Gods Of The Arena- Rise Of The Nightingale Blades (Inactive)

Game Master DM Heterocephalus

A group of slaves purchased by a local Arena Master of the Nightingale Blades seeks to rise in glory to be the best Ludus in Katapesh upon the sands of the arena.


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rolling for HP because I like the randomness :)
1d6 + 3d12 + 26 ⇒ (3) + (3, 11, 10) + 26 = 53


DM Jelani wrote:
I hate to do this, but my RL is demanding I spend a little less time on the boards. So I'm gonna back out of this one. It sounds really fun, but I can't give it the time it deserves right now. There, now you only have 7 players :P

Alright!


DM Heterocephalus wrote:
DM Jelani wrote:
I hate to do this, but my RL is demanding I spend a little less time on the boards. So I'm gonna back out of this one. It sounds really fun, but I can't give it the time it deserves right now. There, now you only have 7 players :P
Alright!

If people start dying I may call the alligator back though. LOL so watch out!

Sovereign Court

Cannot access the tavern page ever since the maintance...so now what?


?? cant?


Try this


Your avatar is cute and sad lol.


can you guys access the tavern?


the campaign tabs are removed so there is no apparent quick link within the campaign threads

here is the link to the tavern


Pazio went bonkers aye? Ok i will set up the gameplay post asap so all the tabs are up.


Hi guys, flesh out your profile soon our lets get it started. Those who are about to die salute you!!

Enter Slavery


Alright some rules to follow.

1. I expect a post a day frequency on weekdays and weekends.
2. During combat I will give a 12 hours time period from my last action. If there is no post by then I will proceed and deem the gladiator paralysed with fear and skip your turn.
3. My combat style is different as we will move in groups. Monsters 1 group then players1 group. Will explain more later.


refer to discussion thread for.some updates.


just for fun (or possibly for the better) lets see my HP if I rolled:

goal is >62 | 1d10 + 3d12 + 18 + 12 + 5 ⇒ (7) + (1, 10, 10) + 18 + 12 + 5 = 63

WHoHOO 63 +1 more hp (that could just save my life!


LOL


Hi All, currently we have 7 Gladiators and I am looking to increase it by one more to make it 8 Gladiators.

Do DOT if you are interested.


Hi All for those who are interested in applying follow the guidelines below. The heroes are currently just got purchased and training for their first fight.

The dust and heat blow across the arena floor, the caked dirt already spattered with bright crimson. The clash of steel echoes into the packed amphitheater and sunlight gleams off bronze helmets and the sheen of muscle as the combatants gauge each other, their strikes testing one another. A splash of blood, a cry of pain, the roar of the crowd. A thumb turns, and both live to fight another day — or die, to be forgotten in a mass grave. This is the world of the gladiators, the kings of the arena.

A few hundred miles away from the city of Katapesh in the middle of the desert lies a bustling town named Olumsuz. Trade routes and caravans from as far as Osirion herald the gates of this town which is named "Deathless" by the locals. Their most lucrative commodity "slaves" is a robust economy in this area. A bloodsport caught on by the nobles of the Katapesh was was introduced to the Pirate Lords of the Obari Ocean.

A game of death where groups of slave are sent to fight each other and various monstrosities that the land can offer. Anything that these bloodthirsty nobles would delight them, it can be arranged for the right amount of gold. Merchants soon became Arena Lords who purchase and replenish "stock" by purchasing these slaves that are shipped to the ports of Katapesh by the pirates and slavers. Over time, the town of "Olumsuz" grew into the place for such human depravities.

House Rules

Main Class
Gladiator

Starting Debt:

A gladiator starts out (2d4+2 x 100) gp in debt to his stable for food, training, gear, or any prior debts, and he cannot adventure or acquire additional gear until the debt to the gladiator stable is paid off. It can be paid off by another person, who may very well have their own terms of repayment or via their winnings in the arena. The most unscrupulous of stable owners may also charge for healing.

Persona:

A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance. As such he must make a successful Perform (act) or Perform (oratory) check (and, if he has an elaborate costume, a Disguise check as well) before entering combat or suffer a -3 penalty to all combat rolls. The DC of all skill checks is based on the gladiator’s reputation score.

His persona must have a name, a developed appearance and style, even it’s own alignment, all of which can be different than the gladiator’s, and must be maintained to stay in character. If a gladiator violates his persona, he must make an immediate Charisma check (DC 25) or lose the audience’s favor. Loosing the audience’s favor results in a -3 penalty to all rolls (including damage) for the duration of the combat. The gladiator’s reputation also goes down by one point if the Charisma check fails.

Choose Face OR Heel

Face: A face is a hero in the arena. A face never backstabs or cheats, and plays the role of the “good guy” for the crowd. The crowd loves a face and cheer for him to win time and time again. The face trait gives a gladiator a +2 bonus to Charisma. The face also receives a +2 bonus to his reputation score.

