Gladiators of Zirnakaynin PbP (Inactive)

Game Master Feral

The PCs are slave gladiators in the famed Drow city, fighting to survive and win glory (and perhaps, eventually, freedom) in the arena, whilst becoming embroiled in the intrigues of their drow masters between bouts. Skewed a lot towards the 'Spartacus: Blood and Sand' TV show style and pseudo-Roman gladiator styles.


1 to 50 of 368 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
The Exchange

We’ll be using the Fame and Prestige system in this campaign, with the details noted below. I’ve written it up in a ‘martial school’ format (with phrases like ‘term’ and ‘flunk’) but that’s just ‘cos it’s the standard format presented in the Inner Sea Combat book. For those who’ve not used the system before, Fame is permanent once gained (excepting something dire... like insulting a noble...) – your running total of how famous your gladiator is. You gain one Prestige for every Fame point you gain, and Prestige is gone forever once spent. You can’t spend Prestige on behalf of others but you (the player) can spend if on behalf of your character, even if that character happens to be dead or otherwise incapacitated.

In addition to the benefits listed below, you gain a +1 bonus to Diplomacy checks with members of Loscivia’s household (gladiators, slaves, guards, family... and the Mistress herself) for every 10 points of Fame the character has earned.

Fame and Prestige:
Training:
Ilvaria’s favour: Bluff, Diplomacy, or Perform check against DC [15 + character’s ranks in Skill] or specific task
Pharnox’s favour: successful attack roll against AC [15 + character’s BAB] or specific task

Term: 1 month

Flunk: fail to gain any Fame during month (and get sold to a horrible, horrible, fate...)

Extracurricular Tasks:
Win an arena beast fight [+1 Fame]
Win an arena gladiator fight [+1 Fame]
Finish an arena games with crowd attitude Friendly [+1 Fame]
Finish an arena games with crowd attitude Helpful [+2 Fame]

Awards:
Loscivia’s Good Will (1+ Prestige): put off being ‘flunked’ (and sold to an unsavoury fate) for a month. This cost doubles each time a gladiator needs to buy this benefit
Skill Training (1 Prestige): gain a +4 circumstance bonus on any one Skill check (except training checks) for a single roll
Weapon Training (1 Prestige): choose one weapon with which you are proficient. When you confirm a critical with this weapon you gain a bonus on the damage roll equal to the critical multiplier of the weapon (this is a permanent bonus once purchased, but can only be purchased for each weapon once)
Spellcasting (varies): spend Prestige to have the following spells cast on you (at minimum caster level)
(1 Prestige): cure moderate wounds, dispel magic, lesser restoration, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis
(2 Prestige): atonement (8 Prestige to restore alignment-based class abilities), break enchantment, cure serious wounds, greater dispel magic, neutralise poison, restoration (4 Prestige to remove permanent negative levels)
(3 Prestige): heal, regenerate
(16 Prestige): greater restoration, raise dead
(32 Prestige): resurrection
(77 Prestige): true resurrection
Performance Specialist (5 Fame): +1 bonus on performance combat checks
Spoils of Victory (5 Fame, 1 Prestige): you gain a private cell of your own to sleep in, and the services of a slave ‘companion’ (a good-looking Expert of half the character’s level, and of a race and gender appealing to the character) assigned to tend to your mundane needs (bring you food, clean your cell, wash your clothes, aid you in bathing, and any other ‘comforts’ you may require)
Inspiring Example (10 Fame, 1 Prestige): grant yourself and your allies a morale bonus equal to your Fame divide by 10 (rounded down) for 1 minute on one of the following: attack rolls, saving throws, or skill and ability checks.
Loscivia’s Ear (10 Fame, 1 Prestige): gain a private audience with Loscivia, and a +4 bonus on Charisma-based skill checks with her whilst in that meeting
Team Player (10 Fame, 4 Prestige): you gain a +4 insight bonus to AC against any creature that you are flanking
Growing Celebrity (20 Fame): +2 bonus on Intimidate checks to demoralize enemies within drow-held lands
Noble Patronage (20 Fame): although you continue to live at the ludus, your showing in the arena has caught the attention of a drow noble (of one of The Twelve Houses of the player’s choice) who has purchased you. Having such an influential Mistress grants you a +2 bonus to Diplomacy checks to gather information in Zirnakaynin, a +2 bonus on Knowledge (local) checks about Zirnakaynin, a +2 bonus on Knowledge (nobility) checks about drow nobles, and a +2 bonus on Intimidate checks against drow commoners. Gifts from your patron (matron?) also translate as a 10% discount on purchasing any weapons or armour that match your gladiatorial style
Mistress’s Ear (20 Fame, 1 Prestige): you gain a brief audience with your drow noble Mistress. Your Fame and Prestige both decrease by 5 if you insult or annoy her, and drop to zero if you harm her in any way... have fun!
God of the Arena (25 Fame, 10 Prestige): select three combat maneuvers. You gain a +1 bonus on each of these combat maneuvers and a +2 circumstance bonus on performance combat checks triggered by successfully completing such a maneuver
Blood on the Sand (25 Fame, 10 Prestige): you can add your Charisma bonus to all attack rolls to confirm critical hits, and gain a +2 circumstance bonus on performance combat checks triggered by confirming a critical hit
Crowd Pleaser (35 Fame): Reduce the amount the crowd’s size increases the DC of performance checks by 2 (minimum 0)
Freedom! (50 Fame): Win your freedom, and earn 10x your Fame in gp for each arena games you participate in from now on
Life of a Champion (50 Fame, 25+ Prestige): Your patron gifts you a comfortable house in Zirnakaynin, including pleasant furnishings and a few 1st-level Commoner slaves to tend to your needs. You’re counted as living an average lifestyle at no additional cost. For an investment of 50 Prestige (total) your patron grants you a larger, more luxurious villa, and you’re counted as living a wealthy lifestyle at no additional cost

