GLADIATOR ERRATACharacter Name: AttiliusPlayer: Markus Lindlahr
Race: Half-Giant
Sex: Male
Height: 13’
Eyes: Blue
Weight: 1550 lb.
Hair: High & tight
Size: L
Age: 35
Class: Gladiator
Kit: Gladiatorial Slave (ex) - Murmillo
Level: 9
Alignment: Chaotic + variance
Current Experience: 300,000
Need for Next Level: 600,000
Armor Class: -8vs. missile weapons: -10Without Dexterity: -4 Rear: 0
Without Shield: -4 Touch: 6
-1 penalty if fail Armor Optimization roll (≤16) at the beginning of every combat
-1 penalty if put into +1 to attacks that roundHit Points (d10x2 +2)
Temporary: -
Maximum: 148
Movement Rate: 15
Ability Scores
Strength 23To Hit/Damage +5 / +11
Allowance: 1,235
Press: 1,440
Doors: 18 (16)
Lift Gates: 90%
Dexterity 18Reaction Adj. +2 Modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs. The more positive the modifier, the less likely the character is to be surprised.
Missile Bonus +2 Is used to modify a character's die roll whenever he uses a missile weapon (a bow or a thrown weapon). A positive number makes it easier for the character to hit with a missile, while a negative number makes it harder.
Defensive Adj. +4 applies to a character's saving throws against attacks that can be dodged--lightning bolts, boulders, etc. It also modifies the character's Armor Class, representing his ability to dodge normal missiles and parry weapon thrusts.
Constitution 15
Hit Point + 1
System Shock 90%
Resurrection 94%
Poison -
Regeneration Nil
Intelligence 11
Maximum Spell Level: -
Learn Chance: -
Max Spells/lvl: -
Bonus Prof: +3
Wisdom 11
Magical Def. Adj. +0
Spell Level: –
Chance of Failure: -
Charisma 9
Max Henchmen: 4
Loyalty Base: 0
Reaction Adj. 0
Saving Throws (+4 Dex bonus to dodgeable saves)*
PC gains a temporary +2 bonus on all saving throws vs. any fear or awe effect, lasting until the character fails such a save.Paralyzation, Poison, or Death Magic:
*≥ 8*Rod, Staff, or Wand:
*≥ 10*Petrification or Polymorph:
*≥ 9*Breath Weapon:
*≥ 9*Spells:
*≥ 11*Special/Racial/Class Abilities:
• Automatically proficient in all weapons.
• Can specialize in multiple weapons provided he has the number of proficiency slots required.
• Expert in unarmed combat. He receives 4 point modifier to punching and wrestling attack rolls, which he can use as a plus or a minus to his roll after it is made.
• Armor optimization: (-1 at 5th-9th level, -2 at 10th-14th level, -3 at 15-19th level, -4 at 20th level)
• Attracts followers at 9th level
Free: Heat Protection, (Warrior) & Weapon Improvisation NWP skills.
+1 ability point that may be spent on Strength, Constitution, or Dexterity, - 1 point of Charisma and Intelligence.
Large size
Double hit points & sustenance needs
Languages Known: Common
ALIGNMENT FLUCTUATION
Proficiencies:
WeaponInitial Slots: 10 Unused Slots: 0
Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21)
• Weapon Specialized:
Gouge (2): +1 attack/+2 damage; 2 attacks per round
Dart (2): +1 attack; 5/1 Attacks
• Weapon Mastery:
Gouge (1): +3 attack/+3 damage
• High Mastery:
Gouge (1): speed factor increased by 1 category; Crit on a 16 or higher
• Grand Mastery:
Gouge (1): +1 additional attack per round
• Tower shield (1) +3/ +4 vs. missiles
• Thrown Weapon (1) +1 to AC vs. missile fire and can move half movement and attack normally
• Weapon & Shield (1) +1 AC or +1 to hit with weapon
Normally, a character employing a shield in his off hand can *shield-rush, shield-punch, block, or trap* as if it were a secondary weapon, with the normal penalties for attacking with two weapons. The disadvantage is that the shield’s AC bonus is forfeited for any round in which it is used this way. However, characters who specialize in weapon and shield style can choose to make one of these secondary attacks every round without losing the AC benefit for carrying a shield.Non-WeaponInitial Slots: 5 Unused Slots: 1
Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21)
Free Secondary Skill: Weaponsmith (crude)
(free) Heat Protection *(Int -1) = 10*
(free) Weapon Improvisation *(Wis -1) = 10*
1 Armor Optimization *(Dex - 2) = 16*
1 Armorsmith 9
1 full weaponsmithing 9
1 Mental Armor
1 Ambidexterity
935 lbs.
