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| #1bonzaiAug 26, 2008 15:56:41 | Hello, A while back I ran a gladiatorial tournament, and posted it on the boards. I set it up, so that a DM could run it for his players as a one shot, or work it in to their current campaign. The tournament had 32 entrants, and the players were divided into brackets of 8. Each player rolled a d8 to randomly determine what spot they took. This works for up to 4 players. Fewer or more players work just as well, but the more you add, the few times the players get to fight before facing each other. In the mean time I had pre-rolled all the fights and had a brief description of each battle. http://forums.gleemax.com/showthread.php?t=941163 Well, my players have expressed an interest in having another one. So I have begun the process of creating another set of NPC's to throw against the players. I've decided to recycle the two NPC's that were replaced by players, and I'll add in NPC versions of the pc's former characters. Feel free to use it as you like. I'll be posting NPC stats as I finish them. This will be using 3.5 rules of course. |
| #2bonzaiAug 26, 2008 16:02:01 | Thayan Gladiator Tournament 2.0 The Rules are; 1. ECL 15 2. 32 point buys 3. Max hp 4. 200,000 gold for the PCs, 59,000 for NPCs. 5. If a class has the ability to progress to 9th level spells or powers, that class cannot be advanced past the ability to cast/manifest 4th level spells or powers. One exception is the Warmage. 6. No leaving the arena, or the plane. D-doors inside the arena are 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 Thayans may elect to make things more interesting, to encourage more action. 11. There is no pre-buffing 12. Only one fight per day and all damage/effects are removed after each fight. 13. Consumed, damaged or destroyed equipment are not replaced or repaired between fights. 14. Opponents will start 20ft from each other, in the middle of the arena. 15. All players and NPC's are allowed to witness the contests, and are encouraged to prepare ahead for their competition. The pairings are made available to everyone, so the players will know who they will be facing. 16. The tournament will consist of 6 rounds. Each player can expect to be able to fight up to 4 times before having to face another player. 17. No scrolls, staves, or other consumable items with spells higher than 4th level allowed. Setting All of Thay has been abuzz about this year’s gladiatorial tournament. Last year was the greatest gladiatorial competition ever held, and everyone expects this one to be even better. 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. 32 warriors 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 influential 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 day’s pairings are listed. The gladiators are returned to their cells, and rest and prepare for the next day. |
| #3bonzaiAug 26, 2008 16:06:47 | Dragomantherez, (Drago) CE very young red dragon HP:150 hp Init: +4 AC: 18, Flat Footed: 9, Touch: 18 Reach: 10ft/5ft (10ft bite) Speed: 40ft, 150ft (fly) BaB: +10 Attack: 15 2d6+6 (Bite), 12 1d8+3 (2 claws), 12 1d8+8 (tail slap), 12 1d6+3 (wings) Str: 21, Dex: 10, Con: 17, Int: 12, Wis: 13, Cha: 12 Fort: 10, Refl: 7, Will: 8 Skills: Spot 13, Listen 13, Search 13, Use Magic Device 13, Sense Motive 13, Escape Artist 8 Feats: Flyby attack, Multiattack, Recover Breath, Improved Initiative Possessions: Ring of minor energy resistance (10), Amulet of mighty Fist +2, Gem of Moderate fortification (75%), Ring of Avoidance (3rds/day, +20 deflection bonus). Special Abilities: Immune to sleep, paralysis, and fire. Keen Senses, Blind Sense. Cold Vulnerability Breath Weapon: every 1d4 rounds (-1 from Recover Breath), 40ft cone, 4d10 fire (Reflex DC 18 for half). Rumors: Drago was captured as a hatchling, and enslaved by the Zulkier of Enchantment. Although barely past a wyrmling, the young red’s anger is already smoldering over his servitude. Seeing the tournament as a chance for freedom, he has convinced the Zulkier to allow him to participate. Confident that he can prevail over these lesser creatures, he eagerly awaits his freedom and his chance at revenge. Tactics: Drago prefers to fly out of reach, and attack with his breath weapon at a distance and flyby attacks. If his opponent can reach him, he will close in and make full use of his natural attacks. He will use his ring of avoidance to try to avoid three rounds of melee damage whenever it seems likely that he will be taking some. |
