed to full attack until either he or his opponent are defeated.
Bonzai

10-19-07, 07:18 PM
Githyanki Psychic Warrior 13
HP: 143
Init: +5
Speed: 30ft
Space/Reach: 5ft
AC: 21 t: 11 F: 20
Bab: 9/4
Attack: 16/11 2d6+ 6
Abilities: Str: 16, Dex: 13, Con: 18, Int: 8 Wis: 16, Cha: 8
Saves: Fort 12, Ref 5, Will 7
Skills: Concentration 6, Autohypnosis 8
Feats: Psionic Weapon (Expend focus, 2d6), Deep Impact (Spend Focus, treat attack as a touch attack), Improved Initiative, Power Attack, Ghost Attack (expend focus to make a ghost touch attack), Psionic meditation (regain focus as a move action), Improved Sunder, weapon Focus, Combat Brute
Possessions: +5 Breatplate, +3 Silvered Sword (DC 17 fort, or lose psionics for 1d4 rds), potion of cure serious
Features: Power resist 18
Powers Known (54 power points)
Expansion
Offensive Precognition
Stomp
Psionic Lions Charge
Strength of my enemy
Wall Walker
Vampiric Blade
Dimensional Slide
Exhalation of the Black Dragon
Freedom of Movement
Stead Fast Perception

Rumors: This Githyanki is a last minute replacement. The regional qualifier that he is representing, ended with both finalists dead. Since the duels are to the death, there were no other living contestants to take his place. As there was another finalist who was lost, the organizers decided to find two replacements to entertain the crowd. And so they plucked this Githyanki from the astral plane. He seems a capable warrior, and seems more than eager to slay his Illithid opponent.

Tactics: Against the Illithid, he will immediately charge, and attempt to disable it with his sword. He will then proceed to full attack, trying to slay it as quickly as possible. Against others, he will attempt to sunder their weapons and items, making judicious use of his psychic abilities.
Bonzai

10-19-07, 07:19 PM
The Mindflayer
HP: 44
Init: +6
Speed: 30ft
Space/Reach: 5ft
AC:25 t: 12 F: 23
Bab: +6/ +7 grapple
Attack: Tentacle 13 1d4+1, Full attack (4 tentacles)
Abilities: Str: 12, Dex: 14, Con: 12, Int: 19 Wis: 17, Cha: 7
Saves: Fort 6, Ref 7, Will 12
Skills: Bluff 11, Concentration 11, Diplomacy 13, Hide 10, Intimidate 9, listen 11, Move silently 10, Sense motive 7, Spot 11
Possessions: Amulet of natural armor +5, Cloak of resistance +3
Features: Mind Blast: 60ft Cone, DC 17 will or stunned for 3d4 rds.
Improved Grab:
Spell like abilities
Charm Monster (will dc 17), Detect thoughts (DC 15) Levitate, Suggestion

Rumors: This Mindflayer is a last minute replacement. The regional qualifier that he represents did have a winner of sorts, but the wounds he suffered during the tournament were beyond repair, and he soon died. The tournament organizers decided upon a last minute replacement, and plucked this Mindflayer from the under dark. It was a challenge, but they managed to enslave him, and make him fight in the tournament. So now he fights for his freedom, and the chance to avenge this insult.

Tactics: He will immediately use his mind blast, and attempt to stun his opponent. If successful, he will try to grapple, and extract his opponent’s brain. If his mind blast doesn’t work, or if he is unable maintain the grapple, he will attempt to charm monster his opponent.
Bonzai

10-22-07, 05:44 PM
Ok, all posted. That should be enough for everyone to be able to run the tournament on their own. Feel free to steal what you like, and change the rest. I am still thinking about adding more too it. Like terrain, pit traps, etc.. Anyways, feel free to post some of your own gladiators, I'd love to see them (and maybe steal them for next time).

Also any ideas or suggestions to help improve it are most welcome. This was kind of a last minute thing, and the npc's were thrown together in a matter of days.
ClobberinTime

10-24-07, 12:23 PM
Nice set of NPCs, Thanks for posting them.
Bonzai

10-24-07, 06:16 PM
Thank you! I am going to try and work up a few more, probably about 4 more. That way, if we ever have a day where we don't know what we are going to be doing, we can all get a random character sheet and hold the tourny.

Now to think of some more exotic characters. lol
Stheory

10-25-07, 02:30 PM
I didn't read all the characters but I really liked the setting. If I was DMing at the moment I would definitely steal it. Nice work.
Bonzai

10-29-07, 09:51 PM
Ok, here is another gladiator I came up with. I'll at least come up with 3 more. If anyone else would like to contribute an npc or two, it would be most welcome!

Dorn, LG Dwarf Fighter 2/Warblade 3/Bloodstorm blade 4/Dwarven Defender 6
HP: 254 (284 while in stance)
Init: +5
Speed: 20ft
Space/Reach: 5ft
AC:32 t:10 F:32 (+4 dodge when in stance, +1 dodge feat)
Bab: 15/10/5
Attack: 22/17/12 1d10 +7 (+1 str bonus in stance, +1 dam on iron heart strikes)
Abilities: Str: 18, Dex: 10, Con: 20, Int: 10 Wis: 10, Cha: 7
Saves: Fort 20, Ref 8, Will 11 (+2 while in stance, +2 racial vs spells)
Skills: Intimidate 5, Jump 5, Balance 8, Tumble 8, Spot 18, Listen 7
Feats: Dodge, Endurance, Toughness, Point Blank Shot, Power Attack, Blade Meditation, Iron Will, Lightning Reflexes, Precise Shot
Possessions: +4 Full Plate, +4 Heavy Wooden Shield, +3 Dwarven waraxe, Amulet of Natural armor +2
Features: Dark Vision 60ft, +4 vs bullrush and trips, +2 vs poison, +2 vs spells, +1 attack vs goblins/orcs, +4 dodge vs giants, Uncanny Dodge, Improved Uncanny dodge, Trap sense +1, Weapon aptitude, DR 3/-
Returning Attacks: Expend an Iron heart maneuver, thrown weapon returns.
Throw Anything: treat any weapon as a throwing weapon.
Martial Throw: Can use an Iron heart strike with a thrown weapon.
Thunderous Throw: Swift Action, can power attack with a thrown weapon, and treat a thrown weapon as a melee attack.
Lightning Ricochet: Thrown weapon returns as an immediate action.
Battle Ardor: Int Bonus to confirm crits.
Battle Clarity: As long as your not flat footed, Int bonus to reflex saves.
Defensive Stance: 3/day, +2 str, +4 con, +2 to saves, +4 dodge bonus for 10 rds, then take -2 str for the rest of the encounter.
Manuevers: 5 known, 3 readied, 1 stance.
Punishing Stance: deal an extra 1d6 damage, take -2 to ac
Steely Strike: Gain +4 on attack, all other enemies gain +4 bonus against you for 1 rd.
Stone bones: Strike, if it hits, gain dr 5/ adamantine for 1 rd.
Steel Wind: Stike, make a melee attack against 2 threatened opponents.
Disarming Strike: if it hits, make a disarm attempt. Doesn't provoke AoO, or allow the target to disarm.
Mountain Hammer: Strike, Deal extra 2d6 dam, overcome DR and hardiness.

Rumors: This surly dwarf is yet another slave. Rumors say that he was a great warrior, and that his capture was extremely difficult. In fact, the slaver lost many men in bringing down the dwarf, and might not have at all if not for magical aid. Now the slaver seeks to recoup his losses, and entered the dwarf in the tournament.

Tactics: Dorn will immediately select his opponent as the target of his dodge, and enter into his Defensive stance, and punishing stance. If his opponent is in melee range, he will attack and attempt to use his disarming strike. If they are out of range, he will use his maneuvers to throw his waraxe, and have them return.
Bonzai

11-20-07, 01:52 PM
Ok, for fun, here are two more.

Hanzou, Samurai 6/ Iaijutsu Master 9
HP: 195
Init: +9
Speed: 30ft
Space/Reach: 5ft
AC:15 t: 14 F: 11
Bab: 15/10/5
Attack: 24/19/14 1d10 +6
Abilities: Str: 13, Dex: 15 (17), Con: 16, Int: 13 Wis: 10, Cha: 14
Saves: Fort 11, Ref 11, Will 8
Skills: Iaijutsu Focus 18, Sense Motive 18, Tumble 18, Balance 18, Escape Artist 5, Slight of Hand 5
Skill Trick: Acrobatic Backstab
Feats: Weapon Focus (katana), Improved Initiative, Quickdraw, Power Attack, Skill Focus (Iaijutsu), Flick of the wrist, dodge, mobility, spring attack, lucky Start, Survivor's Luck
Possessions: +5 Katana, Deep Red Ion Stone, Bracers of Armor +1
Features: Weapon Finesss (Katana)
Canny Defense: Int bonus to dex bonus to AC
Lightning Blade: Cha bonus to initiative
Strike from the Void: +Cha bonus to Iaijutsu damage
One Strike two cuts: can make two attacks as a standard action.
Iaijutsu focus: check result between 10-14, deal 1d6 extra damage. Add an additional 1d6 for every additional 5 points on the skill check. This damage applies when the foe is flat footed.

Rumors: This mysterious Shou never speaks. He stoicley deals with any indignanty that he suffers as a slave without emotion. His clothes are worn and dirty, and he appears some what unkept. The only time he ever shows anger, is when some one attempts to part him from his sword. At those times, he shows a murderous rage. His masters soon learned that he is docile enough, so long as they leave his sword alone. Unlike himself, his sword is kept meticulously clean. Rumors persist that he was once a minor noble in his home land, and that the blade is a priceless family heirloom. His shame must be great, for him to be in this state.

Tactics: Before the fight, he will bow to his opponent. Once the fight begins, he will count on wining initiative, even going so far as to use his Lucky Start feat to ensure it. He will then use his flick of the wrist feat to make his opponent flat footed, triggering his Iaijutsu damage, and spring attack past him (getting 2 attacks from his one strike two cuts feature). Round two, he will tumble through a threatened square, and use his acrobatic backstab skill trick to make his opponent flat footed again, and attack with Iaijutsu damage. After the second round, he will attack with spring attacks.
Bonzai

11-20-07, 02:42 PM
The Kyton, LE Chain Devil Fighter 1
HP: 165
Init: +9
Speed: 30ft
Space/Reach: 5ft
AC:22 t: 15 F: 17
Bab: 9/4
Attack: 17/12 2d4 +7 x2
Abilities: Str: 20, Dex: 20, Con: 20, Int: 7 Wis: 10, Cha: 10
Saves: Fort 11, Ref 9, Will 6
Skills: Spot 17, Listen 17, Intimidate 18, Jump 2
Feats: Combat Expertise, Improved Trip, Power Attack, Combat Reflexes, Improved Initiative
Possessions: +2 Spike Chain x4, +5 studded Armor
Features: Imunity to cold, Natural armor +4, Dark Vision 60ft, DR 5/Silver or Good, Regeneration 2 (Silver or Good)
Dancing Chains: Can control up to 4 chains within 20ft, as a standard action. Can Increase their length up to 15ft, and use his attack bonus to hit.
Unnerving Gaze: 30ft, DC 14 Will Save, or target suffers -2 to attack for 1d3 rounds.

Rumors: The Kyton is the Zulkier of Conjurations entrant to the tournament. Rumors abound as to what the Zulkier promised him for this service.

Tactics: The Kyton will generlay keep his distance, and let 3 of his chains attack, while keeping one with him. All of his chains will be given 15ft reach. He will also attempt his gaze attack from a distance.
Aerostoth

11-20-07, 02:43 PM
Hey, I like Thay, but can't find any info on them, besides what is in the FRCS. Can someone give me better background?
Stigger

11-20-07, 04:05 PM
Unapproachable East for 3e, or the Spellbound boxed set for 2e has the most information... its a rather large topic though, that would probably be better suited to its own thread rather than Bonzai's. Might want to look for Spellbound on the free WotC older edition download section (don't remember it being there though), or maybe Paizo or DrivethruRPG has it, probably @ $4 or so.
Aerostoth

11-20-07, 04:16 PM
Thanks. I'll start my own thread (http://forums.gleemax.com/showthread.php?p=14384830#post14384830)f or it.
Bonzai

11-28-07, 07:49 PM
Sneaza, N Whisper Gnome Swashbuckler 5/Blade Bravo 10
HP: 180
Init: +4
Speed: 30ft
Space/Reach: 5ft
AC:25 t: 16 F: 20
Bab: 15/10/5
Attack: 23/18/13 1d4 + 5 (+2 from insightful strike)
Abilities: Str: 12, Dex: 18, Con: 18, Int: 14 Wis: 10, Cha: 7
Saves: Fort 12, Ref 13, Will 7
Skills: Bluff 18, tumble 18, Sense Motive 18, Balance 18, Escape Artist 18
Feats: Blind Fight, Combat Reflexes, Improved Fient, Weapon Finess, Weapon Focus, Combat Expertise, Iron Will, Skill Focus (Bluff), Power Attack, Arterial Strike
Possessions: +4 rapier, +5 Chain Shirt, Cloak of Resistance +1
Features: +8 to hide, +4 to move silently, +2 listen, +2 to spot, Low Light Vision, Dark Vision 60ft, +1 vs Kobalds & Gobliniods, +4 dodge vs Giants
Spell like ability: Silence 1/day
Grace: +1 to reflex
Insightful strike: + int to damage to non crit immune creatures.
Dodge Bonus: +1
Flourish: + 10 to Bluff checks
Goad: Will DC 17 or target can only melee attack you.
Mobile Fighting: If you move at least 5ft, gain +1 dodge bonus
Melee Sneak Attack: 2d6
Size advantage: +2 dodge per size catagory larger the opponent is than you.
Small but deadly: +4 to confirm crits vs larger foes.
Lethal Repost: Once per rd, if opponent misses an attack, you may make an attack of opoertunity against them, and treat them as flat footed.

Rumors: This small gnome is the only female combatant. It is said that because she is female, and a gnome, most opponents tend to underestimate her. They learn to late that she is a formidable fencer, using her size to her advantage. She and her older brother were captured and made into slaves. There they were seperated and sold to different masters. Today, for the first time they are re-united. She hopes with all her heart that she doesn't have to face him. With this tournament being a battle to the death, she is afraid that regardless of the outcome, this will be the last time she sees him.

Tactics: Right off the bat, she will use her silence ability. Then Sneaza likes to go straight at her opponent, relying on her small size and agility to avoid her opponents attacks. Every turn that she starts adjacent to the opponent, she will attempt to bluff, and make her opponent become flat footed. She will then sacrifice 1d6 of her sneak attack to trigger her arterial strike. On her opponents turn, she will use her lethal repost to also trigger an arterial strike. If her hp is running low, and she has scored several arterial strikes, she will go on the defensive, and hope to bleed them out.
Bonzai

11-29-07, 07:02 PM
Achoo, NG Whisper Gnome Swordsage 15
HP: 165
Init: +9
Speed: 30ft (40ft with Boots)
Space/Reach: 5ft
AC: 22 t: 16 F: 17
Bab: 11/6/1
Attack: 20/15/10 3d8+2
Abilities: Str: 10, Dex: 20, Con: 16 , Int: 10 Wis: 13, Cha: 8
Saves: Fort 8, Ref 14, Will 10
Skills: Hide 18, Move Silently, 18, Jump 18, Concentration 18, Tumble 18, Sense Motive 18, Listen 12
Feats: Combat Expertise, Improved Trip, Dodge, Combat Reflexes, Weapon Finess, Improved Natural Attack
Features: +8 to hide, +4 to move silently, +2 listen, +2 to spot, Low Light Vision, Dark Vision 60ft, +1 vs Kobalds & Gobliniods, +4 dodge vs Giants, evasion
Spell like ability: Silence 1/day
AC Bonus: +wis to AC
Discipline Focus: Weapon Focus (hands),
Insightful Strike: +wis to damage (setting sun, stone dragon)
Defense Stance: +2 to saves while in setting sun stance
Quick to act: +4 to initiative.
Sense Magic: 10 minutes study, DC 10+CL check
Possessions: Monk Belt, Amulet of mighty fists +2, Bracers of Armor +4, Boots of striding and springing, Potion of Cure Moderate
Manuevers: 20 known, 10 readied, 5 stances
1. Mighty Throw (strike):melee touch attack, then resolve a trip attempt with a +4 bonus using either dex or strength. Target is thrown up to 10ft.
2. Bone Crusher (Strike): Melee attack, deal an extra 4d6, and opponent makes a DC 13 fort save or gain +10 to confirm critical hits for one rd.
3. Devestating Throw (strike): Must move at least 15ft, melee touch attack, then resolve a trip attempt with a +4 bonus using either dex or strength. Target is thrown up to 10ft, and takes 2d6 damage.
4. Strike the Broken Shield (strike): Melee attack deals an extra 4d6, opponent makes a DC Reflex save or be flat footed till their next turn.
5. Comet Throw (strike): melee touch attack, then resolve a trip attempt with a +4 bonus using either dex or strength. Target is thrown up to 10ft +5 foot for every 5 points of success. Deals 4d6 damage
6. Irresistable Mt. Strike (strike): melee attack, deals an extra 4d6, opponent makes a DC 16 Fort Save, or they are unable to make a standard action for one rd.
7. Balista Throw (strike): melee touch attack, then resolve a trip attempt with a +4 bonus using either dex or strength. Target is thrown up to 60ft. Deals 6d6 damage.
8. Ancient Mt. Hammer (Strike): Melee strike, deals an extra 12d6, overcomes damage reduction and hardiness.
9. Shadow Blink (teleport): D-door up to 50 ft as a swift action.
10. Fools Strike (Counter): When the opponent makes a melee attack, make an opposed attack roll. If your roll is higher, your opponent deals the damage to himself instead. If it is lower, then the attack is resolved normally.
Stances
1. Step of the Wind: Ignore difficult terrain
2. Stance of Clarity: +2 ac vs one foe, -2 ac vs all others.
3.Giant Killing Style: +2 to attack, +4 to damage vs larger foes
4. Shifting Defense: 5ft step with each attack against you.
5. Dance of the Spider: gain spider climb

Rumors: This suprising little gnome is said to be an incredible hand to hand combatant. He has delighted crowds by throwing much larger opponents ease. He has spent several years as a gladiator, and has developed quite a following. However today he seems some what distracted, and rumors say that his long lost Sister is also in the tournament. The crowd eager speculates what might happen should the two meet in the ring.

