The Immortal Games (Inactive)

Game Master DM Heterocephalus

Once more into the fray
Into the last good fight I'll ever know
Live and die on this day
Live and die on this day


1 to 50 of 115 << first < prev | 1 | 2 | 3 | next > last >>

The northeastern shores of Lake Encarthan have always been a turbulent place. For centuries, this land was part of the unruly River Kingdoms, changing hands dozens of times from one burgeoning prince to the next. All of that changed 47 years ago, when the living god Razmir came to the shores and claimed his dominion. He appeared first before the people of Xer, then part of the Arch-Duchy of Melcat, and told them of his power. Razmir claimed to have taken the Test of the Starstone in far-away Absalom, and through this test he claimed to attain divinity. Using his arcane powers, Razmir set about gathering a flock by ousting the local magistrate and the Trades Guild — a front for thieves and extortionists.

In the years since, Razmiran, as the theocracy came to be called, has expanded its borders five times at the expense of various River Kingdoms and Ustalav. Threatened the Outlaw Council made up of rulers of all the kingdoms predominated by Daggermark, Gralton, Lambreth, Mivon, Pitax, the Protectorate of the Black Marquis, Sevenarches, Tymon and Uringen met up and discussed the growing powers of Razmiran.

In order to appease the living god Razmir, the Outlaw Council agreed and signed a pact to recognize the divinity of Razmir. As a show of their declaration of Faith, they have agreed to send their finest warriors every year to Thronestep to take part in the arena games. To keep these warriors in check, the Priest administered a highly addictive drug, the Tears of Razmir which is a combination of narcotics and hallucinogens which was created by Razmir.

The winner of these games will be given a choice to either ascend Priesthood by traveling to the Exalted Wood for training and acting in league with the faith despite any previous misgivings. In return, the kingdoms of these warriors will be given amnesty from Razmiran and even tribute and military might for the next 3 years.

It is called The Living God Games.

20 years have passed since the first Living God Games. Razmiran has strengthened considerably from the creation of a council of high-ranking priests known as the Visions. The goldmasked priests carry out Razmir’s erratic mandates, each in a unique way. While some Visions are gifted sorcerers, and others still use honeyed words and bribes to accomplish their goals, a significant portion is skilled at martial combat from the winners of the Living God Games. Since they are all identically attired, most obey Visions without question, for fear of angering one of the more cruel members. Razmir himself holds council with his Visions from atop a 31-stepped throne, in reference to the steps he supposedly took to achieve divinity. From there, he hides his divinity behind an ornate ivory mask.

However despite the pact signed by the Outlaw Council, there are still tensions between Razmiran and some of these kingdoms. Once such kingdom is Tymon. The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges. Tymon's history of gladiatorial excellence goes back to its founder, Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration. Unfortunately, this proud heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. Ullorth Ungin has to contemplate turning his valuable gladiators loose on the field of battle, supported by the bloodthirsty priests of Gorum. Each year Ullorth Ungrin seeks to win The Living God Games thus postponing Razmir's invasion for another 3 more years.

However the odds are stacked against them as Razmir seeks to deny them the championship through treachery and incredible opposition in the games. Unfortunately despite the fighting prowess of these Tymon's gladiators, they have lost the Living God Games consecutively for the past decade. Tensions are mounting and through reliable sources, Tymon spies have reported the vast armies of Razmiran are preparing to invade Tymon by next spring. Desperate, Ullorth Ungin knows his army is not ready for an invasion yet and would require more time. Thus he has decided to call for the greatest warriors in the lands of Tymon for a single purpose. To survive through incredible odds and win the 21st annual Living God Games...

Looking to recruit 8-10 players.

Creation Rules

Character Level 5, 20 point buy.

All Pazio contents allowed, 3PP check with me but I am very open.