Just to keep it all together, a repost of...

Campaign Traits & Notes:

Equipment Notes:
The basic outfit a gladiator wears just a brief loincloth and sandals, with a gladiatrix (a female gladiator) adding a simple breast band for a modicum of comfort and decorum. When presented for contest or display gladiators are often also oiled so their bare skin glistens and their physical perfection is highlighted. For some events gladiators even find themselves decorated with body paint, to better help them represent the various roles of myth their displays are meant to re-enact. Gladiators clad in such a fashion add a +2 circumstance bonus to performance combat checks, as long as they wear no more than the light gladiator armours listed below, and perhaps a few items of jewellery or decoration (as long as they don’t hinder the audience’s appreciation of the gladiator’s form), on top.

The core item of gladiator armour is the ‘balteus’: a wide, thick, leather belt (like a modern boxing or wrestling ‘championship belt’), often reinforced and decorated with metal, bone, or other hard materials, which uses the statistics of a haramaki (as such no particular proficiency is required to benefit from wearing one).

Adding a ‘manica’ (a long guard covering one arm from shoulder to wrist) as well as one or two greaves of hardened leather to the basic balteus results in the whole outfit using the statistics of leather armour.

Using a heavier manica and greaves of leather reinforced with metal, along with the basic balteus, creates an outfit which uses the statistics of studded leather armour.

A balteus with metal greaves, a manica of banded metal, and an enclosed helmet results in armour which uses the statistics of a chain shirt.

A character can choose to fight unarmoured, or in any of the above armour types. Only the provocator type is permitted to wear heavier armour, and in doing so forgoes the normal circumstance bonus to performance combat checks the above outfits grant (both because their body is more obscured, and because the crowds tend to see such well defended contestants as having something of an advantage over their more lightly armoured brethren).

Each character is assigned weapons based on his or her gladiator type, as defined by their chosen Campaign Trait (below), and is also issued a backup weapon: this is most commonly a dagger, but the character can choose to substitute a kukri or quadrens instead, as long as they’re proficient in that weapon’s use.

Additional equipment is disallowed in contests: this prohibition even includes such things as spell component pouches and alchemist’s kits (a ruling quickly introduced after rampant cheating involving carrying everything from deadly poisons to powerful potions or alchemical weapons in pouches under the guise of ‘spell components’...). The Eschew Materials feat is, as expected, popular amongst spell-casting gladiators, although some make do with spells lacking material components in the first place, or focus on long duration self-buff spells which can be cast before a match begins. Others train in the rudiarius style, particularly those planning on spell-casting more than they melee. As one might expect, less scrupulous type also simply ignore the rules and hide spell components, alchemist’s vials, or even potions or poisons, on their person when they enter the arena: both hiding such things, and using such things without being noticed by the crowd, require Sleight of Hand checks to avoid being caught cheating.

Campaign Traits (Gladiator styles):
Cestus: You fight with a cestus on each hand, delivering punishing blows to your opponents with your mighty fists. If your unarmed damage is greater than the base damage provided by the cestus you can use that damage instead, with any bonuses provided by the cestus (such as masterwork, magical, or special material) also counted. In addition, whenever you score a critical hit with a cestus you inflict an additional 2 points of non-lethal bludgeoning damage from the brutal impact of your blow.

Diamachaerus: Fighting with either a gladius in either hand, or a sica in either hand, you thrill the crowds with this popular and skilful fighting style. When neither denied your Dexterity bonus to AC, nor suffering from an armour check penalty, you reduce any two-weapon fighting penalties for wielding a gladius, shortsword or sica in either hand by an additional 1 point.