Tactics: Achoo generally fights larger opponents using his giant killer stance, which also triggers his defensive stance ability. If he goes first, he will charge his opponent, and use his best throw, placing them in an adjacent square, and getting in a free strike thanks to his improved trip. If he is attacked, he will attempt to counter with his Fools Strike. He will generally stay near his opponent, attacking them while they are on the ground with his strikes. If they attempt to stand, triggering an AoO, he will try to throw them again. If all of his other manuevers are expended, or if he is low on health, he will use his shadow blink manuever to teleport away, and drink his potion. From there he will use combat expertise to full effect, and attack normally.
Bonzai

12-13-07, 12:42 AM
Salim, The Flame Bringer, NE Fire Gensai Swordsage 7/Dervish 6/ Swordsage 1
HP: 180
Init: +7
Speed: 30ft (40ft with Boots)
Space/Reach: 5ft
AC: 23 t: 18 F: 18
Bab: 12/7/2
Attack: 19/14/19 1d6+3, 17 1d6+3
Abilities: Str: 10, Dex: 17, Con: 18 , Int: 10 Wis: 16, Cha: 6
Saves: Fort 8, Ref 14, Will 14
Skills: Hide 10, Move Silently 10, Jump 7,Tumble 17, Sense Motive 10, Listen 17 Escape artist 6, Perform 15, Balance 10, Jump 7
Feats: Combat Expertise, Dodge, Mobility, Weapon Finess, Two Weapon Fighting, Bonus: spring attack.
Features:Dark Vision 60ft, +3 to saves vs fire, Control Flame.
AC Bonus: +wis to AC
Discipline Focus: Weapon Focus (Scimitar),
Insightful Strike: +wis to damage on strikes (desert Wind)
Defense Stance: +2 to saves while in Desert Wind Stance
Sense Magic: 10 minutes study, DC 10+CL check
Quick to act: +2 to initiative.
AC Bonus: +2
Dervish Dance: 3/day, adds +3 to attack and damage rolls, allows full movement, and full attack, but must move at least 5 ft between attacks. Lasts for 7 rds, then becomes fatigued. Usable once per encounter.
Movement Mastery: can always take a 10 on perform, Jump, and Tumble checks.
Slashing Blades: Scimitars are considered light weapons.
Dance of Death: Gain the cleave feat while doing the Dervish Dance.
Improved reaction: +2 to initiative.
Possessions: Two +3 Scimitars, +4 Chain Shirt, Boots of striding and springing, 4 potions of lesser restoration, potion of Cure Serious.
Maneuvers: 13 known, 7 readied, 3 stances
1. Searing Blade (Boost): Attacks deal an additional 2d6+11 fire damage till end of turn.
2. Fan the Flames (Strike): make a ranged touch attack, deal 6d6 fire damage.
3. Fiery Repost (Counter): If opponent hits you, make a touch attack, deal 4d6 fire damage.
4. Burning Brand (Boost): Gain 5ft reach, your attack deals all fire damage.
5. Zephyr Dance (counter): In responce to an attack, gain a +4 dodge bonus.
6. Flashing Sun (strike): Make a full attack, taking a -2 penalty to all. Gain one additional attack.
7. Ring of Fire (strike): Move at twice your speed. You trail fire behind you. If you enclose some one in it, it deals 12d6 fire damage (reflex dc 19 for half).
Stances
1. Flames Blessing: gain fire resistance 20
2. Step of the Wind: Ignore difficult or rough terrain.
3. Holocaust Cloak: foes who hit you with non-reach melee attacks take 5 fire damage.

Rumors: Salim was once a notorious bandit in the Calimshan desert. Once the scourge of the trade caravans, he was feared throughout the region. When he attacked a Thayan trade caravan, he learned to his chagrin that their magic could be even more fearsome. A fire gensai, he has onyx black hair and blood red skin. His eyes also seem to twinkle with their own inner fire.

Tactics: Salim begins the fight in his Holocaust Cloak stance (also triggering his defensive stance ability). On his turn he will trigger one of his boosts, and his dervish dance. Generally he will go with searing blade with the Flashing Sun strike, then do the ring of fire strike, and then use Burning brand with a dance. On his opponents turn, he will use his counters. He generally reserves his fan the flames attacks, for when the opponent elects to fight at range. If the battle lasts long enough for his dance to wear off, he will retreat and use a potion of lesser restoration.
Bonzai

12-16-07, 03:23 PM
Agamon, N Human Fighter 15
HP: 195
Init: +4
Speed: 30ft
Space/Reach: 5ft
AC:21 t: 17 F: 14
Bab: 15/10/5
Attack: Longsword 22/17/12 1d8 + 6, Hand Axe 20/15/10 1d6 + 6
Abilities: Str: 16, Dex: 19, Con: 16, Int: 8 Wis: 10, Cha: 8
Saves: Fort 13, Ref 10, Will 6
Skills: tumble 10, Spot 7
Feats:Combat Reflexes,Weapon Focus (longsword), Weapon Focus (Hand Axe), Improved Trip, Dodge, Mobility, Combat Expertise, Power Attack, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Double Hit, Side Step, Robilar's Gambit, High Sword Low Axe Style.
Possessions: +3 Long Sword, +3 Hand Axe, +3 Chain Shirt, Boots of Speed, Cloak of Resistance +1, Potion of Cure Serious.
Feat Explanations: Double Hit: When you make an AoO, you can strike with your off hand weapon as well.
Side Step: Once per round, you may take a 5ft step after making an AoO.
Robilar's Gambit: Opponents gain +4 to damage and attack rolls, any time they swing at you, you gain an AoO.
High Sword Low Axe Style: When both your sword and axe hit an opponent, you gain a trip attempt.

Rumors: General Agamon was once the respected leader of the Zuilkier of Illusions private army. A decorated commander and the veteran of countless battles, he was one of the best soldiers Thay had to offer. When the Zuilkier decided to make an ill fated invasion of Rashaman, Agamon advised against it. Still a soldier through and through, he obeyed his orders, and lead the invasion. It ended badly. In the end, he disobeyed a direct order, knowing full well the cost. His decision saved what was left of his men, and prevented his force from being completely annihilated. Embarrassed, and humiliated, the Zuilkier needed a scape coat. Agamon proved to be an easy target. The Zuilkier has generously allowed him one chance to save his life, and redeem himself, by winning this competition.

Tactics: Agamon will start out the fight, designating his target for dodge, activating his boots of speed, and his Robilar's Gambit. He will then attempt to full attack whenever possible, and trip attempting through his High sword Low Axe Style feat. When ever he is attacked, he will take his AoO, attempting to trip them. If that fails, he will take his 5ft step from his side step feat, hopefully avoiding any further attacks.
Bonzai

12-19-07, 12:46 PM
Sir Thomas, LG Human Paladin 15
HP: 210
Init: +5
Speed: 30ft
Space/Reach: 5ft
AC:25 t: 11 F: 24
Bab: 15/10/5
Attack: Longsword 21/16/11 1d8 + 6
Abilities: Str: 16, Dex: 13, Con: 18, Int: 8 Wis: 14, Cha: 12
Saves: Fort 14, Ref 7, Will 8
Skills: Concentration 18, Heal 18, Sense Motive 6
Feats: Power Attack, Awesome Smite, Divine Might, Divine Shield, Divine vigor, Sacred Vitality, Improved Initiative.
Possessions: +3 longsword, +3 metal shield, +4 Breastplate, Cloak of charisma +4
Spells: 1st: Divine Favor, Protection from Evil/Chaos, Lessor Restoration
2nd: Bulls Strength, Resist energy, Eagles Splendor
3rd: Dispell Magic
4th: Holy Sword
Features: Aura of Good, Detect Evil (at will), Smite Evil 4/day, Divine Grace (+cha to Saves), Lay on hands (Heal 15 hp, standard action), Aura of Courage (imune to fear), Divine Health (Imune to disease), Turn Undead (4/day, as a 12th lvl Cleric), Remove Disease (3 times per week), Charging Smite (Use a smite on a charge, and deal an extra 2 damage per paladin level. Smite attempt is not used if you miss).
Feat Detail: Divine Might: As a free action, use a turn a ttempt to add your Cha modifier to weapon damage for 1 round.
Divine Shield: As a standard action, use a turn attempt to grant your shield an ac bonus = your Cha modifier. Lasts a number of rounds equal to half your Character level.
Divine Vigor: As a standard action, spend one turn or rebuke attempts, gain 10ft to your base speed, and gain +2 temporary hp per character level. Lasts a number of minutes equal to your Cha modifier.
Awesome Smite: Must expend a smite and be power attacking for at least 1. Choose to either A. Ignore DR up to twice your Cha modifier B. Make a free trip attempt after the attack or C. Ignore any miss chance.
Sacred Vitality: Sacrifice a turn attempt to become immune to ability damage, ability drain, and energy drain for 1 minute.

Rumors: Sir Thomas had the misfortune of escorting a diplomatic mission to Thay. On the way to the capital, he saw a man cruely abusing a woman. Obeying the code of honor that he has sworn to uphold, he put a stop to it. Unfortunatley, the woman was the man's slave. By Thayan law, the man was perfectly within his rights to discipline the woman as he saw fit. His interference got him arrested, and he became a slave to the very man he had chastised. Honor bound to obey the law, he submited to this punishment. His owner entered him into the competition, seeing it as a no lose situation. If Sir Thomas wins, he gains a powerful artifact. If he loses, he gets the pleasure of seeing him suffer a gruesome death.

Tactics: Sir Thomas will immediately use his detect evil ability. If his opponent is evil, he will immediately charge, using a smite, his awesome smite, and charging smite abilities. He will continue to use his smites with each attack. If the opponent isn't evil, he will buff himself, starting first off with his divine feats. He won't attack a non-evil opponent unless attacked first.
Bonzai

12-26-07, 07:56 PM
Javerrel, Duskling CN Ranger 2/Totemist 2/Scout 11
HP:180 hp
Init: 5
AC: 18, Flat Footed: 13 , Touch: 15, (+3 when Skirmishing and +4 natural armor from Wormtail Belt)
Reach: 5ft
Speed: 50ft
BaB: 11/6/1
Attack: 18 1d8+2+1d6, (Skirmish)3x 12 1d8+2 strength+1d6 electric+4d6+6 Skirmish
Str 14 Dex 17 (21) Con 18 Int 8 Wis 14 Cha 8
Fort: 16, Ref: 17, Will: 6
Skills: Hide 18, Move Silently 18, Spot 18, Listen 18, Tumble 10, Survival 3, Knowledge Nature 3
Feats: Point Blank Shot, Rapid Shot, Precise Shot, Bonus Essentia, Indigo Strike, Midnight Dodge, Multishot, Swift Hunter, Mobility
Possesions: +2 Seeking Shock Compound Longbow, +3 Studden Leather Armor, Gloves of dexterity +4, Cloak of Resistance +1, 2 potions of Cure Moderate, 40 arrows.
Features: Trap finding, uncanny Dodge, Fast Movement (20ft), Bonus Feats: Swift Hunter, Mobility, Wild Empathy, Lowlight vision, Fey (Extraplanar), Can invest essential to gain additional 5ft per essential to movement. Illiterate, Favored Enemy (Ex):At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. (Humans +6, Goblinoids +2, Giants +2) Totem Chakra Bind: When a Totemist binds a meld to their Totem Chakra, the essential capacity for that meld improves by one.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let him move more quickly though terrain that requres a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a scout can use the hide skill in any sort of natural terrain.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet.
Battle Fortitude: At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. The bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Skirmish: A scout relies on mobility to deal extra damage and improve their defense. They deal extra damage on all attacks made during any round in which they move at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains +1 competence bonus to armor class during any round in which they move at least 10 feet. The bonus applies as soon as the scout moved 10 feet and lasts until the start of their next turn. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If they gain skirmish ability from another class, the ability stacks. (4d6, 3 AC)
Soulmelds/Feats: 3, Essentia 7, Binds 1
Blink Shirt (Totem Chakra, 2 essentia): As a move action, you may D-door 10ft+10ft/essential invested (30ft)
Indigo Strike(3 Essentia): Add 2 points of damage per essential invested to your skirmish damage (6 damage).
Wormtail Belt (2 essentia): +2 to natural armor +1/per essentia invested.
Rage Claws:When you reach -1 to -9 hp, you can continue to act, do not lose 1 hp per round, and do not lose hp for performing strenuous actions. If you reach -10 or lower, you automatically die. Every point of essentia you invest into this melds allows you to increase the negative damage you can take by 3.

Rumors: This mysterious creature was captured from the far off land of Mazteca by a Red Wizard exploring there. It was the scourge of his slaving expedition, and was extremely difficult to capture. It is rumored to be some sort of Fey creature, drawing on a source of magic the wizard had never seen before. Bringing it home for further study, he must have learned what he could from it. Now it is his entrant to the competition. Many opponents have fallen to it’s arrows, and it’s strange magic continues to befuddle it’s opponents.

Tactics: Very Straight forward. He uses his Blink Shirt to move 30ft away from his opponent (Preferably out of a charge line), and peppers them with as many arrows as he can fire, triggering his multi shot feat, skirmish damage, and the additional damage from indigo strike. He does this every turn, moving essentia to and from the meld as needed.
Bonzai

12-27-07, 05:57 PM
LN Nezumi Ninja 7/ Ghost Faced Killer 8
HP: 166
Init: 9
Speed: 50ft
Space/Reach: 5ft
AC:21 t:14 F:17
Bab: 13/8/3
Attack: 18/13/8 1d10+5
Abilities: Str:15 Dex:16 Con:18 Int:10 Wis:14 Cha:6
Saves: Fort 15 Ref 7 Will 5
Skills: Hide 18, Concentration 6, Intimidate 8, Move Silently 18, Tumble 18, Spot 18, Listen 18, Escape Artist 4
Feats: Improved Init, Power Attack, Scent, Dodge, Mobility, Spring Attack
Possessions: +3 ghost touch Katana, +3 Chain Shirt, Belt of Battle, Boots of striding and springing, potion of cure moderate wounds.
Features: Low Light Vision, +2 racial to hide and move silently, +2 Racial vs poison and disease, Keen Scent, Trap finding, Poison Use, AC Bonus +1, Great leap, Speed Climb. Bite/Claw attack: 1d4 once per round.
Ki Power: 5 points, +2 will saves while you have at least one unspent point.
Ghost Step (Ninja): Swift Action. Spend a power point to go invisible until the end of the round.
Ghost Step (Ghost faced Killer) : 3/day. Swift action. Become invisible or ethereal for 1 round.
Acrobatics: +2 to Climb, Jump, or tumble
Ki Dodge: Swift action. Spend one Ki Power point, and gain a 20% miss chance for one round.
Sudden Strike: When ever your opponent is denied his dexterity bonus, you can deal an additional 7d6 points of damage. Doesn’t work against creatures immune to critical damage.
Frightful Attack: 2/day. Must attack using power attack and sudden strike. Opponent of 8HD or less makes a DC 12 Will save. If they fail, they die, if they pass, they are shaken for one minute.
Ghost Sight: Can see ethereal or invisible creatures.

Rumors: This strange creature is rumored to come from the far East. It doesn’t speak Common, and seems to be content simply to sit cross legged, deep in thought. Rumor has it, that it had tried on numerous occasions to attack Shou slave who was fighting in the competition. He was captured and turned into a slave himself. However, he continued to escape and try again. Finally, a Red Wizard managed to communicate with it magically. Now the creature seems content to wait for his chance to fight the Shou in the arena, or at the very least to watch him die.

Tactics: He will use his ghost step to go invisible, and spring attack. This should trigger his sudden strike. If his opponent seems to be able to detect invisible foes, he will go incorporeal or use his Ki dodge instead.
Bonzai

12-27-07, 06:44 PM
Arcadian Avenger; CR 15
CrusaderToB 9 (Tyr)
LG medium outsider (extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Celestial, Common
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AC 30, touch 13, flat-footed 24
(+9 armor, +3 Dex, +1 shield, +7 natural)
hp 132 (17 HD)
Fort +15, Ref +12, Will +11; zealous surge
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Speed 30 ft. (6 squares); fly 30 ft. (good)
Melee +2 holy longsword +23/+18/+13/+8 (1d8+6 plus 2d6 against evil/19-20) or
Melee +2 holy longsword +21/+16/+11/+6 (1d8+6 plus 2d6 against evil/19-20) and +2 holy longsword +21/+16/+11/+6 (1d8+6 plus 2d6 against evil/19-20)
Base Atk +17; Grp +20
Atk Options aligned strike (good, lawful), blade rend, furious counterstrike, smite evil 1/day, steely reslove 15, wrath
Special Actions elude chance
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Maneuvers and Stances (IL 9th):
Stances-bolstering voice (1st), iron guard's glare (1st), thicket of blades (3rd)
Strikes-battle leader's charge (2nd), bonecrusher (3rd), charging minotaur (1st), divine surge (4th)*, leading the attack (1st), radiant charge (5th)*, revitilizing strike (3rd)*, white raven strike (4th)*
Boosts-shield block (2nd)*
Disciplines: Devoted Spirit, Stone Dragon, White Raven
* Readied maneuver
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Abilities Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 13
Feats Improved Initiative, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Pounce, Two-Weapon Fighting
Skills Balance +15, Concentration +9, Diplomacy +12, Intimidate +13, Jump +2, Knowledge (arcana) +5, Knowledge (religion) +6, Knowledge (the planes) +11, Martial Lore +8, Sense Motive +13
Possessions +4 breastplate, 2 +2 holy longswords, gauntlets of Strength +2, Amulet of Natural Armor +1, 2 potions of cure moderate.
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Blade Rend (Ex): If an Arcadian avenger hits a single target with at least one attack from each of her swords during a full attack, she deals an extra 2d6 points of damage.
Elude Chance (Su): Three times per day, as an immediate action, an Arcadian avenger can tap directly into the power of law, allowing her to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next melee attack or saving throw is treated as if the result of the die roll were 10.
Furious Counterstrike (Ex): The Arcadian avenger can channel her pain into a boiling rage that gives her a +3 to attack and damage for 1 round if she has 15 points or more in her delayed damage pool.
Indomitable Soul (Ex): The Arcadian avenger adds her Charisma bonus to her Will saves. This ability does not stack with a paladin’s divine grace ability.
Smite Evil (Ex): Once per day, the Arcadian avenger can attempt to smite evil with one normal melee attack. She adds +1 to her attack roll and deals an extra 9 points of damage.
Steely Resolve (Ex): The Arcadian avenger has a delayed damage pool that can soak up to 15 points of damage every round. At the end of the round, the damage goes through and it resets back to 0.
Wrath (Ex): Any time an Arcadian avenger sees an ally fall in battle, she gains a +2 morale bonus to melee damage rolls, which lasts for 1 minute.
Zealous Surge (Ex): Once per day, the Arcadian avenger can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers.