| #4bonzaiAug 26, 2008 16:08:06 | 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. |
| #5bonzaiAug 26, 2008 16:09:28 | 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+5 (+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. |
| #6bonzaiAug 26, 2008 16:10:45 | Velga, CE Harpy/Fighter 5 HP:106 hp Init: 3 AC: 21, Flat Footed: 18 , Touch: 13 Reach: 5ft Speed: 20ft, 80ft fly BaB: 12/7/2 Attack: 12 1d3 (2 claws), 15 1d8+3 (longbow), 13 1d8+3 (rapid Shot) Str: 10, Dex: 16, Con: 10, Int: 7, Wis: 12, Cha: 17 Fort: 8, Ref: 11, Will: 9 Skills: Spot 8, Listen 7, Bluff 11, Intimidate 7, Perform 5 Feats: Dodge, Flyby Attack, Persuasive, Hover, Point Blank Shot, Rapid Shot Possessions: +2 Ghost touch Longbow, +2 Mythril chain shirt, 200 arrows, Ring of blinking, Cloak of resistance +2 Special Abilities: Darkvision 60ft, +1 natural armor Captivating Song: (Sonic/Mind), 300ft spread, DC 16 will or be captivated. Rumors: Rumor has it, that Velga was captured in Mulholand. There she terrorized the surrounding area, attacking trade caravans and devouring merchants. One day she made the mistake of attacking a caravan with a Red Wizard on his way to an enclave. The wizard easily subdued her. However instead of destroying her outright, he decided to submit her in the upcoming tournament. Velga has tried to escape repeatedly. However each time she was brutally beat down, and restrained. Knowing that death awaits her if she should fail, she fights with nothing to lose. Tactics: Velga will immediately take to the air, activate her ring of blinking, and strafe her opponent with arrows. She will also attempt her captivating song. She will keep at range at all times, and use her bow. If she some how runs out of arrows, she will flyby attack with her claws as a last resort. |
| #7bonzaiSep 03, 2008 14:40:07 | Karnak, CE Ogre Mage/Fighter 3 HP:118 hp Init: 3 AC: 26 Flat Footed: 23 Touch: 13 Reach: 10ft Speed: 30ft/40ft fly BaB: 6 Attack: 16 1d10+15 (glaive) Str: 26, Dex: 16, Con: 22, Int: 12, Wis: 12, Cha: 16 Fort: 13, Ref: 5, Will: 3 Skills: Spot 11, Listen 11, Concentration 10 Feats: Flyby attack, Dodge, Mobility, Improved Flyby attack, Power attack. Possessions: Minor Ring of energy Resistance (acid), Minor Ring of energy Resistance (fire), +3 Glaive, +4 Breast Plate, Potion of lesser restoration. Special Abilities: Large size, Dark Vision 40ft, Regeneration 5 (fire/acid), +5 Nat armor, Spell Resistance 19, Change Shape, Flight (as a free action). At will: Darkness, Invisibility. 1/day:Charm Person (DC 14), Cone of Cold (DC 18), Gaseous Form, Sleep (DC 14), as a 9th level caster Rumors: Last year the Zulkier of Transmutation had lost his champion in the late rounds of the tournament. Not wanting to suffer the humiliation of not being represented during this tournament, he cast about far and wide for a suitable replacement. One of his apprentices stumbled across Karnak, who lead a formidable band of Ogres. Impressed with his savagery and cunning, the apprentice immediately told his master about him. The Zulkier struck a bargain with him. Be his champion in this tournament, and the Zulkier would reward him by making him even more powerful and augmenting his magical might. The Ogre greedily accepted. Tactics: Karnak will usually take to the air, and try to strafe his opponent with flyby attacks. If need be, he will use his invisibility and darkness abilities to buy time, and all his regeneration to heal him. |