Hoplomachus: A classic gladiator type, you wear a buckler and are armed with a spear or longspear. Your intense training allows you to wield a spear or longspear in one hand as a one-handed weapon at a -2 penalty on attack rolls.

Murmillo: With more emphasis on defence than most gladiator types, you enter combat wielding a gladius in one hand and either a heavy shield or a tower shield in the other. As long as you’re not denied your Dexterity bonus to AC and have a heavy or tower shield in hand you gain a +1 deflection bonus to your AC.

Peregrinus: Presented as the embodiment of your race (as skewed by the perceptions and expectations of the locals) as a means to bring the excitement of foreign battles and adventures to the citizenry, you’re made to fight with your ‘native’ weaponry (and your gladiator armour is usually designed to echo a stereotypical image of your people as well – such as leaf patterns for a ‘surface’ elf, a dwarf’s armour painted to look like stone, or a half-orc’s armour made to look ragged and brutish and covered in skulls and bones). Choose a weapon mentioned in your race’s weapon familiarity listing as your primary weapon and fighting style. If the weapon is one-handed, you can optionally fight with a light shield or buckler as well; if it is light, you can optionally fight with a heavy shield or tower shield as well, or fight with paired versions of the weapon in question. If your race doesn’t have an associated weapon familiarity (such as if you’re human), then choose a weapon (or weapon pairing) associated with the region your ancestors hail from (such as an Aldori duelling sword if you’re from Brevoy, a scimitar if you’re from Qadira, the falcata and buckler of a rondelero duelist if you’re from Taldor, a spiked chain and barbazu beard if you hail from Cheliax, a klar and Shoanti bolas if you’re of Shoanti origin, a bladed scarf if you’re descended from Varisians, or any number of eastern style weapons if you’re Tian).

Provocator: You fight as the most heavily armoured of the gladiator styles, usually reserved for auctoratus (volunteer gladiators) who had the presence of mind to claim this style in their indenture agreement, or slave gladiators with owners keen to protect their investments. You fight in medium armour, with a gladius and either a heavy shield or tower shield. The coin invested in you means you begin the game issued with a masterwork agile breastplate, a masterwork gladius, and a (non-masterwork) heavy or tower shield.

Retiarius: Armed with a net and trident you demonstrate a fighting style designed around mobility: restricting your opponent’s as you make the best use of your own. If you’re neither denied your Dexterity bonus to AC, nor suffering from an armour check penalty, you gain a +1 dodge bonus to your AC.

Rudiarius: You’re armed with a deceptively simple-looking ‘rudem’: a wooden rod carved with mystical symbols, which counts as a club in melee (and costs 5gp). Through intense training you’ve learnt how to use the rudem to help focus your magic: whilst holding the rudem you count as having the Eschew Materials feat. You may use the hand holding your rudem for somatic components.

Scizore: Your gladiator type is named for your unusual primary weapon – a weapon you’ve striven to master. As long as you’re wearing no more than light armour, and carrying no more than a light load, you don’t suffer the usual -1 penalty on attack rolls when attacking with a scizore (although you suffer any non-proficiency, incorrect size, or other penalties as normal).

Thraex: Similar to the murmillo, but with more emphasis on attack than defence, you wield a light shield and either a shotel or a falcata. Making the best use of the chopping properties of your primary weapon, you gain a +1 trait bonus to damage whenever you hit with a shotel or falcata attack against an opponent below you (such as a smaller size category, a kneeling, sitting, or prone target, or when you’re claiming a higher ground bonus to hit). This bonus is added to your base damage and is multiplied on a critical hit.

Combat Traits:
Bounding Blow: Your charges culminate in dramatic leaps designed to add power to your blows. When making a charge attack you can attempt an Acrobatics check to jump as part of the charge action. If your check would result in vertical height equal to or greater than your target’s fighting space you can claim a higher ground bonus on your attack roll. In addition if you possess the Vital Strike feat you can use it (and any other feats derived from it) in such a charge attack.

Ludus Learning: You quickly took to your gladiator training. Choose one weapon with the performance feature: you’re considered proficient in that weapon as long as you’re wearing no armour or light armour and carrying no more than a light load. This trait counts as being proficient for the purposes of qualifying for feats or class features and the like, but whenever you lose use of the this trait, you lose the use of those feats, class features, etc. which require that proficiency until you again regain use of this trait.

No Kill Like Overkill: You have a knack at finishing your opponents off in a spectacular (and crowd-pleasing) shower of blood and gore. When you make a performance combat check as the result of vanquishing an opponent you gain a +1 trait bonus on that check for every full 5 points of damage beyond 0 you inflicted upon your vanquished foe.