Rumors: This celestial being was summoned and bound by an ambitious apprentice of the Zulkier of Conjuration. It is rummored that he chose this being specifically to counter the Zulkiers own entrant into the competition. That, and for the sheer thrill of binding such a creature to his will.

Tactics: She starts off by charging, using her radiant charge and smite. This should trigger her two weapon pounce, and hopefully her blade rend. Afterwards, she stays in her opponents face, relying on her abilities, revitalizing strike, and damage pool to win the battle of attrition.

**Special thanks to Diffan for this NPC**
Bonzai

12-28-07, 02:49 PM
Ssetherra, LE Extaminar Monk 7/Master Thrower 3/Fang of Seth 5
HP: 165
Init: +4
Speed: 50ft
Space/Reach: 5ft
AC: 20 t:18 F:16
Bab: 11/6/1
Attack: Unarmed 12/7/2 2d6+1, Shuriken 16/11/6 1d2+3
Abilities: Str:12 Dex:18 Con:17 Int:10 Wis:14 Cha:8
Saves: Fort 10 Ref 16 Will 9
Skills: Hide 15, Slight of hand 5, Spot 9, Move Silently 15, Tumble 13
Feats: Point Blank Shot, Precise Shot, Weapon Focus (shuriken), Deft Hands, Alertness, Flick of the wrist, Improved Unarmed Strike, Quick Draw, Snatch Arrows, Stunning Fist, Combat Reflexes, Improved Trip
Possessions: Boots of Speed, Monks Belt, 10 +1 Returning Shurikens, Amulet of Natural armor +1, Ring of protection +1, Wyrven Poison (DC 17: 2d6/2d6 Con), Black Lotus Extract (DC 20: 3d6/3d6 Con), Deathblade (DC 20: 1d6/2d6 Con), Black Adder Venom (DC 11: 1d6/1d6), Bebilith Venom (DC 20: 1d6/2d6 Con),Life Bane (DC 20: 1d6/1d6), Eyeblast (DC 22: Blindness),Greenblood Oil (DC13: 1/1d2 Con), Blue Whinnis (DC 14: 1 con/unconsciousness), Drow Poison (DC 13: Unconsciousness).
Features: Evasion, Still Mind, Slow Fall 30, Flurry of Blows, Poison Resistance +3, +2 racial on escape artist checks, Low Light vision, +2 Racial vs Poison, +4 Racial to swim checks, Spider Climb, Serpent Shape, 2d6 Sneak Attack, Enhanced Range Attacks: +1 to attack rolls with ranged weapons.
Ki Strike: Unarmed Strikes are treated as magic attacks
Wholeness of Body: Can heal up to 14 points of damage per day.
Stunning fist: 10/day, DC 19 Fort save or be Stunned one round.
Purity of Body: Immunity to non magical diseases.
AC Bonus: Wis (+2) +2
Spell Like abilities: At will-Speak with animals (Snakes), 3/day-Charm animal (snakes).
Palm Trow: Throw two small thrown weapons with one attack roll. Don't apply strength to the attack.
Deadeye Shot: Crit modifier for a thrown weapon increases by 1.

Rumors: This Yaun Ti half-breed was captured trying to assassinate a Red Wizard in the Chondathian Enclave. It was believed that the Red Wizard and a powerful Yaun Ti came to a dispute over some slaves, and have been fighting a subtle war ever since. This Extaminar is the latest in a long line of assassination attempts. Exoticly beautiful, she is as cold blooded as the serpent she resembles.

Tactics: She will start by activating her boots of speed, and using her flurry of blows, palm throw trick, and her dead eye trick to throw her 10 shurikens at her opponent. Each of these Shurikens are laced with a different poison. She will generally keep her distance, flurrying with her shurikens whenever she is able to do so safely. If forced to fight in close, she will rely on her unarmed strikes and stunning fist attack. Once each of her shurikens has delivered it's poison, she tends to go in to melee and make liberal use of her stunning fist attack.
Bonzai

12-31-07, 01:21 PM
Zoltan, Ln Skarn Monk 10/Spinemeld Warrior 5
HP: 175
Init: +9
Speed: 30ft
Space/Reach: 5ft
AC: 22 t:15 F:19
Bab: 12/7/2
Attack: Spines (Flurry)16/16/16/11/6 2d6+9 (Rend 2d6+6)
Abilities: Str:18 Dex:16 Con:17 Int:10 Wis:14 Cha:8
Saves: Fort 15 Ref 9 Will 10
Skills: Hide 13, Spot 13, Move Silently 13, Tumble 13, Climb 5, Jump 5
Feats: Stunning Fist, Combat Reflexes, Improved Trip, Midnight Dodge, Combat Expertise, Bonus Essentia, Two weapon Fighting, Double Hit, Improved initiative, Improved Two Weapon Fighting.
Possessions: Boots of Speed, Monks Belt, Gloves of Dexterity +4, Amulet of Natural armor +3
Features: Spine Strike, Improved Evasion, Still Mind, Slow Fall 50ft, Flurry of Blows, +2 racial on intimidate and Climb checks, Shape Soulmeld (Blue steel bracers), Chakra Bind (arms), +1 essentia, Twin Spine Fighting,
Ki Strike: Unarmed Strikes are treated as magic attacks
Wholeness of Body: Can heal up to 14 points of damage per day.
Stunning fist: 11/day, DC 19 Fort save or be Stunned one round.
Purity of Body: Immunity to non magical diseases.
AC Bonus: Wis (+2) +2
Noble Familiarity: +2 bonus to knowledge Royalty/Nobility
Spine Rend: If a spine attack from each arm lands, add 2d6+1 1/2 Strength.
Soul melds: 2 Essentia: 7 Binds: 1
Blue Steel Bracers (3 Essentia, Arm Chakra): +2 to initiative, and insight damage equal to essentia invested.
Strong Heart Vest: Reduce ability score damage by 1 +1/essentia invested.
Spine Enhancements (2 essentia): Spines gain an enhancement equal to essentia invested. You can invest a max essentia equal to half your spinemeld warrior level.
Defensive Insight (2 essentia):+1 insight bonus to AC per essentia invested.

Rumors: This strange creature is rumored to come from distant Zakhara. Though it apears for the most part to be human, the wicked spines along it's arms show it to be otherwise. It is unknown how it came into the service of it's Master, but it's proven to be a dangerous combatant.

Tactics: He will imediatley activate his boots of speed, and then charge his opponent. From there on, he will stay close to his opponent, using his flurry of blows, and trying to rend his opponent.
Bonzai

12-31-07, 06:20 PM
Talbot, NE Human Werewolf Ranger 3/Black Blood Hunter 8
HP: 169
Init: +4
Speed: 30ft
Space/Reach: 5ft
AC: 25 t:14 F:22
Bab: 10/5
Attack: Claws:2x 12 1d4+6+1d6 (vile), Bite 10 1d8+6+1d6 (vile)
Abilities: Str:18 Dex:17 Con:20 Int:13 Wis:12 Cha:8
Saves: Fort 19 Ref 17 Will 6
Skills: Hide 16, Move Silently 16, Control Shape 16, Listen 16, Climb 6, Jump 6, Survival 6, Knowledge Nature 4
Feats: Iron Will, Power Attack, Two Weapon Fighting, Endurance, Vile Natural Attack, Improved Natural Attack (bite), Combat Expertise, Improved trip, Multi attack, Track.
Possessions: Amulet of Mighty Fists +2, Boots of speed, +3 Wild Chain Shirt, Cloak of resistance +2, Ring of Protection, 3 potions of Cure Moderate.
Features: Low Light Vision, DR 5/Silver, Alternate Form, Lychenthropic Empathy, Curse of Lychenthropy, Wild Empathy, +2 natural armor.
Favored Enemy (humans): +2 Bluff, Listen, Sense Motive, Spot, Survival, and damage vs Humans.
Improved Vile Natural Attack: Natural weapons deal an additional 1d6 vile damage.
Greater Curse of Lycanthropy: Fort DC 23, or contract Lychanthropy.
Lycanthropic Spell: Can cast in animal and hybrid forms.
Wild Items: Can use Wild Armor.
Animal Aspect: 4/day, for 8 minutes. +2 natural Armor, animal stat bonuses in any form.
Improved Hybrid Form: Can use animal forms special attacks in hybrid form; Trip: when you land a bite attack, make a free trip attempt with +2 to the check.
Improved DR: Increases to DR 10/Silver
Faster Change: Can Change form as a Move action.

Rumors: Talbot was a cultist of Malar who terrorised the forests of Rasheman. The witches finally had chased him from thier lands, and unfortunatley drove him into Thay. There he continued his hunt, until captured by a local Tharchion. Upon hearing of the tournament, he decided to give Talbot a stay of excecution. Instead, he has been given the oportunity to win his freedom, and greatly increase the Tharchion's power in the process.

Tactics: Talbot will activate his boots of speed, then close in with his natural attacks. He relies on his DR and vile attacks to help him win a battle of attrition. Any time his bite attack lands, he will use his Trip ability, and hopefully get another attack through his improved trip feat.
Bonzai

01-02-08, 05:47 PM
Rakasha CE Fighter 1 (Armored Mage Varient)
HP: 122
Init: +9
Speed: 40ft
Space/Reach: 5ft
AC: 33 t: 15 F:29
Bab: 8/3
Attack: Scimitar: 14/9 1d6+6, Bite: 10 1d6, 2 Claws 6 1d4
Abilities: Str:15 Dex:20 Con:19 Int:10 Wis:12 Cha: 19
Saves: Fort 12 Ref 10 Will 6
Skills: Move Silently 10, Listen 10, Spot 10, Sense Motive 10, Bluff 10, Disguise 10, Perform 10, Concentration 6,
Feats: Eschew Materials, Improved Initiative, Combat Casting, Combat Expertise, Blind Fight
Possessions: +4 Scimitar, +5 Chain Shirt, Ring of Protection +1
Features: Dark Vision 60ft, Alternate Form, +9 Natural Armor, DR 15/+3
Vulnerability: Blessed Crossbow Bolts
Detect Thoughts: at will, DC 15
Spell immunity: Immune to spells up to 8th level.
Spells
6 level 0 spells per day
Touch of Fatigue, Acid Splash, Detect Magic, Read Magic, Message
6 level 1 spells per day
Summon Monster 1, Magic Missle, Ray of Enfeeblement, Grease, Charm Person
6 level 2 spells per day
Blindness/Deafness, Summon Monster 2, shatter
4 level 3 spells per day
Stinking Cloud, Summon Monster 3

Rumors: The Rakasha is the Zulkier of Enchantments entrant into the competition. Indeed, powerful magic must have been at work for him to enslave such a vile creature. With it's fearsome array of supernatural abilities, it is expected to go far in the competition.

Tactics: Unless it would be immune to it, he will generally cast stinking cloud centered on himself. His spell immunity will prevent him from suffering ill effects from it. Next he will attempt to debuff his opponent with Blindness and Ray of Enfeeblement. If his opponent is pressing him, he will cast grease as well. After his opponent is debuffed, he will begin to cast summon monster spells, (preferably flying ones if the opponent is greased). He will sit back, and let his summons soften up his opponent before engaging directly in melee.
Bonzai

01-06-08, 11:22 PM
Jameth Ramathul, NE Shadow walker Rogue 1/Fighter 2/Swordsage 4/Teflamar Shadowlord 4/ Sword Sage 3
HP: 148
Init: +7
Speed: 30ft
Space/Reach: 5ft
AC: 22 t:16 F:17
Bab: 10/5
Attack: Short Swords x2: 16/16/11/11 1d6+7
Abilities: Str: 10, Dex: 20, Con: 16 , Int: 10 Wis: 10, Cha: 10
Saves: Fort 9, Ref 16, Will 6
Skills: Search 17, Move silently 17, Hide 17, Tumble 16, Spot 5, Listen 5, Open Lock 5, Use Magic Device 5, Gather information 4, Balance 4, Climb 2, Swim 2, Disable device 1
Skill Trick: Acrobatic Backstab
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse, Two Weapon Fighting, Blind Fight, Shadow Blade, Improved Two Weapon Fighting
Features: Light blindness, Dark vision 60ft, +4 racial on hide checks, Sneak attack 1d6, Trap finding.
Spell like ability: Shadow Mask 3/day, Dimensional Door 2/day, Darkness 3/day, Shadow Spray 3/day, Shadow Walk 1/day, Displacement 2/day
Shadow Sight: can see through normal and magical darkness without hindrance.
Shadow Jump: D-door up to 20ft per shadow lord class level per day. Can be broken up into increments of 10.
Shadow Blur: While not in daylight or bright light, gains a 20% miss chance.
Shadow Walk: can use shadow walk as a caster equal to his Shadow lord level.
Shadow pounce: can make a full attack any time he uses an ability with the teleport descriptor.
Spells Per day
2 1st: blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask, shadow spray.
1 2nd: air walk, blacklight, displacement, haste, greater invisibility, non-detection, vampiric touch
AC Bonus: +wis to AC
Discipline Focus: Weapon Focus (Short Sword),
Insightful Strike: +wis to damage (Shadow Hand)
Quick to act: +2 to initiative.
Sense Magic: 10 minutes study, DC 10+CL check
Possessions: 2x +2 Keen Short Swords, Boots of speed, +3 studded Leather, Ring of Protection +1
Manuevers: 12 known, 6 readied, 3 stances
1. Shadow Jaunt: D-door up to 50ft as a standard action.
2. Cloak of Deception (Boost): Gain greater invisibility till end of turn.
3. Shadow Stride: D-Door up to 50ft as a move action.
4. Obscuring Shadow veil (Strike): deal an additional 5d6 damage, opponent must make a DC 14 Fort save or you gain a 50% miss chance for one round.
5.Elder Mt. Hammer (Strike): Deal an additional 6d6 and over come dr and hardiness.
6. Shadow Garrote (Strike): Ranged touch attack (60ft), deal 5d6 damage and must make a DC 13 fort save or be flat footed till next turn
Stances
1. Island of Blades: You and your allies gain flanking as long as you are both adjacent to your opponent.
2. Assasin's Stance: Gain 2d6 Sneak attack
3. Dance of the spider: Gain spider climb wile in stance.

Rumors: Jameth is one of the dreaded Shadowlords of Teflamm. Known as a ruthless assassin and enforcer for the guild, he was caught trying to entrench Shadowmaster operations in Thay it's self. It took several years for them to catch him, but finally one ambitious Red Wizard tracked him down and captured him. This competition is to serve as his public execution.

Tactics: Jameth will start the match in his assassin's stance, and will begin by activating his boots of speed. He will then use his cloak of deception boost, and use his shadow jaunt and shadow stride maneuvers, each ending adjacent to the enemy and gaining a full attack (and hopefully sneak attack damage). Next turn he will either attempt to hit from range with his shadow garrote, or tumble to trigger his acrobatic back stab, and spring attack using his Mt. Hammer Strike. Next two turns he will use his last manuevers and then close in for melee.
Bonzai

01-09-08, 02:20 PM
The Minotaur; CR 15
barbarian 2/ fighter 4/ tempestCAd 5
CN large monstrous humanoid
Init +3; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Common
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AC 29, touch 16, flat-footed 29; dodge, mobility
(+8 armor, +3 Dex, +1 deflection, tempest defense +3, +5 natural, -1 size)
hp 196 (17 HD)
Immune maze spells
Fort +20, Ref +12, Will +11
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Speed 40 ft. (8 squares)
Melee +1 wounding large longsword +26/+21/+16/+11 (2d6+10 plus 1 Con/19-20) or
Melee gore +25 (1d8+9) or
Melee +1 wounding large longsword +26/+21/+16/+11 (2d6+10 plus 1 Con/19-20) and +1 wounding large longsword +26/+21 (2d6+5 plus 1 Con/19-20) and +20 gore (1d8+5)
Base Atk +16; Grp +30
Atk Options Power Attack, powerful charge, two-weapon spring attack, rage 1/day
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Abilities Str 28, Dex 17, Con 20, Int 10, Wis 14, Cha 12
SQ ambidexterity (-2/+0), fast movement, scent, tempest defense +3, two-weapon versatility
Feats DodgeB, Improved Bull Rush, Improved Two-Weapon FightingB, Oversized Two-Weapon FightingCAd, Power Attack, Shock TrooperCW, Spring Attack, Two-Weapon Fighting
Skills Balance +5, Climb +11, Craft (weaponsmithing) +4, Handle Animal +1, Intimidate +11, Jump +15, Ride +3, Search +6, Sleight of Hand +2, Survival +4, Swim +10
Possessions 2 +1 wounding large longsword, +3 mithral breastplate, ring of protection +1, cloak of resistance +2, gloves of Dexterity +2
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Ambidexterity (Ex): The minotaur's attack penalties for fighting with two weapons is lessened to +0 (if his off hand weapon is a light weapon).
Powerful Charge (Ex): When charging, this allows the minotaur to make a single gore attack with a +25 attack bonus that deals 4d6+13 points of damage.
Natural Cunning (Ex): Minotaurs have immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Tempest Defense (Ex): The minotaur gains a +3 bonus to armor class when wielding a double weapon or two weapons. He loses this ability when fighting in medium or heavy armor.
Two-Weapon Versatility (Ex): When the minotaur fights with two weapons, feats specilized for one weapon apply to his second weapon as well.
Two-Weapon Spring Attack (Ex): When the minotaur makes a spring attack, he can attack once each with two different weapons as an attack action. He loses this ability when fighting in medium or heavy armor.