Class Allowed: Barbarian, Fighter, Paladin, Ranger, Cavalier, Antipaladin, Samurai, Gladiator, Rogue and Ninja and Monk allowed with no class alignment restriction. Yes you read me right, you may create a Barbarian/Monk if you want.

Race allowed: Human, Half Orcs, Half Elves, Dwarves, Halfling, Aasimar, Tengu, Vanaras, Catfolk, Elves, Nagaji, Tieflings, Vishkanya, Kitsune

Traits: None. Players choose Persona instead. Refer below.

Starting Gold: Max starting gold of 10500GP.

Some House Rules

Restriction on magic
It's illegal to use higher than level one spells in the arena by decree of the Razmir. If the rule is broken, an anti-magic field will spring up covering the entire arena as an immediate interrupt option and the offender will be punished by the Razmiran Priest.

Persona:

A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance.

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. 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 to add his DEX bonus to attack OR damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator.

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. ou get a +5 to Perform (Act) or Perform (Oratory) and the following ability:

Joke (Standard Action) (Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition.

Fail: The opponent is not enraged.

Joker Action

Joking about an opponent is a standard action.

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).

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 0.5 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 0.5 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 full round 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 full round melee attack also.

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.

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 Bonus:

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 standard 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. However, due to the lose of limb the target will receive iD6 of Bleed Damage unless treated with a Heal DC20 or a burst of magical healing. (Use Treat Deadly Wounds)

Treat Deadly Wounds:

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.[/i]

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 a standard 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. The target receives 1d6 bleed damage unless treated with Heal DC20 (Use Treat Deadly Wounds)

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

Loss of Body Parts Penalties:

Hand

Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.

A character who has lost a hand incurs the following penalties:

-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.

Arm

Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.

A character who has lost an arm incurs the following penalties:

-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.

Foot

Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.

A character who has lost a foot incurs the following penalties:

-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Leg

Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.

A character who has lost a leg incurs the following penalties:

-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Penis

Extreme shame.

Treatment for Severed Limbs:

The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). The Cost is 2,500 gold.

Earning Reputation:

From infuriated to frenzy. Your performance on the combat field plays to the audience mood towards you and therefore your reputation.

Crowd's Mood
Infuriated- -2 Reputation.
Angry- -1 Reputation.
Frustrated - -0.5 Reputation.
Calm- +0 Reputation
Bored- +0 Reputation
Amused- +0.5 Reputation
Excited- +0.5 Reputation
Fascinated- +1 Reputation
Aroused- +1 Reputation
Ecstatic- +1.5 Reputation
Frenzy- +2 Reputation

At the end of every match a favored gladiator will be chosen for his exceptional performance on the arena. He gains +0.5 Reputation.

All gladiator gains +0.5 after each victory.

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.


Sup :)

Here is Riggar, a 5th level Maneuver Master monk for your enjoyment :)

Riggar

Grand Lodge

Dotting


The Dragon must hear the cheers of the people once again.


oh question, is lesser age resistance going to get an antimagic put down on me? If its cool great if not, I just won't be a middle aged guy :)


Player from the last game here!

"I have been brought here from many days' journey away. I will fight to the last, for my freedom."

Alias will be reworked.


Just checking in with character. Need to read the new rules and make sure I meet all the requirements.


i will make a new one soon, just checking in here from the old arena game


Class skills aka spell like abilities etc do not trigger the Antimagic field. So Garrisyes it can be used if you are referring to the Aasimar ability.


Ariella Moiraine wrote:
Just checking in with character. Need to read the new rules and make sure I meet all the requirements.

Signature move may apply for range attack.


Gilthanis wrote:

Sup :)

Here is Riggar, a 5th level Maneuver Master monk for your enjoyment :)

Riggar

Nice.

Do indicate what us your character nickname and his signature move nickname too.

Remember you still need to please the citizens of Razimiran and the blood thirsty lesser Priest (Iron Mask) and the Visions (Gold Mask)


Does my Flurry of Maneuvers allows me to make 2 sever attempts in a round, each with a -2/-2?