Myron's tomb loot w/n Backpack:
- rusted staff, with a fist-sized gold flecked obsidian ball affixed to the head, greedily grasped in rusty wire (wrapped in blanket)
4 lbs- a royal blue rug
4lbs- an azure colored pillow and a rug of brown and green.
4lbs- small ironbound chest secured with two locks with Mak Thuum Ngatha book within it
25 lbs- black basalt book stand carved into a twining column of tendons and bone shaped like a huge, skeletal claw.
170 lbs
- red fire potion
.5 lbsEquipment
branding iron [stowed in his pack.]
1 potion of fire resistance
(11) You have six flasks of oil said to protect one from the ill (very ill) effects of the elemental plane of flame. The other five were found with the first journal in the chamber the sand golem women were hiding in.
Item details: These precious oils provide total invulnerability against the elemental forces on one inner plane, as well as offering the same protection as the oil of elemental invulnerability. Any character covered in the oil suffers no ill effects from the harsh environments of the elemental, para-elemental, and quasi-elemental planes. Attacks by elemental creatures are effective, but with a -1 penalty per die of damage.
A flask of oil contains enough oil to coat one man-sized creature six times or six individuals once. An application is effective for 24 hours.
Anyone covered in the oil can see, breathe, and move in the respective plane without difficulty. Just as a character can move through flames or water without difficulty when covered in the proper oil, a character doused in the oil of earth can pass through the stone of the elemental plane of Earth as if it were air.
1 Elixir of Health: This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM's choice).
Smuggler’s axe Strapped to right calf
30 large bone Darts on 2 chest bandoleers,
Bone Gouge,
Heavy Maul,
Bone Trikal,
Lg. Bone dagger (Rt. Boot sheath),
Balician Toga,
Traveling Robe,
Cold weather clothes,
2 x 100' Giant hair rope,
Large backpack,
Large Dust goggles,
Large Filter mask,
4 Lg. Water skins (4 gallons ea.),
Lg. Bedroll & blanket,
Lg. Signal whistle on hemp necklace,
10 torches & fire kit.
10 Large empty sacks,
2 weeks dried rations.
10 gallon wooden water barrel
10 granite door wedges, 10 wood door wedges, small wooden mallet
Armorer and weaponsmith tools (hammers, flat Tongs & Pliers, cutting tools, Punches & Chisels, thick leather gloves)
Armor• Tower shield (Bone/Chitin) ( +3 AC)
• Shield Specialization ( +1 AC or To-Hit)
• Large Plate (Ankheg) Breastplate ( +4 AC)
• Large Scale (Heavy Crodlu) left & right Ocrea ( +1 AC)
• Large Plate (Ankheg) left & right Manicae ( +3 AC)
• Large Roman (Balican) Legionnaire Helm with red died plume
• Dex Defensive Adjustment ( +4 AC)
• Gladiator Armor Optimization ( +1 AC)
• NWP Armor Optimization ( +1 AC)
Mounts & Livestock Other:None
CombatTHAC0: 12
Weapons:
• Bone Gouge (Dragon #185)*
+7 to hit, 1d8 +13/1d10 +13, 5 speed. S/P 2 attacks/rnd. Critical hit on rolls of 16 or higher (Combat & Tactics)Proficient use: A gouge wielder who is familiar with his weapon can use the handles to inflict greater damage on subsequent rounds of contact. After a first round of combat in which the wielder makes a successful attack against an opponent, he can announce his intention to gouge on the subsequent round. If, in that subsequent round, the wielder has a better initiative roll than his opponent, he automatically hits again, gouging the weapon into the opponent and inflicting +2 on his damage roll. If, however, the opponent wins initiative, he manages to avoid the gouge attack; the wielder can make a normal attack but at a -4 penalty to his attack roll for having instead prepared to gouge. The wielder of the gouge must declare his intent before initiative dice are rolled.