The following are in effect as long as the minotaur rages:

hp 230
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AC 28, touch 15, flat-footed 28
Fort +22, Will +13
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Melee +2 wounding large longsword +29/+24/+19/+14 (2d6+13 plus 1 Con/19-20) or
Melee gore +27 (1d8+11) or
Melee +2 wounding large longsword +29/+24/19/+14 (2d6+13 plus 1 Con/19-20) and +2 wounding large longsword +29/+24 (2d6+8 plus 1 Con/19-20) and gore +22 (1d8+6)
**************************************** ******************
Skills Climb +13, Jump +17

Rumors: Not much is known about this minotaur's past. It was captured in the underdark, and doesn't seem to speak common. What is known is his deadly efficiency in the ring.

Tactics: The minotaur will rage, and attempt to charge, utilizing his gore attack. From there he will attempt to spring attack, forcing his opponent to provoke attacks of opportunity to reach him.

**thanks Diffan for this NPC**
Bonzai

01-11-08, 03:46 PM
Mubyto, LN Hobgoblin Warblade 14
HP: 224
Init:
Speed: 30ft
Space/Reach: 5ft
AC: 22 t: 13 F: 19
Bab: 14/9/4
Attack: 23/18/13 1d10+7
Abilities: Str:17 Dex:16 Con:18 Int:14 Wis:10 Cha: 8
Saves: Fort 14 Ref 12 Will 7
Skills: Tumble 17, Concentration 17, Balance 17, Spot 7, Listen 7, Jump 5
Feats: Power Attack, Dodge, Mobility, Adaptive Style, Spring attack, Bonus Feats: Iron will, Lightning reflexes, Blind Fight.
Possessions: +3 martial discipline (Iron Heart) bastard sword, +5 chain shirt, Cloak of resistance +1, Potion of cure serious.
Features: Dark vision 60ft, +4 racial to move silently, Improved uncanny dodge.
Battle Clarity: +int to reflex saves.
Weapon aptitude: treated as a fighter -2 levels for feats, and can change the weapon a feat specifies.
Battle Ardor: +int to confirm crits.
Battle Cunning: +int to damage vs flat footed or flanked opponents.
Battle Skill: +int vs bullrush, disarm, fient, overrun, sunder and trip checks.
Manuevers 10, redied 5, Stances 3.
Stances
1. Punishing Stance: +1d6 damage, -2 AC
2. Absolute Steel Stance: +10 movement, +2 AC
3. Dancing Blade Form: +5 ft Reach on your turn.
Manuevers prepared
1. Iron Heart Surge (boost): Remove a status effect, gain +2 moral to attack rolls for 1 round.
2. Finishing Move (strike): Deal an additional 4d6 damage. If they are at less than full hp, deal 6d6 instead. If they are under half HP deal 14d6 instead.
3. Manticore Parry (counter): Use when an opponent attacks, but before it is determined that he hits. Make an opposed attack roll. If your attack roll is higher, the opponent deals damage to himself instead.
4. Elder Mt. Hammer (Strike): deal an extra 6d6 damage, automaticly over come DR and hardness.
5. Greater Insightful Strike (Strike): Make a concentration check, deal damage equal to 2 times the check result.

Rumor: Of all the participants in the competition, Mubyto is the only one here by choice. A wandering mercenary from the giantspire mountians, he has dedicated his life toward perfecting his skill with a sword. Upon hearing of this competition, he felt it the perfect opportunity to test his skill.

Tactics: Mubyto will start the fight in his Dancing blade form stance. He will then spring attack, going through his manuevers, saving Finishing move for last (unless his opponent appears seriously injured before hand). The first time his opponent attacks him, he will use his manticore parry. Once all of his strikes are expended, he will attempt to regain his spent manuevers, and repeat the process.
Bonzai

01-13-08, 07:12 PM
Derran, N Half-Elf Duskblade 15
HP: 165
Init: +3
Speed: 30ft
Space/Reach: 5ft/10ft (longspear)
AC: 23 t: 13 F: 20
Bab: 15/10/5
Attack: 21/16/11 1d8+7
Abilities: Str:16 Dex:13 (17) Con:16 Int:16 Wis:10 Cha: 8
Saves: Fort 12 Ref 6 (8) Will 9
Skills: Concentration 18, Spot 18, Spell Craft 18, Sense Motive 3
Feats: Power Attack, Combat Reflexes, Martial Study, Arcane Strike, Martial Stance, Defensive Sweep, Bonus: Combat casting
Possessions: +3 Longspear, +5 Breast Plate, Gloves of Dexterity +4
Features: Imune to sleep, +2 racial vs enchantment, low light vision, +1 racial to listen, search, and spot checks, +2 racial to diplomacy, gather information.
Armored Mage: Medium armor, and Heavy Shields have no chance of arcane spell failure.
Arcane Atunement: 6/day dancing lights, detect magic, flare, ghost sound, read magic.
Arcane Channeling: Can cast through a weapon as a standard or full attack.
Quick Cast: 3/day, can cast a spell as a swift action.
Spell Power: +3 to overcome spell resistance, if you have already injured your opponent.
Crusader's Strike: Once per encounter, make a single attack, and heal 1d6 +1/initiator level in hp.
Thicket of blades: While in this stance, 5ft steps, and withdrawls provoke attacks of opportunity in the squares that you threaten.
Spells
6 0 lvl spells: Acid Splash, Disrupt undead, ray of frost, touch of fatigue
9 lvl 1 spells: Chill touch, Shocking Grasp, Stand, True Strike, Blade of blood
8 lvl 2 spells: Ghost Touch, Dimensional Hop, See Invisibility, Swift Invisibility
7 lvl 3 spells: Vampiric Touch, Dispelling touch, energy Surge, Protection from energy
5 lvl 4 spells: Enervation, dispell magic, dimensional door

Rumors: Derren was raised from birth as a slave to the Zulkier of Evocation. Long ago, the zulkier discovered ancient elven training techniques that combined both spell and steel into a deadly fighting style. He has long been seeking to re-discover and perfect these techniques, and create his own elite gaurd. Derren is his best pupil. The Zulkier is anxious to see if his hard work has paid off, and decided to enter him in the competition.

Tactics: Derren will attempt always full attack when able, fueling his arcane strike with a spell, Power Attacking, and channeling enervation, Shocking Grasp, or vampiric touch if he is injured. He will use his longspears reach to good effect, and will take advantage of any attacks of opportunity provided by his feats (which will also be chaneled with a spell). With thicket of blades, and defensive sweep, he should be getting at least one attack of opportunity per turn.
Bonzai

01-14-08, 12:37 PM
Lumpy, the Flesh Golem
HP: 90
Init: +2
Speed: 30ft (can't run)
Space/Reach: 10ft
AC: 23 t: 13 F: 20
Bab: 6/1
Attack: , 2 slams 15 2d8+9
Abilities: Str:27 Dex:13 Con:0 Int:10 Wis:10 Cha: 1
Saves: Fort 3 Ref 5 Will 3
Skills: 0
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Large and in Charge
Possessions: 0
Features: Dark Vision 60ft, Energy Immunity, Construct Traits, Natural Armor +10, Magic Immunity, DR 5/+1.
Energy Vulnerability: cold/fire slows for 2d6 rds, Electricity heals 1 for every 3 damage dealt.
Berserk: Cumalative 1% chance per round.
Large and in charge: When opponent provokes an attack of opportunity, if you hit, make a strength check with a +4 bonus. If successful, the opponent is knocked back 5ft to back to where they entered your threatened square.
Awsome Blow: Make a standard action attack at a -4 penalty. If it hits, opponent must make a Reflex save (DC = damage dealt), or be knocked back 10ft. If it hits an object both take 1d6 damage.

Rumors: This Flesh Golem is being entered in to the competition by one of the Zulkier of Conjuration's apprentices. Unwilling to be shown up by his rivals entry into the competition, he constructed this golem following traditional golem making guidlines. He believes that his tried and true creation will defeat his rival's experiment, and elevate his standing in thier masters eyes.

Tactics: Lumpy is a straight forward, and unimaginative combatant. He uses his reach to good effect, plodding forward and delivering an awesome blow. When an opponent tries to close in to attack him, he uses his large and in charge feat to knock them back.
Bonzai

01-14-08, 01:22 PM
Ok, I finally reached 32 gladiators. To run this tournament with 4 players, have each player roll a 1d8. There are 4 brackets of 8 npc's listed below. Remove the npc who's number the player rolls, and replace it with the players character. I have randomly paired all the combatants, and to speed things along, I will pre-roll and describe all the fights. Ignore any match up that involves an NPC that a player has replaced, and have the players fight them out. As it is laid out, each player has the opportunity to fight 3 times before having to potentially face another player.

Player 1
1. Githyanki
2. Mindflayer
3. Nezumi
4. Arcadian Avenger
5. Jumbo
6. Big Red
7. Ssetherra
8. Roland

Player 2
1. Hanzou
2. Mubyto
3. Milo
4. Old Snarl
5. Dorn
6. Achoo
7. Lumpy
8. Sneaza

Player 3
1. Salim
2. Rakasha
3. Gillian
4. Derran
5. Jameth
6. Sir Thomas
7. Minotaur
8. Thri-keen

Player 4
1. Fluffy
2. Zorn
3. Talbot
4. Kython
5. Drevic
6. Jeverral
7. Rusty
8. Agamon

The Dm is encouraged to re-arrange things as they see fit. If a particular build is problematic, it is easy enough to make sure that it is swapped out, or replaced.

Also, there are several potential plot hooks if the DM wishes to use them. These can be used while the players are participating, or even if they are simply spectators.

1. Battle by proxy.
Each Zulkier has an entrerant in this competition, and each hopes to use this competition to slight the others, and show off their power. If the players are working for or against one, they can help influence the out come of the tournament. Ambitious parties can use this to thier advantage, pitting one against another for thier gain.

2. Ambitious Apprentices.
The Zulkier of Conjuration has 3 apprentices participating in this competition. All are striving to out do the others, and it would be easy for the PC's to influence the outcome of this particular rivalry.

3. The unlucky twins.
Sneaza and Achoo have not seen each other in years, and to their horror they are now competing against each other in a competition to the death. Good aligned characters could elect to help them, and try and find a means for them to escape before one is forced to kill another.

4. The mysterious Shou.
Hanzou has a terrible and secret shame. One so terrible, that the Nezumi sent an assasin across the great waste to find him. Persistant players may discover what that shame is, and find a way to restore his honor. Or they could elect to help the Nezumi to achieve it's just vengance.

And now on to the fights!
Bonzai

01-14-08, 01:24 PM
Day 1
Fight 1: Illithid vs Githyanki

The arena is bustling with activity, and the crowd is bubbling with excitement. Even though the first match has yet to begin, there is barely an empty seat in the house. From the common citizens, crammed into seats near the top of the arena, to the Zulkiers themselves, in elegant boxes just above the arena, it seems as if all of Thay has turned out to watch the event.

The arena suddenly erupts into cheers, as the first contestants are led into the ring. Restraining collars are removed as they take their places at two red lines drawn in the sand at the center of the arena. On one side there is a strange humanoid. Tall, gaunt, with mottled yellow skin, and bony features; he wields an incredible silver sword that seems to writhe and move of it’s own accord. He glares with undeniable hatred at his opponent, and for small wonder. For across from him stands a vile mindflayer. Hairless, with evil soulless eyes, moist rubbery skin, and four long tentacles where it’s mouth should be. These creatures are reviled and feared throughout the planes.

The air is split by the blare of trumpets, as the signal for the match to begin. The air in front of the mindflayer immediately shimmers and sweeps around his opponent. The Githyanki reels, as if physically struck, but seems to shake it off and charges his opponent. The silver sword goes suddenly rigid as it is swung down in a vicious overhand cut. The mind flayer gives an inhuman shriek as the wicked sword cleaves through it’s flesh. The crowd roars as it’s blood stains the arena sand. The wound is serious, but the mindflayer leaps back and once again lets loose with it’s blast. The Githyanki, intent on spilling more of his foes blood barely seems to notice the air shimmering around him this time, and leaps forward. The silver sword swings twice more, and the Mindflayer crumbles to the arena floor. With a wicked grin, the Githyanki raises his sword high, and then bringing it chopping down, neatly separating the Mind flayers head from it’s shoulders. With a triumphant cry, it raises the head into the air to the roar of the crowd.

The handlers come out, and the Githyanki is once again collared and led out of the arena. Clean up crews scurry out into the arena, removing the corpse and preparing for the next battle.
Bonzai

01-14-08, 06:08 PM
Fight 2: The Nezumi Vs the Arcadian Avenger

Once again, the crowd cheers as the next combatants enter the ring. On one side, there is a strange rodent like creature, dressed in loose fitting black silk clothing, and armed with a gleaming Katana. Shaped like a man, it is face was similar to that of a rodent, and it’s hands ended in claws. Across from it stood a radiant winged woman, who’s too perfect features reveal her celestial heritage.

The trumpets sound, and the match begins. In a blink the Nezumi disappeared, only to re-appear a second latter, after delivering a cruel slash to the Arcadian’s left arm. In another instant it disappeared again, then re-appeared once more leaving a wicked gash in the other arm. Then it nimbly sprang back a few feet and came on guard. The Arcadian retaliated with a vicious strike of her own, cleaving a deep wound into the Nezumi’s shoulder. The Nezumi responded by disappearing again, and appearing once more with it’s blade stuck deep into the Acadian’s side. With a jerk, it yanked the blade out and leapt back several feet. Sorely wounded, the Arcadian charged forward, delivering a strike that seemed to restore some of it’s energy. Again, the Nezumi disappeared and attempted to slash at his opponent once more, only this time the Arcadian managed to sense the blow and avoid it. The Nezumi re-appeared a few yards away, and the Arcadian advanced and attacked with another strike that grazed the Nezumi’s leg. Once again, the Nezumi disappeared, and delivered yet another crippling wound upon the Arcadian. Staggering, the Arcadian stepped back, and hurriedly drank a potion at her waist. The healing potions effects quickly took place, and though still seriously wounded, she seemed a little steadier on her feet.

Sensing it’s advantage the Nezumi pressed on, disappearing once more and delivering a killing blow. Remarkably, the Arcadian remained standing through pure force of will. Staggering back a few feet, it drank a 2nd potion at it’s waist. Once again the healing magic did it’s job, and pulled her from the brink of death. Her reprieve was short lived however, as the Nezumi’s follow up attack followed right after, and the Arcadian crumbled to the arena floor. A quick coup de grau, later, and the match was over.
Bonzai

01-15-08, 07:46 PM
Fight 3: Jumbo Vs Big Red

The clean up crews quickly finish their work, and the crowd begins to chatter with excitement as the next two gladiators are led into the arena. On one side, lumbers a mammoth figure. It resembles the cross between an elephant and a man, but with two trunks. In it’s hands it holds a wicked spiked chain. Across from it loomed an opponent who is nearly as large. At first glance it appears to be an Ogre, but the large leathery wings and patches of deep red scales reveal it’s draconic ancestry. Unlike it’s opponent, who simply stood stoically, the Half Dragon strutted and posed for the crowd, much to their delight.

With a blare, the trumpets sounded the beginning of the match, and the Loxo wasted no time. The spike chain lashed out, and wrapped around the Half Dragon’s legs. With a mighty heave the loxo managed to pull the Half Dragon’s legs out from under him, and bring him crashing to the arena floor. With a flick of it’s wrist, the loxo freed it’s chain, and then brought it crashing down on his fallen opponent. The half dragon responds by taking a deep breath and breathing out a cone of fire at his opponent. The loxo seems to avoid the worst of the blast, but the fire clings to him. The half dragon tries to stand, but the loxo swept out his chain and once again swept his legs out from under him. He tried to follow it up with another blow from his chain, but the half dragon managed to roll to the side. The loxo followed up with two more strikes from his chain, both of the blows landing solidly. Grunting, the Half Dragon once again tried to regain his feet, but the loxo was ready and once again swept his feet out from under him, and struck him another heavy blow. Letting out a roar of frustration, the Half dragon tried once more but the loxo’s chain was unrelenting. The loxo, sensing victory, put more power into his next two blows, and the Half Dragon went limp as the final blow caved in his skull.

The loxo sounded a triumphant cry, and the crowd goes wild.
Bonzai

01-15-08, 07:46 PM
Fight 4: Ssetherra Vs Roland

The crowd is still raucous from the previous fight when the next two combatants enter the arena. One is a slender female with long red hair. She could pass for a human except for the small patches of scales that appear occasionally on her skin. She appears unarmed, wearing only a simple woolen robe, though her perfectly balanced and efficient movements reveal that she is a well trained warrior. Her opponent is a human man. He carries a large maul casually over his shoulder, and wears a chain shirt over simple linen clothes. Oddly, his shadow seems unnaturally dark compared to the rest of the arena, and even more odd are his eyes. They seem to sparkle with an inner glee, or perhaps madness. Once the collars are removed, he lowers his maul and gazes at his opponent. Suddenly he breaks out in a wide grin and says, “May my Goddess smile upon you”, and begins laughing maniacally. For her part, the woman showed no reaction, except to begin calmly assume a fighting stance.

The trumpet sounded and the 4th match begins. Suddenly, the man’s shadow detaches and streaks toward the woman. The woman starts as it streaks toward her, and the man charges in right behind it. The woman seems to pale a little as the shadow and man reach her, and her once graceful and fluid movements seem sluggish. She is unable to dodge in time as he brings his maul crashing on to her shoulder. She manages to twist with the blow, lessoning the impact, but her face is still twisted in pain. The man goes into a flurry of motion as he frees a hand and starts gesturing and chanting at her. She attempts to strike him, but again her sluggish movements betray her.

The man finishes his casting, and the woman’s body begins to writhe and bend unnaturally. Joints pop, skin tears, and her size begins to shrink. The woman lets out a horrified shriek that ends in a horse croak. The spell ends, and where there was once a woman, now sits a toad.

The toad frantically hops away from the man, croaking wretchedly. The man grins evilly, raises his maul, and yells to the crowd, “Time for a rousing game of squish the froggy”! To the laughter of the crowd, he spends several minutes chasing the toad around the arena, whacking it with his hammer. Finally, he lands a solid blow and with a sickening crunch the toad is splattered under his maul. A few seconds latter the body starts to twitch and bend back to it’s original form, revealing the battered form of the woman, her spine completely crushed. The man raises his maul to the crowd, and they respond with a roar of applause. The handlers then come out, and prepare the arena for the next match.
Bonzai

01-15-08, 07:47 PM
Fight 5: Hanzou Vs Mubyto

The arena is prepared, and the next two combatants are led to the starting positions. On one side there is a disheveled man. His almond shaped eyes betray his shou heritage, and his un-kept appearance, and tattered clothes speak volumes about his misfortune. The only exception is an exquisite kantana sheathed at his waist. Across from him stood a hobgoblin. In stark contrast to the man before him, the hobgoblin was meticulously kept. His bastard sword and armor were polished to a mirror sheen. His breeches and boots were clean, and of good quality, and his hair was neatly braided into a long ponytail down his back.