Gilthanis wrote:
Does my Flurry of Maneuvers allows me to make 2 sever attempts in a round, each with a -2/-2?

Yes but why at -2 penalty?


DM Heterocephalus wrote:
Gilthanis wrote:
Does my Flurry of Maneuvers allows me to make 2 sever attempts in a round, each with a -2/-2?
Yes but why at -2 penalty?

Due to...At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry


Ah ok then yes it's possible.


MUAHAHAHAHAHAHHAHAHAHAHAHAHA...j/k


breunnor here again


Hi Guys I am also taking away the free teamwork feat for now.

I am considering to include another feat.

Greater Sever (Combat)

Prerequisites: Improved Sever, BAB +6, Power attack, STR 13

Effect: Gain an additional +2 to CMB to sever. upon a successful sever the opponent is automatically helpless.

Normal: The victim rolls a Fort Save to check if he is helpless.

What you think?


Hawkwen Agricola wrote:

Dotting

Welcome. Do ask if you have any unsure questions.


I have a lovely Barbarian of Pharasma that would fit really well here. Will just need to update him to the character creation rules as per DM. :)


HP rolls since I changed a level of monk for unarmed fighter :)

3d8 + 1d10 + 27 ⇒ (4, 5, 6) + (1) + 27 = 43


Dotting. Seems like a lot of fun.


Use the following instead. Noticed some errors.

Creation Rules

Character Level 5, 20 point buy.

All Pazio contents allowed, 3PP check with me but I am very open.

Class Allowed: Barbarian, Fighter, Paladin, Ranger, Cavalier, Antipaladin, Samurai, Gladiator Rogue and Ninja and Monk allowed with no class alignment restriction. Yes you read me right, you may create a Barbarian/Monk if you want.

Race allowed: Human, Half Orcs, Half Elves, Dwarves, Halfling, Aasimar, Tengu, Vanaras, Catfolk, Elves, Nagaji, Tieflings, Vishkanya, Kitsune

Traits: None. Players choose Persona instead. Refer below.

Starting Gold: Max starting gold of 10500GP.

Some House Rules

Restriction on magic
It's illegal to use spells, potions, scrolls or any magical device with spells above level 1 in the arena by decree of the Razmir. If the rule is broken, an anti-magic field will spring up covering the entire arena as an immediate interrupt option and the offender will be punished by the Razmiran Priest.

Persona:

A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance.

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. 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 to add his DEX bonus to attack OR damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator.

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. ou get a +5 to Perform (Act) or Perform (Oratory) and the following ability:

Joke (Standard Action) (Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition.

Fail: The opponent is not enraged.

Joker Action

Joking about an opponent is a standard action.

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).

Reputation:

Starting Reputation: 10+1d3+Gladiator levels+Face or Heel modifier
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 0.5 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 0.5 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 full round 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 full round melee attack also.

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.

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 Bonus:

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 standard 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%(100-73=27).
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 or be helpless. Although horrific, the mind blocks out the pain of losing a limb. This attack deals no damage. However, due to the lose of limb the target will receive 1D6 of Bleed Damage unless treated with a Heal DC20 or a burst of magical healing. (Use Treat Deadly Wounds)

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 a standard 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%(100-73=27).
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. The target receives 1d6 bleed damage unless treated with Heal DC20 (Use Treat Deadly Wounds)

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

Treat Deadly Wounds:

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.[/i]

Loss of Body Parts Penalties:

Hand

Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.

A character who has lost a hand incurs the following penalties:

-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.

Arm

Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.

A character who has lost an arm incurs the following penalties:

-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.

Foot

Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.

A character who has lost a foot incurs the following penalties:

-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Leg

Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.

A character who has lost a leg incurs the following penalties:

-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Penis

Extreme shame.

Treatment for Severed Limbs:

The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). The Cost is 2,500 gold.