Faith Traits:
Faux Fiendishness: Most slave worshippers of deities other than the demon lords tend to be worth more as sacrifices in various cruel rites than they are as potential gladiators. Against the odds you’ve managed to both survive and preserve your faith by exploiting the seemingly endless variety of fiends the Abyss produces and obfuscating your worship of an otherwise forbidden deity under the guise of an obscure (and fictional) minor demon lord. Even your holy (or unholy) symbol is a highly stylised or alternate version of your religion’s standard symbol which is near impossible to recognise. When you participate in worship of, or use class features (including spell-casting) provided by, your deity you can disguise their true nature by making a Bluff check (as part of the normal action you’re using) opposed by the observer’s Knowledge (religion) check – if your check is higher the observer assumes you’re worshipping some minor nascent demon lord they’ve never heard of. You gain a +1 trait bonus to this Bluff check, and Bluff is a class skill for you.

Hardened Hedonist: A lifetime of indulging in the demon worshipping excesses of the drow has left you jaded and unimpressed by temptations. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Spirit of a Champion: Being a gladiator is more than a job to you – it’s your true calling. The cheers of the crowd fill you with an almost religious fervour. When in performance combat, you gain a +1 trait bonus on rolls to confirm critical hits with performance weapons if the crowd’s attitude towards you is friendly, this increases to a +2 trait bonus on rolls to confirm critical hits with performance weapons if the crowd’s attitude towards you is helpful.

Magic Traits:
Concealed Components: You’ve learnt how to stash a few select spell components in various cunning hiding places in your gladiator armour or outfit (such as tucked into your balteus, or slipped beneath a greave or manica). You can make a Sleight of Hand check to retrieve and use a spell component without your cheating being spotted as part of your casting action instead of as a separate action. You gain a +1 trait bonus to Sleight of Hand checks to hide or covertly use spell components, and Sleight of Hand is a class skill for you.

Entertaining Evocations: You maximise the whiz and bang of your flashier, crowd-pleasing, spells and effects. You add the check triggering effect’s spell level (or effective spell level) as a trait bonus to performance combat checks you make for casting energy spells and effects.

Veiled Vials: Thanks to practice and preparation you can enter the arena with at least a few alchemical extracts or potions hidden about your person. You can make a Sleight of Hand check to retrieve and drink from a vial without your cheating being spotted as part of your drinking action instead of as a separate action. If you have the Poison Use class feature you can make a Sleight of Hand check to retrieve and apply a vial of poison to your weapon without your cheating being spotted as part of your action to apply the poison instead of as a separate action. You gain a +1 trait bonus to Sleight of Hand checks to hide or covertly use extracts, potions, poisons or other vials, and Sleight of Hand is a class skill for you.

Social Traits:
Go-between: You’ve learnt the value of cultivating friendships and associations with the ludus guards, and often act as a fixer or scrounger for the other slaves... for a reasonable fee, of course. You gain a +1 trait bonus on Diplomacy checks when interacting with lower-class citizens (like the guards) and can smuggle non-magical items or services (including spellcasting) worth up to a total of 50gp per month into the ludus without raising alarm (at no cost to yourself).

Scion of Slaves: Although of a surface race, you weren’t captured from the surface world, but were born to those already enslaved by the drow. You speak undercommon in place of the surface world’s common tongue. In addition your upbringing makes telling your drow ‘betters’ what they want to hear second nature: you gain a +2 trait bonus on Bluff checks against drow. This bonus increases to a +4 trait bonus on Bluff checks against drow nobles. These bonuses only apply when you’re being properly obsequious.

Sex Symbol: Gladiators are often considered the pinnacle of virility and passion and, as such, tend to attract many admirers and persons of note seeking the illicit thrill of a forbidden tryst with such a base yet desirable figure. You seem to embody this mythos, your figure resembling the sculpted statue of some classical god. When making Bluff or Diplomacy checks against persons who find you (or could find you) sexually attractive you can use your Strength modifier on the check in place of your Charisma modifier.

Race Traits:
Auctoratus: Unlike most gladiators, who are slaves captured from the surface word (or bred from such captives), you’re an ex-citizen (or city ‘guest’ from a respected race) who’s voluntarily submitted themselves to indentured servitude (for a period of at least two years) as a gladiator. For some this a last resort to pay off debts or stave off poverty, for others it’s an escape from social commitments (such as an arranged marriage, or an expectation to follow in the family business); for a few the lure of a life of combat and glory is motivation enough. Choose drow, duergar or fetchling as your race.

Bestiarius: ‘Beast people’ are popular exotic additions to the arenas of the city, usually presented in such a way as to play-up their supposed ‘feral’ or ‘animalistic’ tendencies (even if they are, in reality, as civilised as any other race). Choose catfolk, kitsune, nagaji, tengu, vanara or vishkanyas as your race.