The hobgoblin raises his bastard sword in a warriors salute, and the shou bows low in response. The trumpets echo through the arena, and the 5th match begins. With lightning speed, the shou charged, drew and slashed at his opponent in one lightning fast motion. A lesser opponent would have been completely surprised by the speed of the maneuver, but the hobgoblin managed to parry the blow and use his strength to force the Shou’s blade into his own leg, carving a small gash. As their blades disengaged the shou spun, delivering a gash in return across the hobgoblins right arm. The shou continued forward a few feet, and spun to face his opponent. Which was just in time, as the hobgoblin charged in with his own attack. He brought his bastard sword down in a series of hammering strikes, that the shou could only partially parry. As the hobgoblin charged past the shou was left with a series of small cuts along his shoulders. Now it was the shou’s turn to counter as he ran toward his opponent, and used his momentum to go into a diving roll. Just as he was passing next to the hobgoblin he sprang to his feet and delivered two quick cuts with his katana, while continuing to move away from him. Both opponents now bloody, the hobgoblin shifts his stance, sacrificing defense for more powerful blows. He charged the shou, and managed to deliver a precise blow just under the shou’s guard, the bastard sword plunged deep into the shou’s abdomen, and straight out the other side. With a sickening wrench, he jerked the blade free and came back on guard. Though the wound was serious, the shou gritted his teeth, and struck back with three quick slashes, that left painful furrows down the hobgoblin’s right leg and left shoulder. Weakened, the shou stumbles back a few feet, and struggles to bring his sword up to it’s ready position.

Sensing the end, the hobgoblin charges in with a powerful finishing move that the injured shou could not block in time. The hobgoblin’s bastard sword nearly cuts the Shou in half as it sweeps downward, and the shou’s lifeless body crumbles to the arena floor. Applause fill the arena as the crowd shows their approval. Before the handlers can get to him, the hobgoblin stoops down, and arranges the shou’s body into a more peaceful position, and carefully places the shou’s katana on his chest. With a salute to his fallen opponent, the hobgoblin turns and leaves the arena.
Phelf_Der_Zemit

01-18-08, 06:19 PM
Jameth would have been game breaking if he took the full sex levels of his Shadowlord PrC. That shadow dissalution would be a b****.
Bonzai

01-18-08, 06:59 PM
In the full 20 lvl build he does. But his first goal is to get the third Teleport manuever (thats a swift action). When he does, he will be able to D-door 3 times around, full attacking each time with haste, and hopefully triggering sneak attack damage with his cloak of deception boost. So I went back to sword Sage levels right after getting shadow pounce. At 17 he will get the third teleport, 18 and 19 will be the final two levels of Shadow Lord , and the final level will be sword sage for one more manuever.

And we'll see how it rolls out, but the most game breaking ones to my eye are Roland and Milo. Roland can potentially debuff you to -14 to saves, and baleful polymorph you in round one (which he pulled off in his first fight). Milo is tough, simply because not everyone has a way to deal with swarm form. Each combatant has different tactics and weaknesses, so luck of the draw is a big factor. Hanzou was at a disadvantage against Mubyto, simply because Mubyto had improved uncanny dodge. If he could have gotten him flat footed, the Iaijutsu damage would have been a big factor. Conversly, the Arcadian Avenger didn't have a way of detecting invisible opponents. If she did, the Nezumi would have been in big trouble.

A lot of this is luck of the draw, but hopefully the players added wealth will give them the edge they need to overcome it.
Bonzai

01-18-08, 09:14 PM
Fight 6: Milo Vs Old Snarl

The arena is quickly prepared, and the next two combatants are lead into their places. Several among the crowd whistle and cheer as the troll, affectionately known as Old Snarl, enters the ring. A rare survivor of the arena, he has entertained the crowds in defeat, as well as victory. Many times has the crowd seen him torn limb from limb, only to watch in delight as he pulls himself together again. Across from him appeared to be an ordinary man in his mid 40’s. Balding, and with a slight paunch, he appears unarmed. The only thing that marked him as a combatant was the worn leather armor that he wore.

The trumpets sounded the beginning of the fight. In one fluid motion, the man drew and threw a dagger he had hidden up his sleeve. The blade struck true, and buried it’s self deep into the Trolls neck. With a growl, the troll yanked out the blade, and went into a murderous frenzy. He recklessly charged the man, and attempted to rake him with a viscous claw. The man saw the attack coming however, and rolled back under the blow. Springing to his feet, the man’s dagger suddenly re-appeared in his hand. He feinted at the Trolls eyes, and then hurled the dagger deep into the joint of the Trolls left arm. The Trolls regeneration had already begun to heal the wound on the Trolls neck, but the blood stubbornly continued to flow. Ignoring the dagger in his arm, the Troll advanced again, and this time connected with it’s claw, leaving gashes down the man’s arm. With a smile, the man’s form began to change. His skin paled, and became lifeless. His teeth sharpened into fangs, and his hands turned into claws. Where once there appeared to be a normal man stood a hideous undead creature. The undead creature once again rolled back, feinting at the troll’s groin, but instead throwing his re-appearing dagger at the trolls other arm. With a roar, the troll barreled forward, again raking the creature with his claws. The undead tumbled back letting his dagger fly and sink deep into the Troll’s kneecap. The Trolls regeneration had repaired much of it’s previous wounds, and yet it’s blood continued to flow to fast for them to close completely. Heedless, the troll continued to surge forward with another wild swing, the undead was too quick and tumbled out of the way.

The undead’s next attack landed in the trolls other knee, though it cost him another rake from the trolls claws. The damage from the Trolls attacks seemed superficial however, and even seemed to be disappearing themselves. The undead flung his dagger twice more, each time leaving wounds that continuously bled. While the trolls attacks barely seemed to have an effect. The Trolls furry soon ended, and it panted with fatigue. Drinking from a small flask at his side, the Trolls breathing started coming easier, but it’s wounds continued to bleed profusely. Sensing it’s advantage, the undead smiled a wicked grin, and then exploded into a whirlwind of earth. The Troll attacked the swarm around him, but his claws and teeth could not harm grains of sand that swarmed around him and scoured it’s flesh. Finally the troll, weakened from it’s many wounds and from loss of blood, collapsed to the arena floor. The sand coalesced back into the shape of the undead creature, and it began to stab repeatedly at it’s fallen adversary. After several minutes, a trumpet sounded, signaling that the match was over.

The undead creature left the area, while the clean up crews rushed in to clean up the mess. While the others were throwing fresh sand to cover the blood on the floor, one bent over the Trolls body and poured a potion down it’s mouth. Within moments, the bleeding stopped, and the Trolls body began to knit back together. With applause from the crowd, Old Snarl got back up to his feat. While he had lost the match, he survived to fight again. With a wave to the crowd, the veteran turned and left the arena.
Bonzai

01-19-08, 04:33 PM
Fight 7: Dorn Vs Achoo

Soon, the next two combatants enter the arena. One is a heavily armored dwarf, and the other was an unusual gnome. The gnome was unarmed, wearing simple cotton clothes, and an unadorned sash around his waist. His hair was pulled tight into a braid that trailed down his back, and he appeared lean by even gnomish standards. The Trumpet sounded, and the 7th match began. The gnome charged at the dwarf, springing off it’s knee, and catching hold of the dwarfs beard as he flipped over the dwarf. The gnome tugged hard on the beard, using his leverage and momentum to hurl the dwarf over his head. The Dwarf came crashing down next to the gnome, and the gnome followed up with a kick to the dwarfs head. The crowd broke out in laughter and the dwarf, cursing, rose to his feet. However the gnome didn’t relent, and grabbed and twisted the dwarfs arm. Stepping in and pulling hard, he once again flipped the dwarf over his head. The Dwarf landed with a jarring thud, and again the gnome followed up with a hard punch that flattened the Dwarfs nose. The crowds laughter continued to build as the dwarf struggled to regain his feet.

Once more the gnome moved in and managed to throw the hapless dwarf back off his feet, and struck a vicious kick to the dwarf’s throat. The dwarf gagged, and attempted to roll to his feet, but the gnome grabbed him by the neck, and flipped to the right, bringing the Dwarf crashing down once more. The gnome darted in and delivered a skull cracking blow to the dwarf’s temple. Few things in the world are thicker than a dwarf’s skull however, and he shook it off and slowly rose to his feet. He finally managed it, but he took another punch to the gut for his trouble. With a bellow the dwarf swung a vicious chop with his war axe. The gnome twisted out of the way of the worst of the blow, but still took a nasty graze along it’s side.

The gnome let loose with a combination of blows, but only one kick managed to get past the Dwarfs armor. The gnome leaped back a few feat, but the dwarf pressed forward swinging it’s war axe. The gnome took two more bad cuts from the assault, and then countered with his own. None got past the dwarfs defense, and the dwarf continued to attack, inflicting several more wounds. The gnome landed a kick to the dwarfs groin, and the dwarf bellowed in rage. It cost the gnome two more nicks from the axe, but the dwarfs furious attack left him open, and the gnome used it to deliver a potent spinning kick to the dwarf’s head. The Dwarf crashed to the ground, unconscious. The battered gnome limped up to the dwarf, and crushed his throat with a savage kick. The crowd goes wild as the gnome is declared the victor.
Phelf_Der_Zemit

01-19-08, 05:48 PM
Roland, NE Hexblade 15
HP: 195
Init: +3
Speed: 30ft
Space/Reach: 5ft
AC: 19 t: 11 F: 18
Bab: 15/10/5
Attack: 21/16/11 1d10+6
Abilities: Str: 16, Dex: 13, Con: 16, Int: 8 Wis: 10, Cha: 16
Saves: Fort 5, Ref 5, Will 9
Skills: Knowledge History 4, Concentration 6, Tumble 2
Feats: Combat Casting, Spell Penetration, Greater Spell Penetration, Power Attack, Bind Vestige, Improved Bind Vestige, Netherese Battle Curse, Brutal Strike, Dreadful Wrath,Arcane Strike
Special: Dark Vision 60ft, Immune to fire
Possessions: +3 Maul, +4 chain Shirt, Boots of speed, belt of battle
Features: Hexblade Curse: DC 20 Will save, or -4 attack, damage, saves, ability checks, and skill checks. Free Action
Arcane Resist: +3 saves vs spells
Mettle: If successful on a Fort or will save for half damage, take none instead.
Aura of Unluck: Free action, 20% miss chance for 6 rounds.
Dark Companion: -2 to saves & AC
Netherese Battle Curse: Spend a spell, gain an attack bonus equal to the spell sacrificed. If it hits, opponent must make a will save, DC spell level+13, or take -2 on attack, damage, saves, ability check, and skill check rolls for 1 minute.
Arcane Strike: Sacrifice a spell, deal an addition 1d4x spell level on attacks for a number of rounds equal to the level of spell sacrificed.
Brutal Strike: opponent makes a fort save, DC 10 + power attack or be sickened for one rd.
Dreadful Wrath: When you make a charge, full attack, or cast a spell that targets the enemy, each enemy within a 20ft radius mus make a Will DC 20, or be shaken for 1 minute.
Vestige: Folacor-Aura of Sorrow: Anyone adjacent to you gets -2 to attack, saves, and skill checks.
Spells known: 1st lvl: Detect Magic, Identify, Prestigitation, Undetectable alignment. 2nd lvl: Mirror Image, Invisibility, Glitter Dust, Spider Climb. 3rd lvl: Dispell Magic, Charm Monster, Vampiric Touch, Protection from energy. 4th lvl spells: Cursed Blade, Baleful Polymorph, Dimensional Door.

Rumors: It is rumored that Roland is not quite right in the head. The fact that he is an ardent worshiper of Besheba, only reinforces that rumor. He was captured as a slave by a wealthy Thayan slaver. His skill with the blade made him desirable as a body guard. However, he seems to be a magnet for bad luck, and brings misfortune an all who stay around him. The crafty slaver may have found a way to profit by that, by entering him in this arena competition.

Tactics: He will smile, salute his opponent, and say “May my Goddess smile upon you”! Then he will move his Dark Companion next to the opponent. As free actions he will activate his Netherese Battle Curse with a 4th lvl spell, use his hexblade curse, activate his arcane strike with a 1st lvl spell, Activate his boots of speed, and attack using his sickening blow (they will also be in range for his Aura of sorrow, and should get to use his dreadful wrath ability too). Then he will activate his Belt of battle for 3 charges. At that point, he will 5ft and cast baleful polymorph if his debuffs went through. If not he will full attack, then 5ft. After the opponents next round, his strategy will depend on his opponent.


Were are the feats Netherese Battle Curse, Brutal Strike, Dreadful Wrath?
Bonzai

01-22-08, 06:20 PM
Netherese Battle Curse is in Lost Empires of Faerun. Dreadful Wrath is a regional feat from the Players guide to Faerun, and I believe Brutal strike is in the PHB 2.
Bonzai

01-23-08, 06:54 PM
Fight 8: Lumpy Vs Sneaza

The arena is quickly prepared, and the final combatants for the day are led into the arena. On one side is a large humanoid figure. Appearing to be a man stitched together from several bodies, the Flesh golem simply stood staring ahead blankly with it’s soulless eyes. Across from the golem stood a small female gnome. She had a small rapier in her hand, and wore loose black clothes and cloak, with a small chain shirt draped over her chest. The trumpets blare, and the final bout of day begins. With a lurching, awkward gait, the flesh golem shuffled forward and attempted to crush the gnome with a thunderous blow. The little gnome was too quick however, and easily dodged to the side. Tumbling forward, she sprang to her feet and pierced the golem deep in it’s thigh with her rapier. The golem hardly noticed the blow, and lifted his massive fist to deliver a killing strike. The agile gnome once again danced aside the golems attack, and countered with an attack of her own. She let lose with a flurry of her own attacks, though most were ineffective.

The pin pricks did little to slow the golem down, and he prepared for another massive swing. The gnome easily ducked underneath it, and again countered with another attack of her own. The gnome continued to attack with her rapier, and finally some of the damage began to register with the golem. The gnomes attack cost her however, and the gnome was caught with a vicious backhand. The tiny gnome went flying backwards, and fell several feet away. The Golem lumbered forward, and swung at the gnome as she tried to stand. The gnome managed to dodge the blow, and took a step closer to the golem. The golem attempted to strike the gnome again, but the agile gnome was able to side step and pierce the golem. Not relenting, she pressed the attack. Two more blows sank deep into the golems flesh, and the construct collapsed on to the ground.

The crowd stood on it’s feet and applauded the winner of the eighth and final bout for the day. The gnome left the arena and the crowd began to leave in small groups, excitedly discussing the days events, and collecting wagers on the days fights. For the surviving gladiators, they get to celebrate having lived another day, and to ponder the battles ahead.
Bonzai

01-24-08, 09:22 PM
Day 2

Fight 1: Salim Vs the Rakasha

Once again the arena stands are filled to capacity, as the second day of the tournament is set to begin. The crowd applauds as the first two combatants are led into the arena. One side is a man that would appear to be human, if it weren’t for the reddish hue to his skin, and his smoldering black eyes. The fire gensai was dressed in black flowing silks in the style of the people of the calimshan, and he wielded two fine scimitars. His opponent was a dreaded Rakasha. Whispered to be the very incarnation of evil it’s self, these beings seem a cross between a tiger and a human with the exception that their clawed hands seemed backwards. The trumpets sound, and the first match of the day begins.

The Rakasha immediately began chanting and gesturing with it’s strange hands. A noxious cloud of vapors billowed into existence around the gensai. Gagging, the gensai staggered out of the cloud, and began wretching. The Rakasha calmly began casting another spell. The Gensai continued to attempt to recover from the noxious fumes, unable to do much more than stagger about. The Rakasha’s spell took shape, and a Fiendish dire bat appeared. The massive bat immediately flew towards the Gensai and attempted to bite him, though the Gensai managed to evade it’s fangs. The Rakasha began casting yet another spell. The Gensai, still gagging from the fumes, could only swat ineffectually at the dire bat circling him. Another Dire Bat was summoned into existence behind the Gensai, and it attempted to bite at him. The Gensai managed to duck under the attack, but the second bat managed to tear a chunk out of his shoulder. The Gensai staggered away from the bats, but it cost him a nip from one of the bats, and in his condition he could not go far.

The Rakasha gestured, and suddenly the ground underneath the Gensai’s feet was covered in grease. The Gensai, though wobbly, was barely able to keep his feet. The two bats rushed in to attack, one successfully grazing his arm. Taking careful steps, the gensai managed to make his way out of the greased ground. The bats both attempted to bite at him, but they missed. The Rakasha cast yet another spell, and a black ray shot from his finger tips, striking the gensai. The Gensai’s shoulders sagged, and his strength seemed to be taken from him. The bats tried to attack the Gensai once more from two sides, but the nimble gensai was able to duck under their attacks. Having seemed to have shaken off the effects of the vapors, the Gensai’s sapped strength has seriously weighing him down. None the less he slowly began to twirl his scimitars, faster and faster, until they suddenly burst into flame. The flame spread from his sword, and along his entire body, wrapping him entirely. With a flick of one of his swords, he sent a ball of fire at one of the bats. The ball exploded, charring and singing much of the bats fur. However, it’s fiendish heritage saved it from some of the damage.