Earning Reputation:

From infuriated to frenzy. Your performance on the combat field plays to the audience mood towards you and therefore your reputation.

Crowd's Mood
Infuriated- -2 Reputation.
Angry- -1 Reputation.
Frustrated - -0.5 Reputation.
Calm- +0 Reputation
Bored- +0 Reputation
Amused- +0.5 Reputation
Excited- +0.5 Reputation
Fascinated- +1 Reputation
Aroused- +1 Reputation
Ecstatic- +1.5 Reputation
Frenzy- +2 Reputation

At the end of every match a favored gladiator will be chosen for his exceptional performance on the arena. He gains +0.5 Reputation.

All gladiator gains +0.5 after each victory.

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.


HP Rolls: 5d12 + 15 ⇒ (11, 5, 7, 12, 10) + 15 = 60

In this corner, stands at 6'2", 214 pounds, the minion of Pharasma, Jhock, The Reaper!

Clothed in a solid black robe, with obvious metal, dyed also to black, stands the fearsome, hulking half-orc, his face entirely tattooed with an image of a skull, seen under the hood of the robe "Lady Death has send me here to fetch lost souls...Souls who've have attempted to escape their fate. Nobody escapes the fate she has sentenced them..." He says, laying his scythe over his shoulders.

Now we need somehow to play intro music. Hehe. Let me know what you think of the Reaper.


Jhock wrote:

HP Rolls: 5d12 +15

In this corner, stands at 6'2", 214 pounds, the minion of Pharasma, Jhock, The Reaper!

Clothed in a solid black robe, with obvious metal, dyed also to black, stands the fearsome, hulking half-orc, his face entirely tattooed with an image of a skull, seen under the hood of the robe "Lady Death has send me here to fetch lost souls...Souls who've have attempted to escape their fate. Nobody escapes the fate she has sentenced them..." He says, laying his scythe over his shoulders.

Now we need somehow to play intro music. Hehe. Let me know what you think of the Reaper.

Nice! Roll reputation is 10+1d3+Gladiator levels+Face or Heel modifier.

Jhock you need to choose face or heel also including your showy persona.


Gotcha, will get that done...Hmm...Face or heel. Hard choice there. Will have to think on that for a bit before deciding that. *ponders*


Hi guys, FYI I changed the name to The Immortal Games instead.


with all the ways to sever limbs is there any way to have some equivilant ability for blunt weapons without the -4 penalty?

reason I sk is I do use a blunt weapon so sever is actually not an option. but would be nice to have some similar ability available I may not sever the arm or leg but am Iron wrecking ball slamming into your leg or arm should render it useless. nearly on par with a severed limb if not the same.

I would say allow improved crush feat allows the same effect as sever limb but only with blunt weapons and no -4 penalty. (note this would not be available for unarmed attacks there are enough new feats to boost unarmed stikes already.

just looking for something that caters to blunt weapon users


New signature move:

Peanutbutter - The Huntress tumbles up the (preferably male) opponent and kicks them hard in the crotch (dirty trick; sickened) and then puts two arrows into their genitals at point blank range.

I think I'm good to go.

Sovereign Court

That's the Ariella I know!


Welcum back Ariella lol.


Breunnor Kegbreaker wrote:

with all the ways to sever limbs is there any way to have some equivilant ability for blunt weapons without the -4 penalty?

reason I sk is I do use a blunt weapon so sever is actually not an option. but would be nice to have some similar ability available I may not sever the arm or leg but am Iron wrecking ball slamming into your leg or arm should render it useless. nearly on par with a severed limb if not the same.

I would say allow improved crush feat allows the same effect as sever limb but only with blunt weapons and no -4 penalty. (note this would not be available for unarmed attacks there are enough new feats to boost unarmed stikes already.

just looking for something that caters to blunt weapon users

Ok I propose this then, no penalty but the victim does not incur bleed damage upon obtaining the broken status.


alright i am going to start drafting up my character now, possible inclusions into final concept include alchemist, monk, ninja, fighter, inquisitor, ranger, gladiator.

also are custom races allowed? if so, what is the point max on those?