Seminatus: Specifically bred as specialist exotic slave stock you cost your owner five times the price of any slave with a less thoroughbred bloodline, and she expects to see a return via your performance in the arena. Choose changeling, dhampir, ifrit, oread, suli, sylph, tiefling or undine as your race. Born and raised to your fate, you speak undercommon instead of the common tongue of the surface dwellers.

Regional Traits:
Aegis of Etiquette (Eirdrisseir): Caught in the endless web of internecine intrigue that is life amongst the noble houses of drow society, you soon learned that the social niceties could literally be a matter of life and death. Once per day when you make a Charisma-based skill or ability check, you can roll twice and take the better result.

Child of Chaos (Cocyrdavarin): If a normal bustling metropolis can be a dangerous place to grow up, Zirnakaynin is downright lethal, with a state of near riot in the streets being deemed business as usual. Learning to spot when someone was about to turn violent, and making sure they stayed down when you gutted them first, was the only way you managed to survive. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Sense Motive checks. Sense Motive is a class skill for you.

Torrid Toiler (Rygirnan): You were raised toiling at one of the many forges of the lava lake of Rygirnan, and hardly even notice the heat anymore. You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions, and a +1 saving throw against fire effects.

Religion Traits:
Cocoon of the Creeping Queen (Mazmezz): Your worship of the demon lady of bindings, driders, and vermin has granted you a bizarre ability which allows you to vomit up webbing with which you can rapidly cocoon your grappled victims. In this manner you can always use the tie up grappling action even if you don’t have any rope to hand, and the DC to escape the bonds increases by +1 (this is a trait bonus). The DC for a Strength check to break or burst your web cocoon by sudden force is 10 + ½ your character level + your Constitution modifier. Using this trait is part of the grapple check to tie up, and inflicts 1d8+1 points of damage to you (this can’t be reduced in any manner, but can be healed as normal). If attacked, the web cocoon has Hardness 0 and Hit Points equal to those you lost to create it. Your cocoon can’t prevent a creature from breathing or talking, but if you cocoon their head (it’s your option to do so or not when you use the tie up grappling action) the creature suffers a -2 penalty on Perception checks. This trait is a supernatural ability.

Silken Sinner (Socothbenoth): As a devotee to the demon lord of perversion, pride, and (breaking) taboos, you’ve indulged in activities which make most people queasy even to think about, and spend time dreaming up even worse atrocities you may like to try when opportunity presents. When you succeed on a verbal Intimidate check to demoralize an opponent who understands the language you’re speaking, you can choose to elaborate on your perverse inclinations and inflict the sickened condition in place of the normal shaken condition.

Song of the Sevenfold Swarm (Izyagna): You consider the roars of the crowd baying for blood to be sacred to the nascent demonic lady you worship, in her role as mistress of angry mobs. Whilst in performance combat, as long as the crowd’s attitude towards you is friendly or helpful, you can ignore the need for a divine focus when casting spells. While the crowd’s attitude towards you is helpful you also count as possessing the Eschew Materials feat.

The Exchange

Oh, by the way, I forgot to mention in the intro post, but spellcasters got an opportunity to prepare spells before the match... I'm not that mean! They'll also be a window to cast some buff stuff before the match begins... see, arranged fights make it so much easier! :)


Thanks for having me Potts.

Do you mind making this a campaign so all the threads will be in one place?


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

It'd definitely be easier to keep track of things.

Also, I noticed that there's a language barrier between the drow and the other PCs here--looks like I might have to take a point of Linguistics next level up.

The Exchange

Some of the PCs can translate for others (maybe with a couple of stages: Hull speaks Common and Elven, when he shows up in-game, for example, and the drow speak Elven and Undercommon). We can assume that's going on if characters want to talk to each other (hopefully no-one wants to be difficult about it). Pharnox was speaking Undercommon anyway. But picking up a rank of Linguistics to take Undercommon (which is what they mostly speak around the ludus) would make sense at some point, for those who can't.


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Okay then.


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Crocus speaks Undercommon and Common. While she lives. ;)


I'm jazzed about this game now.

We waiting for the others to check in?


I'm kind glad Segovax can't understand you guys.

He'd be pissed that you were planning on stealing his glory.


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Hey, there's always the chance you'll kick his ass before we have a chance to do anything.

How are we going to handle initiative?

Sczarni

Male Halfling Summoner 1 | AC: 15/12/14 | HP: 10/10 | F +1, R +1, W +4 (+2 vs fear, +4 vs mind-affecting from good outsiders) | CMB -3, CMD 8 | Init +1 | Perc +2

Yea I took a rank in Linguistics because I didn't figure we'd get spoken Common to, at least not by the drow overseers.