The Rakasha fired another ray from his fingers. The gensai saw it, and attempted to dance out of the way, but his weakened body could not react in time. His strength was drained even further. Seeing this, both of the bats pressed their attack and landed two more blows. As the wounded bat struck, the gensai attempted to incinerate it in a burst of flame. However the weakened gensai was unable to hit the fast flying bat. He hurriedly drank from a potion at his belt, but the effects were barely noticeable. The cloud of noxious fumes evaporated, and the Rakasha let loose with another spell. Though whatever it was, he seemed to shake it off. The two bats scored two more hits, raking the gensai’s flesh. The Gensai dropped his scimitars, and began to shrug out of his chain shirt. The bats seized their opportunity, and one managed to wound the gensai further. The Rakasha began casting another spell, and the two bats swooped in again for the attack. Both were able to bite him again in his vulnerable state. The Gensai continued to try and remove his shirt, struggling with the weight. One of the dire bats popped out of existence, only to be replaced by another. The Two bats both attacked the helpless gensai as he struggled to shed his suddenly heavy armor. Determinedly, the Gensai continued to fumble with the hooks and catches of his shirt. The bats continued to rip at him. Another of the bats winked out of existence, only this time to be replaced by a fiendish wolf. The remaining bat and wolf attacked the poor gensai, the wolf tearing the gensai’s legs out from under him and sending him crashing to the floor. The Rakasha began casting a new spell. Even though he has fallen, the gensai still desperately tried to shed the shirt that was weighing him down. Another Fiendish wolf appeared beside the gensai, and all three of the summoned creatures bit into the gensai.

The gensai was finally half way out of his shirt, but he was running out of time. The three creatures continued to tear at him. A fourth wolf materialized, and joined in the fray. The Rakasha gestured again, and this time four bolts of pure magical energy impacted into the Gensai. Bleeding badly, the gensai struggled with the final stages of his armor. The summoned animals never gave him a chance, as one of the wolves managed to get his jaws around the gensai’s throat and rip it out. With a sneer, the Rakasha dismissed his summoned creatures, and left the arena to the sound of the crowds applause.
Bonzai

01-25-08, 02:38 PM
Fight 2: Gillian Vs Derran

After the arena is prepared, the next two combatants are brought in. One side stands a grim elf. He wears no armor, and carries an impressive two handed elven sword. Across from him stands a half elf. Armed with a long spear and wearing a breast plate, he stands passively, waiting for the match to begin. The elf studies the half breed for a moment, then says “I am sorry, I don’t like having to take the life of some one of elven blood. But I have no choice”. The half elf simply nodded, and said, “We can only obey, and the masters have bid us to fight”. The elf nodded grimly, and readied his sword. The trumpets sounded, and the 2nd match began.

The elf darted towards his opponent. The half elf tried to skewer the elf with his spear, but the elf nimbly batted the attack aside. Seeing an opening, the elf delivered a savage blow to the half elfs side. Jerking his blade free, he continued forward. As he spun past, the half elf managed to spin, and strike the elf with his spear. Dark magic surged down the shaft of the spear, and the half elf’s wound partially healed. The elf continued to stagger forward, and spun coming on guard. The half elf ran forward and launched his own attack. His spear snaked past the elfs defense, and pierced him deep in the shoulder. Once again, dark energies surged along the spear, healing some of the half elf’s wounds.

The elf tumbled forward, slicing a wicked cut along the elf’s thigh as he rolled past. He continued tumbling forward well out of the spears reach, and sprang back to his feet. His opponent charged forward, once again lashing out with his spear. It grazed the elfs shoulder, and once again the half elfs wounds began to heal. Once again, the elf tumbled forward, Scoring another hit on the half elf’s leg. This time, the some of the elf’s wounds began to mend. Continuing with his momentum, he tumbled forward out of the half elfs reach. The half elf attacked again, putting more power behind his blow, but this time the elf was able to dodge the blow. The elf countered by tumbling in again, and delivering another cut. Again, the half elf tried to deliver a powerful attack, but missed. The elf took advantage of this to tumble forward and deliver a savage blow. The half elf was gravely injured, but bravely continued to attack, scoring a hit, and healing some of his wounds. Again, the elf delivered another wicked slash while tumbling around the half elf’s attack. The half elf swung again with his spear, but the nimble elf once again managed to dodge to the side. The elf launched a counter attack, and landed a hit, healing again some of his wounds. The half elf attacked again, finally landing and stealing more vitality from his opponent. The elf darted again with another attack, landing a light gash along the half elf’s arm. The half elf struck back, but the again the elf managed to side step the blow. Seeing an opening, the elf tumbled forward and delivered a vicious strike to the half elfs throat. The half elf dropped his spear and cupped his hands around his throat, but his life’s blood was spilling to fast to contain. With a gurgle, he fell to the arena floor. Panting, the elf saluted his fallen opponent, and left the arena.
Bonzai

01-26-08, 05:41 PM
Fight 3: Jameth Vs Sir Thomas

The arena is quickly prepared and the next two combatants are introduced. On one side is a lean man, dressed in well oiled black leathers, wielding two short swords. On the other side is a tall man with a gleaming shield and breast plate, and a longsword in his hand. A holy symbol to Torm hung from his neck. He stared intently at his opponent then frowned. He shook is head, and said “Your soul is tainted with the blood of the innocent, I shall not hold back!”. His opponent merely snorted in disdain, and readied his swords. The trumpets sounded, and the paladin immediately charged his opponent. He smote him with a fearsome blow that knocked him to the ground. As the man hit the ground, he suddenly disappeared. A split second latter, the paladin was assaulted by an invisible flurry of blows. Many blows were turned away by the paladin’s armor and shield, but several blows got through and the paladin was soon bleeding from several deep wounds. Another second latter and the man re-appeared, his blades bloody, and a satisfied smirk on his face.

The paladin retaliated with another powerful smite with his sword, but this time the man was able to keep his feet and nimbly dodge the next two swipes from the paladin’s sword. The man then followed up by tumbling underneath the paladin’s guard, and delivering a wicked strike. The paladin struck back with another series of blows, getting in another two slashes to the man’s body. Badly wounded, the man fought on, delivering another vicious stab with his short sword. The paladin ignored the blow, and countered attacked at his now exposed opponent. His sword struck twice more and his opponent fell dead to the arena floor. The paladin grimly cleaned and sheathed his blade, ignoring the applause of the crowd. Without a backwards glance, he left the arena.
Bonzai

01-28-08, 06:55 PM
Fight 4: Minotaur Vs the Thri-keen

The crowd begins to murmur in anticipation as the next two gladiators are led into the arena. On one side looms a massive minotaur, wielding two large swords. Across from the minotaur stood a Thri-keen. The Thri-keen bore no weapons, though it’s body was framed in a ghostly shroud of flame, and two extra arms that had a slight bluish color sprouted from it’s torso. With two exotic combatants such as these, the crowd couldn’t help but be excited. The Trumpets sounded, and the match begins!
Immediately, the Thri-keen pounced on it’s opponent. The minotaur deftly parried many of the attacks, yet several won through. The minotaur countered with it’s own flurry of attacks, though none got through the Thri-keen’s chitinous hide. The Thri-Keen continued it’s assault, but this time the minotaur evaded the blows. The minotaur flurried back, landing two solid blows against his foe. Un-perturbed, the Thri-keen continued to slash and bite at his foe, landing several horrible blows that left his opponent bleeding heavily. The minotaur countered back, landing three blows that cracked the Thri-keen’s chitin in several places, but his foe continued it’s barrage. The Thri-Keen inflicted several more vicious wounds, and the minotaur fell lifeless to the arena floor. The crowd gave a thunderous roar of approval, as the thri-keen was announced as the victor.
Bonzai

01-28-08, 07:42 PM
Fight 5: Fluffy Vs Zoltan

The crowd was still very much vocal when the next two gladiators were led into the arena. On one side, there was a large fearsome creature. It looked mostly humanoid, except for the small set of extra arms that sprouted from it’s chest. Powerful, muscular, it was covered in dark black fur, except for the top of it’s head, which sported a shock of white hair. The Dreagoloth, as it was called, was unarmed except for it’s powerful fanged jaws, and vicious claws. Across from it, was a much more normal looking opponent. It appeared to be a well built human male, except for the long spines that sprouted from each of his fore arms. Rumored to be from a very distant land, few in the arena had ever seen his race before. The Trumpets sounded, and the match begins!

The Dreagoloth gave a wicked, fang toothed, grin, and then covered the middle of the arena in darkness. His opponent charged in, and attempted to gouge the Dreagoloth with the spines along his arm. In the murky gloom however, the Dreagoloth proved an elusive target. The Dreagoloth savagely attacked his opponent, raking him with it’s claws and teeth. The Man countered back with his spines, though most of the blows missed in the dark. The Dreagoloth continued to maul it’s opponent, scoring several more terrible wounds. The man began to appear a little unsteady on his feet but valiantly continued his assault, and landed a few more raking slashes against his foe. It was too little to late however, as the Dreagoloth landed another series of brutal blows, and the man fell lifeless to the floor.
Bonzai

01-31-08, 03:12 PM
Fight 6: Talbot Vs the Kython

Quickly, the next match was announced. On one side there appeared to be a well muscled and lightly armored man. Across from him, stood a Kython, or more commonly known as a chain devil. It appeared as a tall humanoid, covered from head to toe in chains. Three wicked spiked chains danced around him, as if possessing a life of their own, and a 4th he twirled nimbly in his hands. The man calmly regarded his opponent, and then started convulsing. A scream of pain turned into a savage roar as the man’s body stretched and contorted, taking on the form of a hulking werewolf. With a blare, the trumpets sounded, and the 6th match begins!

The werewolf charged at the devil, and raked him with his claws. The devil hopped back, and sent three chains dancing towards the werewolf, though the move cost him another rake from the claws. The chains snaked out towards the werewolf, and one managed to wrap around it’s leg. It jerked and heaved, trying to pull the werewolf down, but it managed to keep it’s feet and kick it loose. The werewolf charged in again, dodging and shaking loose the chain the Kython sent after it, and once again delivering a wicked rake with it’s claws. The Kython attempted to leap back, but the werewolf surged forward and bit him. With a jerk, the werewolf threw the kython to the ground, and let loose with another savage rake from it’s claws.

Once again, the Kython sent three chains at it’s opponent. Two managed to wrap around the werewolf, and drag it to the ground. The third chain to advantage of the opponents vulnerability, and smashed against it’s tough hide. Using the moments respite, the Kython regained it’s feet.

The Werewolf managed to shake loose from the chains and regain his feet. It attempted another bite, but the kython was able to avoid it’s teeth. The kython tried to leap back again, but the Werewolf was able to bite him. The werewolf tried to once again throw him to the ground, but the kython managed to shake loose and leap back. It then sicked it’s chains against him, but the werewolf managed to shake them off. The werewolf attempted to charge the kython again, but the kython managed to snake out a chain, and bring him crashing again to the ground. The chain pummeled the fallen foe, but the werewolf shrugged it off and climbed back to his feet. The Kython took a small step back, and sent his chains in again. They managed to bring the werewolf down, and pummel him again. The werewolf managed to struggle to his feet, shaking off the chains.

The Kython continued to keep his chains on the attack, dragging his opponent to the ground, and pummeling him unmercifully. The werewolf’s supernaturally tough hide shrugged off most of the damage, but the damage was slowly taking it’s toll. The Kython kept it’s distance, and the werewolf rarely could get in close before the chains brought him crashing down to the floor. The match drug on for some time, but the outcome of the match became more and more clear. Finally, after a particularly vicious assault from the kython’s chains, the werewolf stopped moving. The crowd broke into a fierce round of applause, and the Kython left the arena.
Bonzai

01-31-08, 08:13 PM
Fight 7: Drevic vs Javerral

The arena is quickly cleared, and the combatants are ushered in to the arena. On one side stood a man. Armed with a sword and a shield, he appeared relatively ordinary. The only unusual thing about him was the streak of white hair that ran through the middle of his dark brown hair. His opponent was an unusual humanoid, unlike the crowd had ever seen. It stood about 5 ft tall, and had a lean, muscular build. It some what resembled an elf, but with steel gray skin, and dark blue eyes. It had a wild, un-kept appearance, and wore simple hunting leathers and carried an impressive looking bow.

With a blare of the trumpets, the 7th match began! Immediately, the outline of the man shimmered, and then the center of the arena was enveloped in darkness. The fey creature winked out of sight, only to appear several yards away. The fey let loose a volley of arrows at the man, but they all missed their target, or were deflected by his shield. The man took a deep breath, and then exhaled a whirlwind of air at his opponent. The fey was very nearly blown off it’s feat, but kept it’s footing. As the whirlwind subsided, the fey blinked again and sent off another volley of arrows at his foe, but the man was once again able to take cover behind his shield. The man stared hard at the fey, and a red aura briefly enveloped the fey. The fey once again blinked away and let loose a volley of arrows. Again, the man’s shield, and the gloom of the magical darkness foiled the fey’s aim. Now the man charged at his opponent, his blade becoming enveloped in an intense aura of cold. The blow connected solidly, and the blade bit through the fey’s leather armor. Again, the fey blinked away, only to re-appear and firing another volley of arrows. Again, none of the arrows succeeded in hitting the man. The man countered with a charge, and once again delivered a successful blow against the fey’s side. The fey blinked out again, and let loose another volley. This time, and arrow hit it’s mark. The man grunted, and then smiled as the fey also reeled in pain. Panic spread across the fey’s face, as the man’s injury was mirrored on it’s own body. The man took advantage of his foes distraction, and charged. His blow struck true, and the fey once again blinked away.

The Fey fired another volley, though the man was able to deflect them with his shield. The man charged his opponent and scored another hit. Again, the fey blinked away, and futilely fired again. Again the man charged, and scored another blow. The fey blinked away, but this time took careful aim, and let loose only one arrow. The arrow struck true, and both the fey and the man grunted in pain. The man charged again, his blade again beginning to radiate intense cold. The fey blinked away one last time, and fired another single arrow. It the man’s blurred outline threw off his aim, this time however, and the man countered with another charge. The blow struck true, and his foe fell dead to the arena floor. The crowd went wild, and the victor was lead from the arena floor.
Phelf_Der_Zemit

02-02-08, 08:23 PM
Fight 3: Jameth Vs Sir Thomas

The arena is quickly prepared and the next two combatants are introduced. On one side is a lean man, dressed in well oiled black leathers, wielding two short swords. On the other side is a tall man with a gleaming shield and breast plate, and a longsword in his hand. A holy symbol to Torm hung from his neck. He stared intently at his opponent then frowned. He shook is head, and said “Your soul is tainted with the blood of the innocent, I shall not hold back!”. His opponent merely snorted in disdain, and readied his swords. The trumpets sounded, and the paladin immediately charged his opponent. He smote him with a fearsome blow that knocked him to the ground. As the man hit the ground, he suddenly disappeared. A split second latter, the paladin was assaulted by an invisible flurry of blows. Many blows were turned away by the paladin’s armor and shield, but several blows got through and the paladin was soon bleeding from several deep wounds. Another second latter and the man re-appeared, his blades bloody, and a satisfied smirk on his face.

The paladin retaliated with another powerful smite with his sword, but this time the man was able to keep his feet and nimbly dodge the next two swipes from the paladin’s sword. The man then followed up by tumbling underneath the paladin’s guard, and delivering a wicked strike. The paladin struck back with another series of blows, getting in another two slashes to the man’s body. Badly wounded, the man fought on, delivering another vicious stab with his short sword. The paladin ignored the blow, and countered attacked at his now exposed opponent. His sword struck twice more and his opponent fell dead to the arena floor. The paladin grimly cleaned and sheathed his blade, ignoring the applause of the crowd. Without a backwards glance, he left the arena.

I'm not gona lie. I was disappointed with this round. Jameth was my favorite (flavor wise) charactor.
Bonzai

02-04-08, 01:21 AM
Yeah, I was partial to him too. Unfortunately he ran into some bad luck. First he lost initiative due to a bad roll. The paladin was able to start off with his charging smite for some serious damage. Then on his invisible, double pounce round, he only landed 3 of 10 attacks. With his sneak attack damage, it was fairly decent, but nowhere near where it could have been. After that, it was a matter of hp. Sir Thomas had far more than Jameth, and was able to out last him. Also against Jameth was that he had to stay close, and allow Sir Thomas to full attack him. Otherwise, the paladin would have charged again, dealing that uber damage. So the paladin's full attacks (and smites) were about keeping even with Jameth's martial strikes, and Sir Thomas won by attrition.

I am definitely going to re-use Jameth again some where though.
Bonzai

02-04-08, 02:28 PM
Fight 8: Rusty Vs Agamon

The crowd quiets down as the final gladiators of the day are led into the arena. On one side is a strange metallic construct. It appears vaguely humanoid, but it is unlike any construct the crowd has ever seen. It is far more alert, and it’s motions more fluid than a traditional golem. In addition, it carried with it a massive great sword. Across from the construct stood a figure familiar to many in the crowd. General Agamon was one of the greatest military commanders Thay had to offer. His last campaign ended in failure, which is one thing a Zulkier rarely forgives. A veteran of many battles, his face and body were lined with many scars. He wielded a longsword and an axe, which he held at ready. With a blare of the trumpets, the final fight of the day begins!

The construct let out a shrill whistle, and steam began to stream from it’s mouth. With a speed that defied it’s size, it charged at his opponent and attacked with a series of brutal blows. They landed solidly, severely injuring it’s opponent. The attacks seemed to have a demoralizing effect on the formal general, and a seemed a bit shaken by it’s ferocity. Never the less, he began his counter attack. His long sword swept out high, biting into the constructs iron hide, and his axe swung low, attempting to knock the construct off it’s feet. The construct managed to maintain it’s footing however. The general continued to rain blows down upon his opponent, but most glanced off the constructs metallic body. The General assumed a stance, almost inviting attack. The construct obliged, swinging solidly again with his greatsword. The general accepted the blow, and countered with a swing from his axe and sword. Again, the construct managed to keep it’s feet, and continued it’s attack. The wily veteran was able to hop back however, and avoid the on coming blows. As the assault ended, he leapt forward with his own. He let loose with a series of blows, several of them managed to bite deep and wound their mark. It didn’t slow the construct however, and swung mightily with it’s greatsword. The blow bit deep, and the general fell lifeless to the ground. The construct continued to chop away at the corpse for several seconds, before the whistling died down and the steam stopped spewing from it’s mouth.

The construct left the arena, and the crowd began to filter away. The preliminary matches have concluded, and the people began to talk excitedly about the matches to come.
Bonzai

02-04-08, 06:24 PM
Day 3

Fight 1: The Githyanki Vs the Nezumi

The arena is packed early for the second round of the competition. The betting is particularly fierce, as now everyone has been able to take the measure of the combatants. The gladiators are led into the arena, and the crowd gives them a loud roar of applause. One side is the Githyanki, and the other was the strange Nezumi. Both combatants fought hard in their last battles, and look ready to put on a good show. The trumpets blare, and the battle begins!