Heel: A heel is the villain, the “bad guy”. He is the one the crowd loves to hate, and they boo the heel loudly every time. The heel is often is a backstabber and/or a berserker. The heel trait gives a gladiator a +2 bonus to his Charisma, but suffers a -2 penalty to his reputation score.

Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator a +5 bonus to attack and damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator. The target also suffers a -2 penalty to Dexterity until healed because of the nature of the wound. Alternatively, a gladiator using the Exerceo class feature adds the +5 bonus to his Perform check in the same situations, and the target suffers no extra damage.

Berserker: The berserker is a gladiator that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the crowd, and generally acts in a barbaric fashion. The berserker trait gives a gladiator a +5 bonus to Intimidate and Perform (act) checks.

Braggart: The braggart is a gladiator that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a gladiator a +5 bonus to Perform (oratory) and Bluff checks.

Daredevil: The daredevil is a gladiator that makes dangerous moves, performs reckless stunts and takes unnecessary risks in combat, though always with extreme confidence. The daredevil trait gives a gladiator a +5 bonus to Acrobatics checks. Once per combat, the daredevil can make a charge attack without needing a straight line to the target, and can take a full attack at the end of the charge, though the gladiator suffers a -5 penalty to AC for one full round beginning when he starts his charge.

Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker trait causes the gladiator’s opponent to make a Will save (DC equal to the joker’s Perform (oratory) check) or suffer a -5 penalty to attack and armor class for 1d4 rounds as he fights in a wild and enraged manner. The effects of multiple jokes do not stack, but when the penalty wears off, the joker can make more jokes and cause the opponent to make a new Will save. Once the opponent makes a successful Will save, he is immune to the joker’s jokes for the rest of the day.

Showy: A showy gladiator is one who customizes his armor in such a way that it takes on an exotic and visually stunning appearance. It might include overly large shoulder guards, a helmet with long animal manes or tails, spikes on the leg or arm protection, a long, flowing cape, or any other sort of dramatic addition. No addition to the armor actually adds to the armor bonus of the armor. The showy extras do give the gladiator a +5 bonus to Intimidate and Perform (oratory), but the gladiator suffers a -2 penalty to Dexterity because of the unwieldy additions.

Reputation:

A gladiator develops a reputation during his career, and the reputation can go up and down throughout that career. Reputation is used to determine the DC of the gladiator’s Perform skill checks during combat. The higher the gladiator’s reputation, the lower the DC, representing a well-loved gladiator’s ability to easily get a crowd on his side.

Reputation increases by 1 point each time the gladiator advances a level, each time he wins a fight, and sometimes at the GM’s discretion (for acting in persona outside of the arena, for instance). Reputation decreases by 1 point for each fight the gladiator loses, for each time the gladiator acts out of persona (beginning at 3rd level), and sometimes at the GM’s discretion (for refusing to meet adoring fans, for example).

Reputation can also affect how others treat the gladiator outside of the arena. Shop owners may give a highly reputable gladiator a discount, while tavern owners might jack up the price of ale for a much despised gladiator.

REFER TO REPUTATION TABLE

Signature Move:

A signature move is a particular combination of moves that is used time and again by a gladiator, which the crowd comes to expect from the gladiator. The signature move is a combination of a move action (usually acrobatic in nature) greater than 5 ft. and but no more than double the gladiator’s normal movement rate, a combat maneuver, and a single melee attack. The gladiator could also choose to make his signature move a move action followed by two combat maneuvers, or two combat maneuvers and a melee attack also.

When the signature move trait is chosen, the gladiator picks the specific types of move actions, combat maneuvers and melee attacks that make up his signature move. An example might be to Tumble up to the opponent, make a Trip attempt, and then strike with a cestus. The signature move combination cannot be changed once it is determined without taking the signature move trait a second time. The signature move trait allows the gladiator to take all three actions as a full round action (even though normally all three could not be taken in a round) once per combat.

The gladiator receives no bonus to any attacks beyond normal bonuses from successful results of the signature move (for example, if the gladiator successfully trips his opponent, the opponent is treated as prone for any melee attacks that follow.

Starting Equipment:

Armor- Standard gladiator armor includes a broad-brimmed helmet, often with a grill or visor, a padded or mail munica, and knee covers or shin guards. Gladiator armor counts as light armor and partial armor. (+2 AC, +6 Dex Bonus)

Weapon- All simple and Martial Weapons according to fighting style only. Exotic weapons allowed if have the relevant exotic weapon proficiency feat.

Reputation Table
Reputation Table

Current Roster
Current Gladiator Status

Combat Modifications

Bloodsport Showman
Gladiators do not just fight, they fight to entertain, and as such, during combat they may add either their Strength or Dexterity bonus (not both) to any Charisma-based skill check.