M Dwarf Drillmaster of the Order, Rough, gruff and blunt. He is a harsh and boisterous dwarf and expects much from new recruits. Often earning their ire for a time.

If Ivan Has not made you smile yet then I have failed and am a shame to dwarves everywhere.


So Potts, in combat are we looking at one round per day?


Also, how flexible are you with whip-usage. On it's own, the whip isn't a very powerful weapon but it is pretty versatile thanks to its incredible reach. Tripping/disarming with it seems like an easy answer but how would you feel about using it to cause a wardrobe malfunction (Dirty Trick: Blind) or dragging opponents into hazards (Reposition)?

The Exchange

Initiative: I'd prefer if people declare their first round actions and just include an initiative roll, like I asked - when there's a list to start with people have a tendency to wait for those 'higher' on the list to post their actions first, which is both unrealistic (the slower your reactions the better you can assess the combat situations and what others are doing?) and slows play.

Pacing: yes, hopefully a round per day in combat... but with 8 of you combats aren't gonna' be lasting long, I think...

Whip: whips can do what the rules say that can do: so trips, disarms, steals (as per the APG), as well as drag and reposition (thanks to having the 'trip' quality), as per the blog. You can't use Reposition to move opponents into intrinsically dangerous spaces anyway, and a whip doesn't change that.

Also note that the scorpion whip was heavily nerfed from its first appearances (where it was just a better whip which inflcited lethal damage to all targets), and is now a terrible light exotic 1d4 slashing damage performance weapon that you just happen to be able to use if you have EWP (whip) - it doesn't have any of the bells and whistles of a normal whip (15ft reach, trip, disarm, doesn't threaten, etc.). I know some people argue that it magically shifts from being a light weapon without reach to a one-handed weapon with 15ft reach, etc, if you have EWP (whip), based on the naff wording of the weapon description, but there's been no clarification to that end, and (informal) developer clarification that it keeps its own stats and just shares the whip proficiency (and other Feats you may apply to whips - like Weapon Focus). It'd probably be best just to skip the scorpion whip and stick with the regular kind.


Using a normal whip is fine as long as I can keep the performance property. It's not for damage-dealing anyway. =P

I don't mind posting actions blindly but it's going to include a boatload of contingencies which might get a bit silly at times. With 16 combatants there are too many variables to just say "I move forward and attack". Are you familiar with group initiative? It's what I use in all the games I run and it helps a great deal with the initiative troubles you mentioned.

Sczarni

Male Halfling Summoner 1 | AC: 15/12/14 | HP: 10/10 | F +1, R +1, W +4 (+2 vs fear, +4 vs mind-affecting from good outsiders) | CMB -3, CMD 8 | Init +1 | Perc +2

So how are we generating rolls? Do we just roll them ourselves on the honor system? Cause if that's the case I can only post once-ish a day, after work.


Paizo has a dice rolling script.

[Xdice]1d20+99[/dice]

Just remove the X.

Sczarni

Male Halfling Summoner 1 | AC: 15/12/14 | HP: 10/10 | F +1, R +1, W +4 (+2 vs fear, +4 vs mind-affecting from good outsiders) | CMB -3, CMD 8 | Init +1 | Perc +2

Ah ok thanks.


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

@Radric - check out the format options below the posting window, and if you have the time, meander around the Play by Post Gameplay forums and check out how folks do things.

Most folk seem to "Put their conversations in quotation marks as well as bold" and then use italics to keep thoughts separate.

Bloodthirsty louts. Serves them right. Savages.

Sczarni

Male Halfling Summoner 1 | AC: 15/12/14 | HP: 10/10 | F +1, R +1, W +4 (+2 vs fear, +4 vs mind-affecting from good outsiders) | CMB -3, CMD 8 | Init +1 | Perc +2

Thanks, yea I noticed that on other boards. Pretty neat system I think. I'm no stranger to online roleplaying, and the HTML-ish tags on here streamline it pretty well I think-- even if they are kind of a pain in the ass to type on a phone. Maybe I won't be posting at work quite as often as I thought...

GM question: Will we ever be able to pick up other weapons? And on a related note, here's the text of the Dervish Dance feat:

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Of particular note is that last sentence. You said a rudiarius also functions as a club; whenever I'm not using it as one (and I have no intention of ever doing so), is it still a weapon?

Unrelated: I just noticed that the rules about making a performance check are carefully worded such that it does not include any class skill bonus to Perform. This seems odd to me.