The Nezumi reacts first, disappearing, only to re-appear several yards past the Githyanki, after having delivered a wicked slash to it’s foe. The Githyanki stood with a look of intense concentration. Suddenly, motes of light began to circle his head, and eventually settled around his eyes, making them glow slightly. The Nezumi disappeared again, but this time the Githyanki reacted to the invisible blow and swung back at the creature, though it appeared to miss. The Nezumi appeared a few yards past the Githyanki, and the Githyanki charged. The Githyanki roared and swung hard at his opponent’s blade. Two hard blows hammered down on the Nezumi’s blade, and a spider web a cracks started to appear down it’s blade. The Nezumi hissed, and suddenly turned ethereal. It attacked and delivered another blow to the Githyanki. The Githyanki swung back at it, but his blade passed right through it. The Nezumi re-materialized and the Githyanki charged it. It swung hard, and this time the Nezumi’s blade shattered under the blow. The Githyanki swung twice more, scoring a wicked hit against his foe.

Dropping his ruined weapon, the Nezumi once again went ethereal, and attempted to rake the Githyanki with it’s claws, but missed. The Githyanki charged again, a long looping slash missed but he caught the Nezumi on the return stroke, leaving a gash along it’s leg. The Nezumi once again went ethereal, and raked his opponent a glancing blow with its claws. The Githyanki charged forward, delivering another brutal cut to his foe. This time the Nezumi remained corporeal, and raked the Githyanki again, before tumbling away. The Githyanki stood still, and concentrated for several seconds, and soon dark energy began to coalesce around his sword. The Nezumi tumbled in, and attempted to rake his opponent with his claws, but missed. The Githyanki charged, and swung viciously with his sword. His blade struck home, and the blade drew in small tendrils of energy from the Nezumi, and one of the githyanki’s wounds started to close. The Nezumi delivered another rake of it’s claws, but it was a glancing blow. It proceeded to tumble away, and the Githyanki charged after landing another blow. The Nezumi seemed ready to fall, but it lashed out again but it’s claws had little effect. It tumbled away, and the gith charged again. This time the Nezumi evaded the blow, and attempted a clumbsy swipe of it’s own before tumbling away. The gith didn’t relent, delivering a glancing blow, and healing some of it’s wounds. The Nezumi, now severely injured managed another rake of it’s claws, before tumbling away. The Gith continued it’s charge, and landed another solid blow. The Nezumi staggered, and fell bleeding to the arena floor. The githyanki raised his sword high, and delivered the killing stroke. The crowd roared, and the first match came to an end.
Bonzai

02-04-08, 07:41 PM
Fight 2: Jumbo Vs Roland

The crowd was still cheering when the next two gladiators were introduced. On one side, loomed the massive Loxo. Across from him stood the odd man with the maul. He gazed at the Loxo for some time, and said “my you’re a big fella aren’t ya?”. He then burst out laughing, and said “Thank you Besheba! I hope to prove myself worthy of your attention”. The Trumpets blared, and the 2nd match begins!

The loxo lashed out with his spiked chain, and whipped it around the man’s legs and yanked them out from under him. The man fell to the ground, and the loxo followed up by pummeling the fallen man twice more with his chain. The man’s shadow darted out to the Loxo, and it seemed to weaken slightly. The man tried to struggle to his feet, but the Loxo sent his spiked chain whirling in, and knocked him back onto the ground. The Loxo followed up with another pummeling blow from his spiked chain. The man began gesturing from on his back, and suddenly the loxo began to twist and bend horribly, shrinking in size. Soon, the loxo was lost from sight, as it disappeared into it’s massive armor. A few seconds latter, a small white mouse scurried out from under the Loxo’s discarded gear. The man, battered and bloody, slowly regained his feet. He hefted his hammer, looked at the mouse, and a broad smile broke out on his face. “Not so big now, are ya?”, commented the man, and to the delight of the crowd, he spent the next few minutes chasing the mouse around and swinging his hammer at it. Eventually, the hammer connected with a solid crunch, and the mouse smashed into the arena floor. A second latter, it began to twist and bend until it had resumed the loxo’s form.

The man looked at his fallen foe, and said. “You just had a run of bad luck…. Lucky bastard!”, and began to laugh manically. The crowd let out a roar of applause, and the 2nd match was ended.
Bonzai

02-05-08, 01:06 PM
Fight 3: Mubyto Vs Milo

The arena is quickly cleared, and the next combatants are led in. On one side, stood the hobgoblin warrior. His bastard sword was polished to a mirror sheen, and he stood at the ready. Across from him stood the undead creature, this time not bothering to cover up it’s true appearance. It merely stood there with an amused smirk on it’s face. The trumpets gave the signal, and the third bought begins.

The hobgoblin surged forward and delivered a brutal blow with his sword. The undead took the blow and then hopped back a step. With a flick of his wrist, he sent his dagger hurling into the hobgoblin’s neck. With a grunt, the hobgoblin jerked it out, and a stream of blood began to freely flow from the wound. The Hobgoblin answered with another blow that staggered the undead. Though wounded, the undead merely smiled, and then burst into a whirl whirlwind of sand. The Hobgoblin tried to strike at the swarm, but his blade passed harmlessly through. The swarm moved to engulf the Hobgoblin, though the hobgoblin seemed to avoid the worst of the scouring sand. The Hobgoblin leapt out of the swarm, and drank from a flask he had at his waist. The bleeding from the wound at his neck slowed to a trickle.

The match dragged on for long minutes. The hobgoblin could not harm the creature while it was transformed into the swarm of undead sand, while the sand slowly scoured the flesh of the hobgoblin. Eventually the hobgoblin fell, his skin and eyes oozing in many places where the sand had torn away his flesh. The swarm coalesced back into the undead, and it quickly delivered a coup de grau. The crowd burst into applause and the third match came to a conclusion.
Jopustopin

02-13-08, 02:02 PM
This thread is pretty awesome.

Do you allow your PC's to see the character sheets of those they are going to fight before hand?
Jopustopin

02-13-08, 02:36 PM
Fluffy, CE Dreagoloth/Thayan Gladiator 5
Skills: Hide 13, Move Silently 13, Spot 18, Listen 13, Tumble 10, Jump 10 Feats: Toughness, Weapon Focus (claw), Multiattack, Improved Nat Attack, Improved Natural Attack, Improved Natural Attack (bonus feat).


You can't take improved natural attack three times on the same natural attack. each time you take the feat you have to apply it to a different natural attack.
Bonzai

02-14-08, 01:07 PM
Good catch. I appreciate it. Some of these things were rushed out, and I am sure there are more mistakes to be found. I probably just read the first part and got as far as, "This feat can be taken multiple times....". lol.

I'll be posting the rest soon. I am up to the point were the two gnomes have to fight each other, and I am trying to decide on an entertaining solution to the problem.
Jopustopin

02-14-08, 08:17 PM
actually it doesn't say it in the book. But it's in the errata so you didn't make a mistake wizard did.
Bonzai

02-15-08, 12:03 PM
I think I read it off the SDR when I made the build. Now to figure two quick replacement feats. Power attack and something.....
Bonzai

02-18-08, 05:10 PM
Fight 4: Achoo Vs Sneaza

The next two combatants were led into the arena, however when they saw each other, they ran to the center of the ring and embraced. The crowd muttered to it’s self in confusion. The male and female gnomes held each other, with tears streaming down their cheeks. The trumpets blared, signaling the beginning of the match, but the pair did not move. The crowd started becoming unruly, and began to jeer at them. The trumpets blared again, and the male gnome screamed, “ I will not fight my Sister!”. The crowd continued to grow more and more angry, until the master of the games got on his platform, and waved for silence. His magically enhanced voice carried across the arena. “Ladies and gentleman, I apologize for the interruption of the games. Surely, they deserve to die for such insolence. However, administering their just punishment would rob you of your entertainment! So perhaps, I can propose a more entertaining solution. You gnomes, I have a proposal for you. If you two can defeat all the enemies that put before you, you may pick one of you to be excused from the tournament. The other will advance forward in the tournament. Should only one of you survive, then they will continue forward. Agreed? Otherwise I will simply dominate the both of you, and force you to fight to the death”. The two gnomes looked at each other, and nodded grimly. “So be it”, said the master of the games, and with a wave of his hands, the gates to the arena swung open.

Into the arena came 12 ogres, and circled the two tiny gnomes. The trumpets blared, and the match begins. The male gnome sprung into action first, delivering a flying kick to the groin of the nearest Ogre that sent it crumbling to the ground. The female gnome attacked a second latter, jabbing with her rapier. The two gnomes fought valiantly, felling many of their larger foes. The male gnome in particular, took down 4 in rapid succession, with brutal unarmed strikes. However, his attacks left him open, and he was soon battered and sporting several wounds. His sister proved more agile, and took far less damage while continuing her attacks. The male gnome finished off his fifth Ogre, and two broke away from the female to help attack the male. The male managed to take down a sixth ogre and then a seventh, but was then caught from behind with a vicious blow to the head. The male crashed lifeless to the arena floor, his skull caved in.

The female gnome shrieked, and quickly dispatched the remaining Ogre fighting her, and advanced on the Ogre that had slain her brother. She was ruthless and without mercy as she attacked the brute with her rapier. She easily dodged the ogre’s blows, and eventually hamstrung her opponent, and sent it sprawling to the arena floor. Without hesitating, she drove the point of her rapier deep into her opponent’s skull. With a sob, she ran to the still form of her brother, and cradled him in her arms. She stayed that way, sobbing for several minutes, until the handlers drug her out of the arena.
Bonzai

02-18-08, 05:11 PM
Fight 5: The Rakasha Vs Gillian

The crowd was still animated from the last bout, when the next gladiators were introduced. On one side, was the vile rakasha, and on the other was the elf. The rakasha watched the elf with a predatory stare, while the elf stoically held his sword at the ready. The trumpets sounded, and the 5th match begins. In a burst of amazing speed, the elf ran up to the Rakasha and delivered a brutal strike, spun, and attempted to land another blow. This one the Rakasha managed to evade however. The Rakasha stepped back, and cast a stinking cloud spell. The elf seemed overcome by the noxious vapors, but then seemed to throw it off through sheer will power. He stepped in, and let loose with another attack. The Rakasha was badly wounded. It took a step back and cast another spell, but whatever it was the elf seemed to shake it off. The Elf pressed the attack, and his next swing took the Rakasha’s head from it’s shoulders. The crowd burst into applause, but the elf paid them no head. He simple wiped his blade on his fallen opponent and left the arena.
Bonzai

02-18-08, 05:12 PM
Fight 6: Sir Thomas Vs Thri-Keen

The arena is quickly cleared, and the next two gladiators are led into the arena. On one side stood Sir Thomas, and on the other the Thri-keen. The paladin stared at the mantis man, and then shook his head and said, “I don’t sense that you are evil, therefore I will not attack you out right. However, I will defend myself”. The mantis man merely stared at the paladin with it’s emotionless eyes. The trumpets sounded, and the match has begun!

The Mantis man wasted no time and pounced at his foe, ripping and tearing with it’s claws and mandibles. Many were turned harmlessly aside, but several found their way through. The Paladin returned with several attacks of his own. Most were deflected, but one managed to penetrate the mantis man’s thick chitin hide. The Thri-keen answered back with another flurry, scoring several vicious hits with it’s claws and bite. Though suffering from many wounds, the paladin continued to attack. The paladin attempted three more blows, but the Thri-keen parried the attacks, and countered with his own. Several more blows ripped into the palidan, and the Paladin staggered back. He put his hand to his chest, and healing energy seeped into him. Although he was now steadier on his feet, he was still seriously wounded. The Thri-keen was relentless, and continued with it’s attack. The paladin went down under a series of brutal strikes from the mantis man’s claws, his throat torn out. The Thri-keen quietly began cleaning it’s claws as the crowd game it’s applause.
Bonzai

02-18-08, 05:13 PM
Fight 7: Fluffy Vs the Kython

The crowd was anxious in anticipation as the 7th match was about to begin. On one side was the dreagoloth, and on the other was a Kython. The demon spawned Dreagoloth and the devil glared at each other with pure malice as they awaited the beginning of the match. With two exotic and bitter rivals, the bout promised to be a good one. The trumpets blared, and the match begins!

The Kython wasted no time, immediately sending his chains in to attempt to take down his foe. However, the dreagoloth was too strong, and shrugged off the attacks. The Dreagoloth countered by plunging the arena into darkness. The kython again sent his chains at his opponent, but the gloom threw off his aim. With a roar, the Dreagoloth charged in, and raked the kython with it’s claws. The Kython screamed as the Dreagoloth’s claws completely bypassed it’s supernatural protections. It stepped back, and again launched it’s chains at it’s foe. This time it managed to trip up the dreagoloth, and send it crashing down to the arena floor. It followed up with a pummeling blow with it’s chain. The Dreagoloth rose to it’s feet, and dodged the chain that attempted to bring him down off his feat again. It then moved a few feet forward. The Kython sent his chains at his opponent, but the Dreagoloth managed to avoid the blows. The Dreagoloth charged forward, scoring another rake with it’s claws.

The Kython sent his chains at the Dreagoloth, and one managed to wrap around him, but the powerful creature shrugged it off. The kython then stepped back a step. The Dreagoloth leapt forward, and landed a vicious series of blows with it’s claws and teeth. The Kython looked seriously injured, yet it once again sent it’s chains against it’s foe. All three chains managed to wrap around the Dreagoloth, and the third one managed to bring it down. The Kython took advantage of his fallen opponent and pummeled him with his chain and then warily took a step back. The dreagoloth struggled back to his feet. The Kython sent in it’s spiked chain again, but the Dreagolothknocked it away. The Dreagoloth warily pursued it’s prey. The Kython’s chains came in again, but the Dreagoloth’s tremendous strength was too great, and it broke free. The Dreagoloth charged at the devil, and tore into him with his claws and teeth. The Kython let out a shriek, and fell lifeless to the arena floor. The Dreagoloth licked his bloody claws to the applause of the crowd.
Bonzai

02-18-08, 05:13 PM
Fight 8: Drevic Vs Rusty

The crowd anxiously awaited the final match of the day. On one side stood the man with the white shock of hair, on the other stood the unusual construct. The trumpets signaled the beginning of the final bout. The construct once again let out that shrill whistle, and steam started pouring from it’s mouth. With dexterity that defied it’s metal frame, it hurled it’s self at it’s opponent and hammered him with a series of brutal blows. They all struck home, and the man was grievously wounded. The man, barely on his feet, took a step back, and plunged the arena into darkness. The construct was undeterred, and charged forward at his foe. The construct took a mighty swing at his opponent, but the man blinked away before the blow had landed. The man re-appeared a second latter, and let loose a tornado shaped blast of wind at his opponent. The Construct kept his feet, and charged as soon as the gale abated. Once again, the man teleported way before the blow could strike home.

The man re-appeared, and his image began to shimmer and distort slightly. He concentrated, and a red nimbus briefly appeared around the construct. The construct charged again, swinging with several powerful blows. Two glanced off the man’s shield, and another was thrown off target by the distortion around the man and the magical darkness, but the 4th struck true and the man fell dead to the floor. The construct continued to slash away at his opponent, leaving nothing but a bloody mess. Finally, the rage abated, and the construct calmly left the arena.
Bonzai

02-18-08, 05:14 PM
Day 4

Fight 1: The Githyanki Vs Roland

As always, the arena was packed to capacity, as the 4th day of fighting was about to begin. The betting reached a fevered pitch as the first match of the quarter finals was about to begin. On one side stood the Githyanki, and on the other stood the odd man with the maul. Without fanfare, the trumpets sounded, and the first match of the day begins!