Charisma Based Skills:

You apply your character's Charisma modifier to:

Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.

In addition, combat maneuvers such as trip, disarm, feint, and sunder (Exclude Sever) — maneuvers that provide a distinct edge in battle but do not directly hurt one’s opponent - all get a +1 bonus to skill check, as they add more variety than just hammering one another with blows. Such techniques draw out the spectacle and showcases the gladiator’s skill and prowess more fully than a quick kill would, and give the audience a better show for their entrance fee. Likewise, a gladiator will often extend a fight by resorting to grappling if possible.

A gladiator may add his Charisma bonus to his CMB IF he makes a successful Perform (act) skill check (DC based on the gladiator’s reputation). The Perform check is made each round of combat as a free action on the gladiator’s turn. The character then fights dramatically, including feigning injuries or fatigue, making flashy moves, brandishing weapons, taunting their opponent, and other impractical but entertaining techniques.

In addition, the gladiator may make a Bluff roll against their opponent as a standard action. The Bluff is opposed by the opponents Sense Motive. If successful, the Bluff provokes an immediate attack of opportunity from the opponent, which must be taken and which counts towards the number of attacks of opportunity the opponent gets in a round.

Fatal Combat

To make combat more realistic a gladiator learns the Sever combat maneuver which may be included in your signature move.

NOTE: You take -4 penalty to your CMB if you attempt to sever with a blunt weapon or unarmed attack. The limb is considered broken instead of server. Each creatures can only be attempted upon Sever Limb Maneveur once per round only

You can attempt to sever an arm, foot, hand, or leg at the joint as part as a full round action. Normally you cannot sever other limbs than those four extremities, but your GM may deem some special limbs fragile enough to qualify (a wing, for example). If you do not have the Improved Sever feat, or a similar ability, attempting to sever an item provokes an attack of opportunity from the target of your maneuver. Declare which limb you are targeting before your combat maneuver roll.

If your attack is successful, you have a chance at severing the targeted limb. Depending on the target's HP, it will determine if the Sever Limb happened. Calculate the percentage (Round off to nearest 2 decimal place) of the remaining HP against the Original HP of the target.

For example: Guard left 29/40. It is 29 divided by 40 which is 0.725 round up to 0.73 there for 73%.

Once you know the percentage the inverse is the Chance for it to happen when you roll 1d100.

For example: Guard is 29/40 which you calculated he is still at 73% health. So your chance of the Sever Limb successful after rolling successfully against his CMD is now 27%(100-75=25).
Roll 1d100 and if the dice result shows 1-27, then the move is successful. If not the move failed and the target do not receive any damage.

If the sever limb is successful, your opponent can make a Fortitude save (DC equal to your combat maneuver roll) to ignore the effect. Although horrific, the mind blocks out the pain of losing a limb. This attack deals no damage.

If the Fortitude save failed, they go in a state of shock and is helpless for 1 round. During the helpless stage As a full-round action, you can use a melee weapon to deliver a coup de grace to automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.

Either that you may perform a Sever Limb Combat Maneuver to decapitate the opponent. This attack has no damage.NOTE: For blunt or unarmed attack, take a -4 penalty to your CMB and the target is deemed to have broken his neck rather than decapitated. Decapitation is a terrific crowd pleaser. Each creatures can only be attempted upon Sever Limb Maneuver once per round only

Example of a Limb Sever Maneuver in combat:

1. It is now a full round action.

2. You may roll a Perform(Act) check against the DC of your reputation table to check if you may add your CHARISMA bonus to your CMB score.

NOTE: Due to the Bloodsport Showman your you can add your STR or DEX score to your Perform(Act)- Gladiators do not just fight, they fight to entertain, and as such, during combat they may add either their Strength or Dexterity bonus (not both) to any Charisma-based skill check.

3. If unsuccessful, you use your normal CMB for the Sever Limb. If successful you add the CHA bonus to your CMB and perform the Sever Limb.

NOTE: For blunt weapons and unarmed attack, the CMB for server limb is at a -4 penalty.

4. If you do not have Improved Serve Limb, then the target will resolve Attacks of Opportunity on you.

5. You will roll against the target's CMD with your final CMB. If successful the target is at risk for Sever Limb, if not successful the Sever Limb move missed and you end your turn.

6. Depending on the target's HP, it will determine if the Sever Limb happened. Calculate the percentage (Round off to nearest 2 decimal place) of the remaining HP against the Original HP of the target.

For example: Guard left 29/40. It is 29 divided by 40 which is 0.725 round up to 0.73 there for 73%.

7. Once you know the percentage the inverse is the Chance for it to happen when you roll 1d100.

For example: Guard is 29/40 which you calculated he is still at 73% health. So your chance of the Sever Limb successful after rolling successfully against his CMD is now 27%(100-75=25).
Roll 1d100 and if the dice result shows 1-27, then the move is successful. If not the move failed and the target do not receive any damage.