The Exchange

Pick up weapons: not sure what you mean? As in 'lying on the ground' pick up, or as in 'can I change my gladiator style to 'trebuchet' pick up? You can pick up whatever's available in a match. Changing styles is unlikely, but possible... but would still have to be one of the 'balanced' styles originally listed. If you just mean getting hold of better weapons, then yes, WBL will be covered one way or another.

As a rudiarius, Radric's training would let him use the Feat with a rudem in his hand, yes - as long as he wasn't also attacking with it.

Performance combat checks use a bonus generated from your total Perform ranks (plus other stuff) but not your total bonus, yes. That's in-line with quite a lot of stuff in game which goes off of ranks and not bonus: as far as I can tell, that's done when they want to keep things balanced by overall character level (as your ranks can't exceed your character level, but total bonuses can soar much, much, higher with even a modicum of effort).

***

So... it looks like Nathrae is the early favourite, with Segovax, Hull, and Lorelei (and Aspexia) also turning a few heads...

EDIT: just so that everything is clear, Segovax got two free action performance combat checks (one for first blood, and one for vanquishing an opponent) - I rolled the second one for him and it missed... those drow can be so hard to impress! :)

EDIT to my EDIT... after posting that EDIT, I realised Segovax qualified for three checks, not two, with that one blow (first blood, confirmed critical, vanquishing a foe)... and number three suceeded (so he's on helpful too). Technically it was all on an AoO, so he'd only get the one Immediate action check, but he frickin' cut someone in half with the first hit of the fight, so... GM discretion... :)


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

I may be wrong, but I believe the proper term is

FATALITY.

:)


LOL Nathrae! What this fight needs is a dancing lights/faerie fire spell above the arena that read, FINISH HER.


Heh. I liked the CdG.


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Um, ok. Had no idea Gameplay had started.. (Runs off to read Gameplay thread).


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Ok, posted. Nice work so far folks. :)

Sorry I was late, I relly had no idea Gameplay had started... 0.0

@PP - by all means retcon Crocus so her attack makes sense to where she or Dron are...


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Thanks! :)

To be honest, I was really worried about the fight--I was certain we'd lose somebody in the first round. Glad to see I was wrong!

And for the CdG, I originally contemplated hoisting her above my head and using my flame touch attack on her, but that'd require me to drop my gladius, and that'd be a terrible idea with my curse.


M Dwarf Drillmaster of the Order, Rough, gruff and blunt. He is a harsh and boisterous dwarf and expects much from new recruits. Often earning their ire for a time.

Um. Wait. Who's action happens first. Mine? Or the scarred orc?


M Dwarf Drillmaster of the Order, Rough, gruff and blunt. He is a harsh and boisterous dwarf and expects much from new recruits. Often earning their ire for a time.

Oops. Sorry meant the jade forest orc.

Or, as Ivan may call em. The jaded orc.


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Well, they're BOTH scarred...


Segovax's scars make him rugged and sexy.

Jade's just make her scary. =P

Sczarni

Male Halfling Summoner 1 | AC: 15/12/14 | HP: 10/10 | F +1, R +1, W +4 (+2 vs fear, +4 vs mind-affecting from good outsiders) | CMB -3, CMD 8 | Init +1 | Perc +2

Well it wouldn't really be changing styles for me, cause I'd still be a rudiarius. I just meant whether I'd ever have access to a scimitar instead of a kukri.

EDIT: It seems we do have access to other weapons, based on what the others are using. I was under the impression that we could only use what you'd listed. Would it be possible for me to do a slight rebuild? I'd have built this little guy as a Dervish of the Dawn from the start, but I didn't think we could use scimitars. It wouldn't have changed any of my actions so far, just the numbers would've been a bit different.


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12
Segovax Halfblood wrote:

Segovax's scars make him rugged and sexy.

Jade's just make her scary. =P

[pouts. Assumes pose]

[cue bright lights and threnody of orcish drumbeats and dwarfoesophagus synths]

I'm too sexy and I hurt.
Too sexy and I hurt
Too sexy your blood spurts.

I'm a gladiatrix, you know wot I mean
I do a little (damage on my) turn in the arena
In the arena
Do a little (damage on my) turn in the arena.

I'm too sexy for Taldan
Too sexy for Taldan, Absolom and Zirkaynaaaaaaan…

{apologies to Right Said Fred; the proper spelling of Zirkaynin; and anyone under the appropriate age to remember the terrible terrible song. To everyone really…}


ROFLMAO Jade! I think you should sing that in the arena, it deserves a performance check. ;P


Male Halfling Transmuter 3

Agreed.