Specialized use: In addition to the gouge attack, a specialized wielder can spin his entire body with his gouge to inflict greater damage with a normal attack. The wielder suffers a -2 penalty to his attack roll but inflicts double damage due to his increased momentum on a successful attack. A specialized wielder can elect to gouge or spin again in the round following a successful spin attack.
• Large Tower shield punch +5 to hit (see below), 2d6 +10, P/B, 8 speed,The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a –0 penalty to attack rolls that round and the shield-punch attack is rolled with a –2 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties. The character moves into the square of his opponent on his base initiative, then executes the shield punch and backs out into his own square again on the following initiative phase.
• Shield-rushThe shield-rush is an attempt to knock someone down by running into them with your shield. The character must have 10 feet (2 spaces) of running room to make an effective shield-rush. Making a shield-rush is treated as a charge attack for purposes of guarding characters with set spears.
When the character makes a shield-rush, he makes a normal attack against his enemy’s AC. Some shields may provide modifiers or bonuses to the rush. After a shield has been used for a rush, it provides no AC bonus for the rest of the round for its bearer, unless specialized. Making a shield-rush also costs the character a normal attack, but it isn’t considered an off-hand weapon like a shield-punch.
If the shield-bearer hits with his attack, he makes an opposed Strength roll against his opponent to see if he knocks him down. The loser of the opposed roll falls down; if both characters fail their Strength rolls, they both fall down. The following modifiers apply to the attacker’s Strength score:
· 4-point bonus or penalty for each size difference of the attacker versus the defender;
· +3 if the defender was unaware of the shield-rush;
· –2 if the defender has four legs or more.
As noted before, monsters can be assumed to have a Strength of 3 1/2 per size category plus their Hit Dice. Instead of an opposed roll, the DM can substitute a saving throw vs. Paralyzation for the defender to save time. A +3 knockdown bonus for large shields is used during the opposed Strength check that takes place if the attack hits.
If the shield-rusher misses with his attack roll, he must roll a successful Dexterity check to stay on his feet as he rushes past his target. If he fails, he falls down.
• Shield BlockA character can declare that she is using one of her attacks to block an opponent’s strike. Blocking is a hard parry with a weapon that deflects an opponent’s attack. Any weapon except rope-like things such as nets, lassoes, or slings can be used to block.
When a character tries to block an attack, she makes a normal attack roll against AC 4. Her opponent makes a normal attack roll against her Armor Class. The strike is blocked if the character succeeds with a lower roll than her enemy succeeded with. If the attacker failed anyway, it’s a miss no matter what the blocking character rolled. If the blocking character failed but her attacker succeeded, it’s a hit despite the block attempt.
*For example, Arweth is a 5th-level fighter with an adjusted THAC0 of 14 with her long sword. She is fighting a hill giant with a THAC0 of 9. Arweth decides to use an attack to block the hill giant’s next strike. She rolls a 15 and succeeds with her roll. The hill giant rolls a 12; Arweth is AC 1, so the giant succeeds, too. His roll of 12 is lower than her 15, so Arweth’s block fails.*
If the character announces her block before initiative is rolled, she can block an attack even if it beats her action phase. If she decides to wait, she can only block attacks in her action phase or later.