If the dice rolls within the chance of it happening, the limb is successfully severed. The crowd will go crazy (Depending on how you describe it, I will serve as the crowd bloodlust) which in turn will help your reputation score.

NOTE: For blunt weapons and unarmed attack, the limb is considered broken rather than severed. It still carries the same penalties for losing a limb and same excitement level for the crowd.

8. The target who lost the limb now MUST roll a Fort Save against the DC of your final CMB score again. If the Fort Save pass then he will take the penalties of losing a limb but he will not enter into a state of shock and may perform normally on his turn.

If the target fails the Fort Save, then he enters into a state of shock and become helpless until the end of his next round.

9. Coup De Grace may be performed on the target by another gladiator or by you next round. The good thing is that it scores a crit damage and if the damage do not kill the victim then He must roll a Fort Save against (DC 10+the damage dealt to him) or die. The downside is that it do not tickle the crowd's interest that much.

Thus gladiators may make a choice to perform a Decapitation instead. It is the same as a Sever Limb maneuver. Roll a perform(act)check to add CHA to CMB. Roll CMB to target CMD. The difference is that if it is successful, the gladiator need NOT roll the chance dice. (Auto success). The target will be decapitated (of course describe the gory scene for me) and the crowd goes wild adding a substantial favor to your reputation score.

NOTE: For blunt weapons and unarmed attack, the CMB for decapitation is at a -4 penalty.

NOTE: For blunt weapons and unarmed attack, the target is not decapitated but rather the neck is broken. The same effect to reputation will be in place

Additional Feats Which Can Be Learned:

Improved Sever (Combat)

You are particularly good at cutting off body parts in melee.Prerequisite: Str 13, Power Attack.Benefit: You do not provoke an attack of opportunity when performing a sever combat maneuver (see below). In addition, you receive a +2 bonus on checks made to sever a foe’s limb. You also receive a +2 bonus to your CMD whenever an opponent tries to sever your limb.Normal: You provoke an attack of opportunity when performing a sever combat maneuver

Limb Ripper (Combat)

You sever limbs through sheer force.Prerequisite: Str 22, Improved Sever, Improved Unarmed Strike, Improved Grapple.Benefit: When you are grappling an opponent, a successful check allows you to continue grapplingthe foe, and also allows you to perform a special sever combat maneuver (see below) as part of the standard action spent to maintain the grapple. Designate a limb (arm, foot, hand, leg) like you normally would when severing a limb, then make a Strength check. This is the save DC for your sever limb attempt. If your target fails this Fortitude save, you rip off the designated limb. This ends the grapple

Agile Defense (Combat)

Prerequisite: Dodge

Benefit: You gain a dodge bonus to AC, based on your Base Attack Bonus.
BAB +0 to +3 AC +1
BAB+4 to +7 AC+2
BAB+8 to +11 AC+3
BAB+12 to +15 AC+4
BAB+16 to +19 AC+5
BAB+20 or higher AC+6

Special: This ability is reduced by worn armor. Subtract 1 point of dodge bonus for light armor, 2 for medium armor, and 3 for heavy armor (to a minimum of +0 bonus).

Unarmored Specialist (Combat)

You are so well-trained at fighting without armor that you find yourself better protected without it.

Benefit: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4.

Martial Strike (Combat)

Prerequisite: Improved Unarmed Strike, Wis 13, Dex 13, BAB +4.

Benefit: Your unarmed strike damage equals that of a monk of the level of your character level -3.

Improved Martial Strike (Combat)

Prerequisite: Improved Unarmed Strike, Martial Strike, Wis 15, Dex 15

Benefit: Your unarmed strike damage matches that of a monk of the level of your character level.

Glossary

Helpless Defenders

A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy.

Regular Attack

A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a Dexterity of 0, giving him a –5 penalty to AC against both melee and ranged attacks (for a total of –9 against melee and –5 against ranged). A helpless character is also flat-footed.

Coup de Grace

As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitudesave (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.Delivering a coup de grace provokes attacks of opportunity from threatening opponents


Hey! Loup here, I had expressed interest in this game earlier but didn't get a formal submission together before recruitment closed. Here's the character I've drafted up; I did include some things that we had talked about, DM Heterocephalus, namely making him a 5-level Gladiator. Let me know what you think, I can make any changes you like and create a real alias for him, get him into the game if chosen!

Name: Aramus the Brazen
Race: Human
Class: Gladiator 5
Alignment: CN
Starting Debt: 2d4 + 2 ⇒ (3, 4) + 2 = 900 gp
Persona: Face, Daredevil (Alicarus has always been a gladiator, so he has no separate persona)
Reputation: 1d3 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Signature Move:

The Brazen Barrage: a crowd-pleaser always, this is a technique developed by Aramus over his years in the arena. First, he strikes at his foe's weapon, knocking it from his hand. With his other blade, Aramus takes a low swing at the foe, bringing them to the ground. After this, he will plunge one, if not two, of his blades into the foe's chest.