The Exchange

Radric: those using non-standard weapons are those who chose the 'peregrinus' campaign trait - which has no mechanical advanatges aside from allowing non-standard weapons... and even then they're limited to those 'stereotypical' for the character's species (so even if Ivan had grown up learning the fine art of rapier fencing from one of the more genteel acadamies of Taldor, they'd still make him fight with a hammer or axe, 'cos everyone knows that's what dwarves fight with...). So if Radric was a Keleshite human, or one of the genie-related PC races or something he could get away with a scimitar as a peregrinus, but as a halfling peregrinus they'd stick him with a sling or something...

... On the other hand, I'm fine with letting Radric dervish dance with a kukri, if you really want the Feat. :)

On a different note... I'm deeply dippy about Jades song... (and showing my age...). :)

On an in-game related note... should be plenty for your characters to talk about now!

So far Nathrae has proven most popular (with a victory point!), followed by Segovax and Radric (finishing on 'helpful'), Hull, Lorelei and Jade (finishing on 'friendly'), Kyzrak (finishing on 'indifferent'), and Ivan (still a dwarf...). On the other hand, Segovax and Radric have proven more popular with Pharnox so far (each earning his monthly favour already).


Did Segovax not roll high enough to earn a victory point on his last turn? I thought he was already helpful.

Do we know the names or identities of the other drow nobles in the stands? I'm curious about the one that was cheering for Segovax. =)


M Dwarf Drillmaster of the Order, Rough, gruff and blunt. He is a harsh and boisterous dwarf and expects much from new recruits. Often earning their ire for a time.

honestly thats about as far as I suspected Ivan would get. Don't worry, dwarves have a habit of growing on ya... lol.


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

So, how much total Fame did I gain from this? I finished the fight with a victory point, my initial Fame was 4 according to the Fame & Prestige rules...

...and I'm kinda wondering why it's Perform (Acting) and not Perform (Dance) for the tableau. XD

Thomas Crown wrote:
"Do you want to dance, or do you want to... dance?"

The Exchange

No victory point for Segovax no... I wasn't posting the results of rolls that didn't change anything.

Not so much 'stands' as the balcony... it's a small gathering of interested parties, and they're not all nobles (in the drow sense) - some are 'just' wealthy 'common' drow. The most influential guy is 'mister toga'... and there was a potential check to learn some stuff about him posted earlier (if only anyone took Knowledge (religion)... although Jade should have an idea of who he is anyway). As the PCs make a better impression they should start attracting more distinguished clients, of course. As for Segovax's buxom fan-girl... well, that's for him to find out... ;)

No Fame for Nathrae yet. Paizo can be a bit confusing, as they like to use the same names for different stuff. This is Fame and Prestige as per my initial posting in this very thread. Nobody starts with any. You get a chance to earn one each from Pharnox and Ilvaria each month/term, but mostly it'll come from arena fights... if and when your characters get to the actual arena (a little skirmish like that in the practice yard of the ludus isn't the same thing as thrilling crowds of thousands...).

Maybe it should be Perform (cheesy saxophone solo) for the tableau... bow-chica-wow-wow... :)


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Oh, okay. Thanks for clearing that up.

Would I be able to sub my Perform (Dance) check in for the Perform (Acting) check?

probably not but I thought it wouldn't hurt to ask anyway


I had a similar question in gameplay. Perform [Sex Symbol] seemed very appropriate here but I thought I should ask. Endurance also seems like a gimme if I recall a certain scene with Varro in season one correctly.


Hopefully Potts reappears to answer our questions tonight sometime.

Since this is a collaborative thing, shall I assume that Nathrae is compliant? I don't want to take too many liberties in my post.


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Sure, why not?


M Dwarf Drillmaster of the Order, Rough, gruff and blunt. He is a harsh and boisterous dwarf and expects much from new recruits. Often earning their ire for a time.

Surprisingly, I think Ivan is okay with that, less of him for the drow to see, and, he figures a drow would know more about what other drow like to see. haha.

Sczarni

Male Halfling Summoner 1 | AC: 15/12/14 | HP: 10/10 | F +1, R +1, W +4 (+2 vs fear, +4 vs mind-affecting from good outsiders) | CMB -3, CMD 8 | Init +1 | Perc +2

Ah ok, that makes sense now. Sweet.

Gotta be honest, I did not see this part coming lol.


Spray: 1/1|Demoralize: 1/1|Female Drow Black-Blooded Oracle of Shadows 2|HP: 13/13|AC: 19/13/16|SR: 8|Saves: +0 Fort, +3 Ref, +2 Will (+2 vs. Enchant, -2 vs. Evil)|Init: +3|Perc: +7

Neither did I...

Still, I think it was fun!


I'm liking the parallels between the drow and the Spartacus-styled romans.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Sorry Ivan, I think I have to hate your character now. :)

1 to 50 of 368 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Gladiators of Zirnakaynin OOC All Messageboards

Want to post a reply? Sign in.