The man wasted no time, and his shadow darted towards the Gith, and the man followed up behind. His maul crashed down on the Gith, and the Gith appeared stricken as a wave of weakness over took him. In a burst of speed, the man started casting a spell. The gith attempted to strike at him, but his strength seemed drained, and his aim was off. The man finished his spell, and the githyanki started screaming and twisting in agony as his body began to shrink and reshape it’s self. When the spell was finished, a small grey ferret ran out from under the Gith’s equipment. The man raised his maul and began to sing a tune, “Round and round the cobbler's bench, The monkey chased the weasel…” The man chased the ferret around the arena, swinging away with his maul. Finally he landed a solid blow, and yelled, “Pop! Goes the weasel!”. A second latter, the Gith returned back to it’s normal form. The crowd laughed in delight, and the man bowed low for them. Then he started shaking his head, looked to the sky, and said “My lady, this is getting too easy”, and left the arena.
Bonzai

02-18-08, 05:26 PM
Fight 2: Milo Vs Sneaza

The crowd let loose a series of boos and jeers as the female gnome was lead into the arena. Across from her was the undead creature. The gnome seemed to simmer with rage, and glared angrily at her opponent. The trumpets blared, and the gnome immediately attacked her opponent. The rapier struck home, but the undead flesh barely registered the pin prick. The undead creature stepped back and flung it’s dagger, scoring a messy wound in it’s leg. The gnome shrieked, and continued to attack, scoring another strike. The undead exploded into a whirlwind of sand, and began to scour the flesh of the little gnome. The gnome could not damage the swarm of sand, and her wound continued to bleed profusely. The match drug on for several minutes, as the gnome steadily weakened. Finally, she collapsed to the arena floor, and the undead resumed it’s shape. With practiced efficiency, it delivered the killing stroke, and the crowd broke out into thunderous applause.
Bonzai

02-18-08, 05:27 PM
Fight 3: Gillian Vs the Thri-keen

The crowd settled down as the next set of gladiators were led into the arena. On one side stood the elf, and on the other stood the Thri-keen. The trumpets sounded, and the third match begins! The elf rushed forward with great speed, tumbling past the Thri-keen, and attempting to deliver a brutal strike. The mantis man saw it coming however, and evaded the blow. The Thri-keen charged after his opponent, and let loose a terrible series of blows. The elf was badly wounded, but countered a swift strike that pieced between the Thri-keens chitinous plates, and then tumbled away. The Mantis Man charged in right behind him, and tore into the elf with abandon. The elf collapsed bleeding to the floor, and the Thri-keen quickly delivered a finishing move. The crowd burst into applause, and the Thri-keen left the arena.
Bonzai

02-18-08, 05:28 PM
Fight 4: Fluffy Vs Rusty

The arena was quickly cleared, and the final match of the day was set to begin. The crowd watched in rapt attention as the next two combatants were lead into the arena. On one side stood the mighty Dreagoloth, and on the other, the unusual construct. The trumpets sounded, and the match begins! The Dreagoloth acted first, plunging the arena into darkness. The construct began it’s odd sounding whistle, and steam began pouring out of it’s mouth. It charged it’s adversary, swinging it’s massive greatsword, but the gloom through off it’s aim. The Dreagoloth ripped into the construct with wild abandon, rending deep gouges in the constructs metal hide. The Construct countered with a flurry of it’s own, with two blows landing home. The Dreagoloth roared with rage, and continued it’s attack, raking some more serious gashes. The construct was unfazed, and continued it’s relentless assault. Another blow landed on the Dreagoloth, and for the first time a small hint of panic crept up it’s features. It continued to rip and shred at the construct, and one vicious blow in particular sent the construct reeling. The Dreagoloth seized it’s opportunity, and continued to rip away at his opponent until the construct toppled down to the arena floor. The Dreagoloth let out a roar of triumph, and the crowd gave it thunderous applause. Thus ended the quarter finals, and the 4th day of the competition. The crowd began to slowly filter out, and collecting their wagers. Tomorrow’s competition promised to the most intense yet, as the semi finals begin.
Bonzai

02-18-08, 05:28 PM
Day 5

Fight 1: Roland Vs Milo

Once again, the arena was filled to capacity as the first match of the semi finals was about to begin. On one side stood the odd man with the Maul. On the other, the strange undead. The Trumpet sounded, and the match begins. With a quick flick of his wrist the undead hurled his dagger at the man, and the blade embedded deep into the man’s arm. The man’s shadow shot out at the undead, and he charged in after. The undead seemed to weaken as the man struck it with his maul. In a blur of motion, the man began casting a spell. The Undead tried to lash out at him, but his movements were to sluggish to catch him. The man’s spell ended, and he reached out and touched the undead’s chest. Magical energy surged into the man, and his wound began to heal. The undead burst into a swarm of sand, and surged around the man. Try as he might, the man could not hurt the creature in this form. The swarm of sand however, slowly scoured away at it’s opponent. The match drug on for an agonizingly long time, as slowly the man weakened. Finally, the man yelled, “Thank you, my Lady”, and collapsed onto the arena floor. The sand coalesced back into the undead man, and he quickly slit the man’s throat with his dagger. The crowd roared it’s approval, as the first match came to an end.
Bonzai

02-18-08, 05:29 PM
Fight 2: The Thri-Keen Vs Fluffy

The crowd was riveted to their seats as the last match of the semi finals was about to begin. One on side stood the deadly Thri-keen, and on the other stood the mighty Dreagoloth. The trumpets sounded and the match began. The Dreagoloth plunged the arena into darkness, and waited for his foe. The Thri-keen obliged, and pounced at his opponent, ripping away at the dreagoloth’s thick hide. The Dreagoloth swung back at the mantis man, landing two blows of his own. The Thri-keen never slowed it’s attacks however, continued to rip away. The two monstrous combatants continued to claw, rip, tear, and bite at each other, but it soon became clear that the thri-keen was getting the better of these exchanges. Finally, the Dreagoloth toppled to the arena floor, and the mantis man walked away victorious. The crowd was on their feet, applauding. After some time it began to quite down, and begin to filter away. Tomorrow, the final match will begin!
Bonzai

02-19-08, 06:54 PM
Day 6

Finals: Milo Vs the Thri Keen

For half a mile around the arena, the streets are filled with people, waiting to hear the victor of the final match. The arena it’s self was swelled to capacity. And yet the crowd fell silent as the last two remaining gladiators were led into the arena. On one side stood the vicious undead, and on the other stood the deadly Thri-keen. These two combatants have defeated all comers, but now only one will walk away a free. The trumpets blared, and the match begins. The Thri-keen immediately leaped forward, ripping and tearing into his undead foe. Though it’s claws struck home, they had little effect on his undead flesh. The undead leapt back, and threw it’s dagger. The blade struck home between it’s chitinous plates, and it began to bleed profusely. The Mantis man charged forward, continuing to rip and tear at his opponent. The undead creature exploded into a whirlwind of undead sand, but the mantis man charged directly into the swarm. Suddenly, a burst of fire spread out from the mantis man, causing the sand to smolder. The sand continued to swarm around him, and the mantis man let out another burst of flame. The swarm retreated, and began to re-take it’s humanoid shape. The Thri-Keen stepped forward and let out another burst of flame, singeing the man. The undead creature stepped back and threw it’s dagger, but the mantis man was able to deflect it with a claw. The mantis man continued to advance, and blast away with fire. The undead missed again with it’s dagger, and the mantis man continued to burn away. The pattern continued, some times the undead landing a hit, some times missing. But always it retreated before the mantis man’s flame.

The mantis man seemed to be gaining the upper hand, until the undead creature began gesturing, and touched the Thri-keen. The mantis man seemed to weaken, and the many of the burns along the undead began to heal. The Mantis man continued forward, blasting away with it’s fire, but now the undead began casting more spells, searing the mantis man with bolts of acid, and magical force. Finally, the mantis man fell, and the Undead was quick to deliver the coup de grau. The crowd cheered, and Szass Tam strode up to master of the games to accept his prize. The grand prize, a much coveted staff of the magi, was given to Tam, and the crowd roared. One creature however wasn’t cheering. The undead creature roared at the top of his lungs, “Master! I have won the tournament. And now I demand my reward. Release me! Grant me my freedom!”. Tam looked down upon his undead minion and smiled. “Of course my dear boy. Rules are rules after all. They state that I must release you, and so I shall. You are now free… free to go to your eternal rest.” A look of horror spread across the undead creatures face, and he started to scream in protest, but the Zulkier had already finished his spell. The animating forces that gave the creature it’s unholy life fled it’s body, and it crumbled into dust. The crowd cheered it’s approval, as Tam held aloft his prize.

Thus concludes the Tournament.
Bonzai

02-19-08, 06:58 PM
Observations

1. Baleful polymorph may be over powered in this setting… at least behind the hexblade’s debuffs. This makes me want to consider how balanced it is. Either I need to regulate it, or open the tournament up to full casters as well. On the other hand, I made sure there were a few “Silver Bullets”, that could defend against it, which ultimately resulted in his defeat.

2. The most damaging build was the Warforged barbarian/frenzied berserker, with having damaged one opponent for 151 damage in one round.

3. Binders and incarnum were relatively in line power wise, so they are fine in the tournament. I may want to allow warmages and possibly true namers in the next one.

I would love to hear suggestions as to how I can make this better, and thoughts on balance issues. Each of these matches were rolled out. Milo and Roland were the two most dominant combatants, and unless the opponent had a way to counter their strategies, they were tough to beat. Perhaps I should swap them out for different combatants.

Thoughts?
Jopustopin

02-21-08, 02:55 PM
This was pretty inspiring I am going to run something similiar for my group. We spend a lot of time before playing waiting for people to show up (sometimes for a couple of hours) and running this to pass the time would be fun. I started making up some NPC builds nothing to strong because my players are brand new. (one of them the highest character she's ever played is her current level 1 dragon shaman)

Things I will do differently:
I would do the LA adjustment buy offs, I'm going to start everyone at level 1, then run through the tournament multiple times each time adding a level to all participants. (kinda like teaching them to level up, also foresite and planning on there characters; when we play twice they gained a level and had no idea what feat they should take finally settling on weapon focus or dodge or something equally unimpressive)

If you run this again I'd love to create an npc to run through the gauntlet of thay.
Phelf_Der_Zemit

02-21-08, 05:51 PM
The warmage thing is a good idea as there just wasn't enough fireballs and lightning zings.

Also I a vampire drow warmage. Nice abilities and a few spells. a total of +10 LA, and a one third level spell (I think).
Bonzai

02-21-08, 06:36 PM
Thanks!

I originally made this because I was ending a campaign arc, and knew it would only take 30 minutes or so to finish it up. So I came up with this to fill time.

Turns out only 2 players showed, so I only went with 6 of the gladiators for an 8 man tournament.

The players came up with an earth elemental, and a soul-knife. Both the players made it to the end, and had a lot of fun. I had rushed the initial builds, and made some mistakes both in builds and in play. Now i've had time to proof and tweak them.

One change I may make in the future is to make the Thri-keen nastier. I didn't even think about using the non-psychic varient, and am seriously thinking of taking out the spring attack line, and taking a level or two of Soul Eater. With 8 potential energy drain attacks a round, it could be really nasty.

I'm also considering opening it up to casters. Seeing how the hexblade could basically win in one turn, I have to make a decision. On one hand, the Warforged whipped out 151 damage in one turn, enough to kill several of the combatants. So one turn kills may not necessarily be broken in this environment. On the other hand with those spells in the PHB 2 that allow you to take imediate actions, full casters may be too dominant. It's something I'll have to think about.

If I can get another 32 combatants, I'll work on doing another. Idea wise, I have;

1. Warmage (certainly not broken in this setting)
2. Soul knife/Umbral Disciple (just a build I've been kicking around)
3. Orc Warblade/ Blood claw
4. Warlock (like a warmage, I don't see them breaking the setting)
5. Soulborn ( Just because I like them)
6. Incarnate (since I already have a totemist and a soulborn, might as well be complete).
7. Ranger (Have a swift hunter build, but this would be a straight ranger to compare it to the other hybrid base classes).
8. Some sort of Shade melee build. (for realms flavor)
9. Swashbuckler/true namer build (Just to test it out)
10. Bard (may or may not be too powerful a caster, not sure).
11. Some sort of halfling, just to represent.
12. Githzeri monk/fist of zuliken (I'd then make the mindflayer and Githyanki random pairings).
13. Kobold Dragon Shaman (Just because it's... well a kobold)
14. Doppleganger Mindspy (Could be very interesting)

If I allow casters, then I have some more builds to try.
15. Wizard (To test how powerful it is in the setting)
16. Psion (To test how powerful it is in the setting)
17. Cleric (To test how powerful it is in the setting)
18. Druid (To test how powerful it is in the setting)
19. Sorcerer (To test how powerful it is in the setting)
20. Monk/sorcerer (monk of the dark moon build, for realms flavor)
21. Battle Sorcerer 6/Swiftblade 9 (looks fun)
22. Elf Swashbuckler/Wizard/Blade singer
23. Beguiler

So thats a start.
Jopustopin

02-21-08, 08:35 PM
Kobolds would dominate.

Kobold Barbarian 1/ Fighter 4/ Thayan Gladiator 10

Dragon Tail (races of dragons)(Level 1)
Weapon Focus (Claws) Bonus Feat
Toughness (Level 3)
Chosen Foe (bonus Feat) (Drow of the Underdark):duel:
Weapon Focus (Tail) (Bonus Feat)
Improved Natural Attack (Claw)
Multi-Attack (Level 6)
Improved Critical (Claw)
Reckless Rage (Level 9)
Improved Natural Attack (tail) (Level 12)
Extend Rage (Level 15)

Naked while raging Full Attack and having studied opponent for three rounds: 3 Claws +27 (1d4 + 6), 1 Tail +25 (1d6 + 3) 1 bite 1d3 + 24 (1d3 +3)
Bonzai

02-22-08, 02:05 PM
Lol.

I originally was going to use a Kobold totemist, using the Dragon soulmelds. I thought a little kobold with big glowing draconic forms around him would be fun. Hell.... I still might do it.
Aerostoth

02-25-08, 10:39 PM
A character idea I was tossing around, was a Fey'ri Shade Shadowcaster. I don't know if it would fit the tournament, but still...

Also, one of my players has made an insane character for the Expidition for the Demonweb Pits that would be good here. My player spends hours figuring out helpful combinations for a tank like an obsesed player would do for a wizard. He's also convinced that he could make a better one. Unfortunately, he took his character sheet home (normallly my players leave the character sheets at my house). His character's name is Throk the "Rock", and was 9th level (he kept suiciding to change his character, so I kept docking him levels). He was incredible in combat; he did about 70 damage in a round before he got the demon-quelling sword. I'll see if I can get it from him to post.
Bonzai

02-26-08, 02:50 PM
Thanks, I appreciate it.
Aerostoth

02-26-08, 08:57 PM
He has +17/+12/+17/+12 on his attack rolls (the first 2 are with the demon-quelling sword and the other 2 are with a handaxe).
He is a Goliath Barbarian 1/Fighter 1/Swordsage 1/Warblade 6
His attacks do 5d8 + 2d6 + 1d20 + 50 a round as a 9th level. That averages out to 86 damage a round, assuming that all of the attacks hit.
Bonzai

02-28-08, 10:24 AM
I appreciate it.
Bonzai

04-05-08, 06:11 PM
Ok, here's a quick update. I ran the tournament with 3 players.

The first player decided to play a large earth elemental warhulk. He had used it before on the smaller one I had ran, so I knew what to expect. Strategy was to earth meld under the ground, buff up with a bunch of potions, and then go under his opponent and attack them using awsome blow.

The second player played a half golem Dwarf Barbarian/Frenzied Berzerker/Deep Warden/Dwarven Defender. :eek: This thing was nasty. With all 6 golem parts, his Con was through the roof. He wore no armor, but the template gave him a nice boost to nat armor, and deep warden allowed him to sub con for dex on his ac. He also had the feat that allowed you to sub your con for a will save. His only magic items were a couple of grafts, a spike chain, and oh.... an anti-magic torc! Boy is that thing under priced. For 25k, you can get almost 2hours of anti-magic field once per day. So his combo was to use the torc, and attack with his spike chain and breath weapon. Anyone trying to reach him would more than likley have to go through the anti-magic field. This means that their weapons are suppressed, and won't go through his DR 25/+2. Like I said.... it was a very sick build.

The third player borrowed my Dreagoloth build (fluffy), and bought items to bring it up to PC wealth. The half golem replaced milo in the tournament, and the earth elemental replaced Gillian. To some things up, the players made it fairly easily to the quarter finals. They were Roland vs the Githyanki, Half Golem vs Sneaza, Earth Elemental vs the Thri-keen, and the Fluffy vs Rusty. The 3rd player had to leave so I reverted Fluffy back to being an npc.

The semi finals ended up being the half golem vs Roland, and the earth elemental vs fluffy. Both the players one, and they got to face each other in the finals. The Earth Golem happened to do something that no other contestant had been able to achieve... he actually dealt damage to the half golem. However it wasn't nearly enough, and the half golem won.

The players had a lot of fun, and I am considering working on another one. I may however rule out the anti-magic torque in the future.
Aerostoth

04-24-08, 11:13 PM
WOW. That half-golem sounds great. I got powerful combination 2 weeks ago: Dragonborn Warforged. I got him a Battlefist, enchanted it, and went into fighter. I got 5 Improved Natural Attacks (my DM made the mistake of saying Improved Natural Attack can be taken as a fighter's bonus feat). I also got Second Slam and Touch of Golden Ice [Exalted]. I got 2 attacks each round, each dealing 8d6 bludgeoning, 1d6 Holy (thanks to enchantment), and 1d6 Dexterity. He was for Expidition to Castle Ravenloft, so the Holy damage doubled against undead (which were almost our only enemies). That totaled out to 10d6 damage + 1d6 Dexterity. I found out that on a crit I could 1-shot the Boss.
Bonzai

04-25-08, 02:24 PM
Yeah, the Half Golem was insane. Very few combatants could even scratch it, and his breath weapon pretty much limited the fight to 10 rounds. The hexblade lasted the longest, (the full 10 rounds), and managed to dispell his anti-magic torque before he could activate it. However he couldn't manage to land a blow, and the golems magic immunity prevented his polymorph from being able to work. He ended up dying while invisible.

The Earth elemental actually had rust gauntlets (believe it or not, it was not a metagame choice), and managed to hurt him a little. Still, it was a pretty one sided deal. Milo might have been able to fight him to a standstill, but ironicly the half golem replaced him in the tournament.
Aerostoth

04-27-08, 04:38 AM
I've been wanting to run the tournament for my players, but I don't think they will stay on task long enough for us to finish 2 or 3 fights (of theirs). Any suggestions on how to make the tournament go faster / keep them on track?
Bonzai

04-28-08, 01:48 PM
I pre-rolled the fights, so it took far less time, as I could provide a quick summary of each bought. This saves a lot of time. Second, I made sure that each of the npc's had all the information I needed on the character sheet, so I wouldn't have to stop, and look through a dozen books to check on something. With 4 players, they each will have 3 fights before they have to fight each other. If you think that is too much, or will take to long, you could shorten from being a 32 person tourney, to a 16, 8, or even just 4. Howver I find that allowing them their 3 fights allows everyone to have some fun before they have to face something like that half golem.

Lastly, there are some match ups that just simply cause problems. Matches that can inevitably cause a stale mate and drag on forever (two contestants with fast healing and DR for example). For situations like those the DM can choose add elements in, that can speed things up. Toss in a pair of weapons that can overcome the DR. Throw in a few monsters to make things interesting. Add Walls of force every so many rounds to box them in. Whatever the issue is, something can be added to speed things along.

As for keeping thier interest... I started the tournament with a map of the arena, and 32 mini's on the table. 4 were the PC's, the rest were the npc's. I gave them the scenario, and explained that the first day is a viewing period, where the people (and betters), can examine the contestants up close. I then read the "rumors" section for each character, and allow the pc's to read their own. This allows them to get into character, and get hints of what they are up against. It also gives some story hooks, like Sneaza and Achoo for example. The players felt really bad for them, (though that didn't stop the half golem from killing one).

Also keep in mind that each of the boughts provide hints as to what they will be facing, so they should pay attention. There is also the nature of the competition it's self. This was designed to be exotic, and players should be encouraged to show off with some wacky and unusual builds that they may not otherwise be able to use. The fact that they can really cut loose should be enough to keep them interested.

I was able to run the above listed tournament in about 4 hours. It could have went quicker, but there were smoke breaks, and we had to look up a couple rules. If need be, it is easy to put a book mark in it and continue on another day.

Hope this helps!
Aerostoth

04-28-08, 08:42 PM
Ok thanks. This will really help.
Bonzai

04-29-08, 07:08 PM
Good luck with it, let me know how it works out for you.
Aerostoth

04-29-08, 07:20 PM
My group might not be able to run it for a while because we are currently in the middle of Expidition to the Demonweb Pits, but I'll try to run it as soon as I can.