In clearer terms: Disarm maneuver, Trip maneuver, Attack (with a swift action being spent to use Break Guard for another strike, if the disarm is successful).


Appearance:

Aramus has the sort of look you'd expect for a "hero of the people," roguish gladiator. He is about average height, well-muscled and lean, with skin that is bronzed from years under the sun in the sand. His brown eyes are piercing and always seem full of mirth, helped by his wry grin and features that are angular without being harsh. He maintains a short, trimmed goatee, while his hair is cropped to shoulder length (both are brown, just beginning to tinge with some early gray). Aramus typically wields a pair of gladius (gladii?), and often forgoes the helmet that most gladiators wear--"So the folk can see their hero!" he often says.

Backstory:

Aramus was once told by a slavemaster, "Ye were born a slave dog, an' ye're livin' an' killin' as a slave dog, an' Sarenrae damn me if ye're not gonna die a slave dog!"

The man was actually born to a minor noble in Katapesh, one whose dealings with the Fleshfair merchants of Okeno had left him in debt to the slavers. Since Aramus was the noble's third son, he had little perceived worth to the household itself, and so Aramus was sold into slavery. Fortunately, the merchants sold him to an arena.

From his earliest memories, Aramus has trained for combat. His waking hours as a young child were spent in exercise, either drilling alongside other youths, moving and carrying equipment, and occasionally serving as a human target for other warriors. He was toughened and trained, and was viewed as something of an experiment by the Katapesh lord who owned him--the question of whether a gladiator raised from birth would succeed better than others offered all manner of implications for future slaving.

Aramus certainly didn't disappoint. He hit the arena when not quite a man, and ever since he has grown in popularity with the spectators. While he doesn't bring in quite the pull of some of the more experienced and flashy gladiators, his skill cannot be doubted, and he continues to fight today...


Prelim Crunch:

Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 14
Skills: Acrobatics, Bluff, Handle Animal, Perform (act), Ride
Feats: 1) Combat Expertise, Exotic Armor Proficiency (partial), Improved Trip, Two-Weapon Fighting, Weapon Finesse; 2) Agile Maneuvers, Double Slice, Two-Weapon Defense; 3) Improved Disarm; 4) Blinding Flash 5) Break Guard
Gladiator Abilities: Combat Expertise, Exotic Armor Prof (partial), Dual Blade style, Gladiator Training, Uncanny Dodge, Physical Development, Bravery +1, Gladiator Defense, Shake it Off, Bonus Feat, Improved Uncanny Dodge, Careful Stance, Melee Smash


Loup Blanc wrote:

Hey! Loup here, I had expressed interest in this game earlier but didn't get a formal submission together before recruitment closed. Here's the character I've drafted up; I did include some things that we had talked about, DM Heterocephalus, namely making him a 5-level Gladiator. Let me know what you think, I can make any changes you like and create a real alias for him, get him into the game if chosen!

Name: Aramus the Brazen
Race: Human
Class: Gladiator 5
Alignment: CN
[dice=Starting Debt]2d4 + 200 gp
Persona: Face, Daredevil (Alicarus has always been a gladiator, so he has no separate persona)
[dice=Reputation]1d3 + 10 + 2
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

What took you so long??? Anyway I know I said it's fine but I think I prefer a former.life to be fair. so can look into that??


Sounds fine, I get the want for that--having five levels of the main class could be a bit of an advantage, I suppose. I'll figure out a difference, maybe after I take a look at what exactly everyone you already have does. Perhaps a bard, to fit his face-ish nature!

As for the length, I actually got it done, refreshed the page to see how far recruitment had gone, and saw that you closed off. :/ But now that you've reopened for a new character, I'd love to join up! I'll get the new guy around by tomorrow evening at the latest (school... bleh...)


Well actually I already got the 8 th guy but wth just write it up and I will add you in.Read all my houserules esp fatal combat at the campaign tab.


Thanks, DM! I took a look at everything you said in the Campaign Tab, I really like the sever maneuver! I'd TOTALLY play that up if I hadn't committed to being the hero... Sigh. The troubles of being the good guy.

Anyway, here's the reworked Aramus. I've only included changes to him; some of his stuff will stay the same, mainly his persona and the rolls for debt and reputation. Note that I gave him an actual persona now: The Brazen Fool!

Also note that I didn't quite do his signature move to the exact rules. Rather than the straight two maneuvers or maneuver-attack sequence, I have it currently set up that the first maneuver is used to make use of Aramus' Blinding Flash feat. I personally don't see the ability as being anything more powerful than a CM, but if you'd prefer I change it, I can (Blinding Flash is normally a move action to use, it dazzles a foe for one round if successful, requires bright light and is against a Fort Save that'd be DC 15 for Aramus right now).