Blocking is an excellent tactic for characters with multiple attacks to use against characters or monsters with only one attack. A rapier specialist with a main-gauche in her off hand can use her off-hand weapon or one of the rapier attacks to block while using the rest of her attacks offensively.
• Shield TrapIt’s possible to use your weapon or shield to pin your enemy’s weapon against his body or to trap the weapon on your own sword-hilt or weapon haft. This maneuver is known as a trap. Traps are much like blocks; the character can get a chance to trap an attack that comes before his action phase by declaring the trap before initiative is rolled, or he can trap any attack that comes in his action phase or later without declaring his action beforehand.
Like with a disarm, the trap is resolved before the normal attack roll is made. A character attempts to trap an enemy’s attack by rolling an opposed attack roll versus AC 0 while his opponent rolls against AC 4. If the trapping character wins the opposed roll, the weapon is successfully pinned. Otherwise, the pin fails and the normal attack roll is made.
Once an enemy’s weapon is trapped, he loses any additional attacks he could have made with that weapon in the current round. At the end of the round, the trapping character and his victim make opposed Strength rolls to see if the victim can free his weapon. In each subsequent round, one Strength check is made on the fastest character’s base initiative, and a second one at the end of the round.
A character with a trapped weapon can always attack with a secondary weapon or simply abandon the weapon that’s been caught. The character who performs the trap cannot use the weapon or shield he’s pinning the opponent’s weapon with.
Trapping is an excellent tactic to use against an opponent with fewer attacks. It is also a good tactic for a two-weapon fighter to use against a single-weapon fighter; by sacrificing one weapon’s attacks, he completely stops his opponent’s offense. Another sneaky trick is to have an ally trap a tough opponent’s weapon to free up unanswered flank or rear attacks for a second character. Trapping is tougher than a simple block, but worth the effort.
•
Large Bone Darts: +5 to hit, 2d3 +10/2d2 +10, 2 speed, P, RoF: 5/1, Yards Range 10 / 20 (-2) / 40 (-5)
•
Bone Trikal: +4 to hit, 1d10 +10, 5 speed. S/B Those proficient with the trikal can use the head of the weapon to knock foes off balance with a series of short, sharp jabs. If the attacker makes a successful attack roll at -2, the defender must make a Dexterity check at -3 or fall over backwards.
•
Large Bone Dagger (short sword): +4 to hit, 1d6 +10/1d8 +10, 3 speed, P/S
•
Heavy Maul: +5 to hit, 1d12 +11, 8 speed. Bludg.
•
Smuggler's axe: +7 to hit, 1d8 +13, 7 speed. (Slashing) Yards Range 10 / 20 (-2) / 30 (-5)
(+2 and invisible; made of wood. Still casts a shadow)
LootBits:
Ceramic:
Silver:
Gold:
Other:
PsionicsPsionic Strength Points: *45* (+4/lvl)
Telekinesis 8Concentrate Water 17 (Dragon Kings p.141)
cost: 10 pspThis power lets the psionicist collect all moisture within the area of effect as water in a single container. The amount collected depends on the local terrain type.
Sandy wastes, dust sink, or salt flats: 1d3 -2 gallons (minimum 0).
Rocky badlands, stony barrens, or boulder fields: 1d4 -1 gallons.
Mountains or scrub plains: 1d6 -1 gallons.
Verdant belts or forest: 1d8 +1 gallons.
The psionicist must hold the container while using the power. If the container is too small to hold the water collected, or if it is leaky, the excess spills onto the ground. The power only collects uncollected vapor and droplets around the caster. Free-standing water in a glass, pool, or other container is not collected. It does not adversely affect plants or animals in the area. The drying effect on any local flora becomes evident in the next few days, but most Athasian plants can survive the temporary loss of ground moisture.
Power Score: The distance around the psionicist affected is increased, effectively doubling the amount of water collected.
20: The power also collects a large portion of water from the psionicists own body, inflicting an immediate loss of half his hit points.