Name: Aramus, the Brazen Fool
Class/Level: Bard (Daredevil) 2/Gladiator 3
New Persona: Face, Joker

New Prelim Crunch:

Abilities: Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Skills: Bard Acrobatics, Bluff, Perception, Perform (act), Perform (oratory), Perform (string), Sleight of Hand, Stealth; Gladiator Acrobatics, Bluff, Perform (act), Perform (oratory)
Feats: 1)Eclectic, Weapon Finesse; 3) Combat Expertise, Exotic Armor Proficiency (partial), Two-Weapon Fighting, Improved Trip 4) Agile Maneuvers, Double Slice, Two-Weapon Defense; 5) Blinding Flash
Class Features: Agile, Arcane Strike, Bardic Performance (Countersong, Derring-do, Distraction, Fascinate), Cantrips; Canny Foe (trip), Dauntless +1; Combat Expertise, Exotic Armor Proficiency (partial), Gladiator Style (Dual Blade), Gladiator Training; Bravery +1, Gladiator Defense, Improved Gladiator Style, Physical Development, Shake it Off, Uncanny Dodge

Backstory:

Aramus was just a local rogue in his past life. The son of a minor noble, he was known around town for his wit, his way with words... and his knack for getting into mischief and deeper troubles. He was well-meaning, most people knew, and didn't want to actually cause (great) harm to anyone, but he could get carried away and over his head in a heartbeat. Still, Aramus was almost as quick with a blade as he was on his feet and with a word, and most people weren't worried about him.

However, Aramus bit off more than he could chew when he turned his charm on Xemeta, the daughter of another, more powerful noble. Aramus had taken up with a troupe of actors, and his winning smile and words saw him into her arms and further. However, he wasn't prepared for the father to discover him, or to be thrown into slavery and, subsequently, an arena.

But Aramus discovered a second side of himself in the pitched and bloody sands. Taking up the use of two weapons, Aramus found himself very capable in battle, and his flair for the dramatic and skill with words and acting ensured his success as a gladiator.


New Signature Move:

The Brazen Fool's Flourish is Aramus' signature move within the arena, and a crowd-pleaser for sure. First, Aramus moves to his foe in an acrobatic way--leaping from a height or across pits, tumbling over obstacles, or simply leaping, flipping, and cartwheeling to build momentum and suspense. Upon reaching his foe, Aramus takes a moment to reflect the sunlight into their eyes with his swords. Then, with great drama, he swings low with his blades, bringing his foe to the ground. This is often accompanied by the call of, "Have a nice TRIP!", which, while a terrible pun even the first time it's said, still seems to ignite the crowd's favor.


Loup Blanc wrote:

Thanks, DM! I took a look at everything you said in the Campaign Tab, I really like the sever maneuver! I'd TOTALLY play that up if I hadn't committed to being the hero... Sigh. The troubles of being the good guy.

Anyway, here's the reworked Aramus. I've only included changes to him; some of his stuff will stay the same, mainly his persona and the rolls for debt and reputation. Note that I gave him an actual persona now: The Brazen Fool!

Also note that I didn't quite do his signature move to the exact rules. Rather than the straight two maneuvers or maneuver-attack sequence, I have it currently set up that the first maneuver is used to make use of Aramus' Blinding Flash feat. I personally don't see the ability as being anything more powerful than a CM, but if you'd prefer I change it, I can (Blinding Flash is normally a move action to use, it dazzles a foe for one round if successful, requires bright light and is against a Fort Save that'd be DC 15 for Aramus right now).

Name: Aramus, the Brazen Fool
Class/Level: Bard (Daredevil) 2/Gladiator 3
New Persona: Face, Joker
** spoiler omitted **
** spoiler omitted **...

Looks good, yeah Blinding flash is valid. Any 3 actions into 1 full action round. You might as well utilise the last action. Maybe go for server leg or something followed by an attack(Coup de grrace) if server limb is successful and foe helpless if not its just a regular attack.


DM Heterocephalus wrote:
Loup Blanc wrote:

Thanks, DM! I took a look at everything you said in the Campaign Tab, I really like the sever maneuver! I'd TOTALLY play that up if I hadn't committed to being the hero... Sigh. The troubles of being the good guy.

Anyway, here's the reworked Aramus. I've only included changes to him; some of his stuff will stay the same, mainly his persona and the rolls for debt and reputation. Note that I gave him an actual persona now: The Brazen Fool!

Also note that I didn't quite do his signature move to the exact rules. Rather than the straight two maneuvers or maneuver-attack sequence, I have it currently set up that the first maneuver is used to make use of Aramus' Blinding Flash feat. I personally don't see the ability as being anything more powerful than a CM, but if you'd prefer I change it, I can (Blinding Flash is normally a move action to use, it dazzles a foe for one round if successful, requires bright light and is against a Fort Save that'd be DC 15 for Aramus right now).

Name: Aramus, the Brazen Fool
Class/Level: Bard (Daredevil) 2/Gladiator 3
New Persona: Face, Joker
** spoiler omitted **
** spoiler omitted **...

Looks good, yeah Blinding flash is valid. Any 3 actions into 1 full action round. You might as well utilise the last action. Maybe go for server leg or something followed by an attack(Coup de grrace) if server limb is successful and foe helpless if not its just a regular attack.

Also Desimo and Ezer left the Ludus for some errands to check out the matchup. I will introduce you back in a caged wagon, a slave they bought on the way back. Read up on the gameplay thread to catchup.


Thanks! I have been keeping up on gameplay, so I'll draft up an alias and get ready to go.

Right now my sig move should be 3 actions (move, blind, trip), but if you'll let me use both swords then Amarus can finish with another trip attempt or an attack against the downed foe.


oh ok well its just 3 actions dude, like i say you might wanna modify it as you have 3 attacks if you have twf and itwf so maybe a move, trip, 3 attacks


or skip move since an enmy is before you anyway so blind, trip and 3 attacks.


wait what, we can make a full attack along with the other two actions, so on mine I could blind, Sever, then claw, claw, bite. Seems a little much but it is your game and if thats what you want I'm in :)


ah if that is the case i have one more claw attack to throw in there.


yeah I just read the rules, will modify it. Yes for the signature move is a combination of 1 move and any 2 combat maneuver or 2 combat maneuver and A FULL ROUND ATTACK. Since you only can use this once per combat I think it is reasonable.


Or 1 move 1 maneuver and 1 full round attack.


Then the sig move will be changed to blind, trip, full attack (only two, since I didn't grab ITWF). Thanks! I'll make the alias and get ready to join.


Yeah the last rights will be blind, sever, Decapitate if sever was successfull, if not full attack to finish off


Loup Blanc wrote:
Then the sig move will be changed to blind, trip, full attack (only two, since I didn't grab ITWF). Thanks! I'll make the alias and get ready to join.

Ok hurry up as I will intro u


Hi, recently we have 1 more spot to fill as a gladiator for Ludus Nightingale blades. Currently we have 7 and we need 1 more. So do DOT if you are interested to live or die in the arena and I will fill you with more details.


Name: Brynja Bright “Iron Maiden”
Race: Human Female
Class: Summoner (Synthesist) 2/Gladiator 3
Alignment: LG
Starting debt: 2d4 + 2 ⇒ (3, 2) + 2 = 7*100 = 700
Persona: Face/Showy
Gladiator Style: Executioner
Reputation: 1d3 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Signature Move: ‘Might Makes Right’- Brynja summons a horse, mounts it, and leaps off plunging her sword into her opponent. She regally poses, using the corpse as a footstool with one hand resting on the hilt of the buried sword.

Appearance:

Blonde. Blue-eyed. Beautiful. Brynja is a tall woman (with an imposing height of 5’11”). She has a toned feminine physique with curves in all the right places. Sex sells and Brynja plays her image to the hilt.

She is well known for her charismatic showboating, her sexy introductory regalia (which usually involves thong, chaps, scalemail manica), and most prominently, Iczelion, her illustrious golden battle-armor.

Brynja, titled as “The Invincible Iron Maiden,” is a heroine of the arena with a large fanboi following.

Iczelion (Eidolon)

Iczelion is an extra-planar armor-cladded symbiote created by an Azer in the City of Brass. In its natural form, the eidolon resembles a dwarven-sized warforge. Upon telepathic command, the eidolon dissembles and fuses around Brynja forming an armored battle-suit that she wears like a second skin.

Backstory:

As the daughter of a prominent Taldan noble, Brynja had the opulent life - Wealth, luxury, and a social circle of affluent friends. However, being raised by a controlling father, Brynja was another statistic of girls with “daddy issues.” Despite her penchant for swordplay, she was forbidden by her father to serve in the military and expected be a proper lady and follow in the family tradition of spellcraft.

A pre-arranged marriage by her father caused her to rebel. One night, Brynja packed what belongings she can carry and ran away. Her trip was short-lived as she was captured by bandits who planned to ransom her to her father.

While imprisoned, Brynja befriended Icarus, an aging Azer who served as the bandit’s armorer and weaponsmith. While negotiations ensued, Icarus planned to help her escape and shared his arcane lore of how to summon and bond with a being he created – an armored symbiote – when merged with a human host, the powers combined can make one into a formidable opponent.

When the time came, Brynja summoned and merged with her eidolon, fighting through the trove of bandits that came at her. She succeeded in escaping, but Icarus did not survive his wounds.

Daylight struck her eyes and Brynja found herself outside a cave on the outskirts of Olumsuz in Katapesh. She made her way to the Warrior’s Yoke where the repressed “attention whore” in her was seduced by the fame and glory of being a gladiator. The path to freedom and home was in the clear, but the calling of the arena was too great. So Brynja did the inevitable...

She volunteered.

As a new gladiator, Brynja was tricked into debt by her scrupulous lanista who showered her with luxury without telling her that the so-called "gifts" weren't free. She later dishonored her ludus by knocking out a patron who tried to force himself onto her. To avoid heat, she was traded shortly after to the Nightingale Blades.


Brynja "Iron Maiden" wrote:

Name: Brynja Bright “Iron Maiden”

Race: Human Female
Class: Summoner (Synthesist) 2/Gladiator 3
Alignment: LG
Starting debt: 2d4+2*100 = 700
Persona: Face/Showy
Gladiator Style: Executioner
Reputation: 1d3+10+2
Signature Move: ‘Might Makes Right’- Brynja summons a horse, mounts it, and leaps off plunging her sword into her opponent. She regally poses, using the corpse as a footstool with one hand resting on the hilt of the buried sword.

Appearance:

Blonde. Blue-eyed. Beautiful. Brynja is a tall woman (with an imposing height of 5’11”). She has a toned feminine physique with curves in all the right places. Sex sells and Brynja plays her image to the hilt.

She is well known for her charismatic showboating, her sexy introductory regalia (which usually involves thong, chaps, scalemail manica), and most prominently, Iczelion, her illustrious golden battle-armor.

Brynja, titled as “The Invincible Iron Maiden,” is a heroine of the arena with a large fanboi following.

Iczelion (Eidolon)

Iczelion is an extra-planar armor-cladded symbiote created by an Azer in the City of Brass. In its natural form, the eidolon resembles a dwarven-sized warforge. Upon telepathic command, the eidolon dissembles and fuses around Brynja forming an armored battle-suit that she wears like a second skin.

Backstory:

As the daughter of a prominent Taldan noble, Brynja had the opulent life - Wealth, luxury, and a social circle of affluent friends. However, being raised by a controlling father, Brynja was another statistic of girls with “daddy issues.” Despite her penchant for swordplay, she was forbidden by her father to serve in the military and expected be a proper lady and follow in the family tradition of spellcraft.

A pre-arranged marriage by her father caused her to rebel. One night, Brynja packed what belongings she can carry and ran away. Her trip was short-lived as she was...

Nice! Is your character sheet ready? Wish to see the Eidolon stats and the fused character stats.


Almost. Lots to write. Just got down the basics. Still allocating her skills.


Great now Areilla has a friend...she's lesbian though...


sounds cool


Character sheets sent.


Brynja "Iron Maiden" wrote:

Name: Brynja Bright “Iron Maiden”

Race: Human Female
Class: Summoner (Synthesist) 2/Gladiator 3
Alignment: LG
Starting debt: 2d4+2*100 = 700
Persona: Face/Showy
Gladiator Style: Executioner
Reputation: 1d3+10+2
Signature Move: ‘Might Makes Right’- Brynja summons a horse, mounts it, and leaps off plunging her sword into her opponent. She regally poses, using the corpse as a footstool with one hand resting on the hilt of the buried sword.

Appearance:

Blonde. Blue-eyed. Beautiful. Brynja is a tall woman (with an imposing height of 5’11”). She has a toned feminine physique with curves in all the right places. Sex sells and Brynja plays her image to the hilt.

She is well known for her charismatic showboating, her sexy introductory regalia (which usually involves thong, chaps, scalemail manica), and most prominently, Iczelion, her illustrious golden battle-armor.

Brynja, titled as “The Invincible Iron Maiden,” is a heroine of the arena with a large fanboi following.

Iczelion (Eidolon)

Iczelion is an extra-planar armor-cladded symbiote created by an Azer in the City of Brass. In its natural form, the eidolon resembles a dwarven-sized warforge. Upon telepathic command, the eidolon dissembles and fuses around Brynja forming an armored battle-suit that she wears like a second skin.

Backstory:

As the daughter of a prominent Taldan noble, Brynja had the opulent life - Wealth, luxury, and a social circle of affluent friends. However, being raised by a controlling father, Brynja was another statistic of girls with “daddy issues.” Despite her penchant for swordplay, she was forbidden by her father to serve in the military and expected be a proper lady and follow in the family tradition of spellcraft.

A pre-arranged marriage by her father caused her to rebel. One night, Brynja packed what belongings she can carry and ran away. Her trip was short-lived as she was...

Hi Bryna, just checking can you break down your signature move in steps?

Also do know that signature move is a full round action that allows you to incorporate up to 2 move action, combat maneuver and a full attack in it,

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