Hi Tenro, no alchemist and inquisitors.

For races as stated in the recruitment thread.


looking more and more like a drunken master of many styles


hopefully i can have a character up tomorrow, having a problem accessing any part of my account requiring me to enter a password, so no creating profiles for me :(


DM Heterocephalus wrote:
Breunnor Kegbreaker wrote:

with all the ways to sever limbs is there any way to have some equivilant ability for blunt weapons without the -4 penalty?

reason I sk is I do use a blunt weapon so sever is actually not an option. but would be nice to have some similar ability available I may not sever the arm or leg but am Iron wrecking ball slamming into your leg or arm should render it useless. nearly on par with a severed limb if not the same.

I would say allow improved crush feat allows the same effect as sever limb but only with blunt weapons and no -4 penalty. (note this would not be available for unarmed attacks there are enough new feats to boost unarmed stikes already.

just looking for something that caters to blunt weapon users

Ok I propose this then, no penalty but the victim does not incur bleed damage upon obtaining the broken status.

also with a broken bone, the shock should be less severe than a severed limb


Dotting for interest... considering making a Heel Daredevil character with 2 levels of Monk (Master of Many Styles) and 3 of Fighter. Probably using a scimitar to take advantage of those Sever rules ;) and Dervish Dance.

EDIT: Actually, I'll reconsider all of that, since it seems that "The Dragon" has already more or less built that character :P


my character will be drunken master/master of many styles 5, and will be a vishkanya who appropriately uses primarily snake style. might throw some boar style in there to get the juices flowing though


also, could there possibly be an alternate way to qualify for Improved Sever that is more suited for those who favor dexterity over strength?

for instance, with my unarmed strike i will be able to do piercing damage or slashing damage (with bleed damage on top of that) and i was thinking improved sever might be fun but power attack and STR 13 aren't worth it for the feat. something like dex 13 and weapon finesse would be appropriate i think.


Tenro wrote:

also, could there possibly be an alternate way to qualify for Improved Sever that is more suited for those who favor dexterity over strength?

for instance, with my unarmed strike i will be able to do piercing damage or slashing damage (with bleed damage on top of that) and i was thinking improved sever might be fun but power attack and STR 13 aren't worth it for the feat. something like dex 13 and weapon finesse would be appropriate i think.

Updates

Unfortunately that would not be possible. Sever Limb is possible with Dex with the feat agile maneuvers. However similarly going just dex will not help you in your learning of the improved disarm, trip sunder etc.

You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.


Alright some changes to the Sever Limb maneuver.

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

Blunt weapons has no penalty. Both unarmed and blunt weapons do not result in 1d6 bleed damage upon a successful sever limb. (Broken Limb)

Note Gilathis, as your flurry unarmed sever limb is at -6 penalty instead.


ok i can see that Agile Maneuvers will let me use my DEX for the attempt, but are you also saying that i could take Agile Maneuvers to qualify for Improved Sever instead of having STR 13 and Power Attack?


also if the unarmed attack does slashing or piercing damage, i don't think there should be a -4 to the sever.

i dont understand the cutoff point of that -4 to sever anyway. for instance:

a monk's fist and a club do the exact same type of damage (bludgeoning).

if a monk can do slashing damage or piercing, then it is exactly the same damage type as a sword or spear, respectively.

i COULD understand a -4 to the sever attempt if you were doing nonlethal damage, but why would that ever even come up?


I will be adding this in the campaign info as a possible feat for you to choose.

Greater Sever Limb

You can cause your blow to devastate an opponent severed condition.

Prerequisites: Power Attack, Improved Sever, base attack bonus +6, Str 13.

Benefit: You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Sever. Whenever you successfully sever an opponent, the opponent is automatically helpless.

Normal: Opponents roll a fortitude save against the CMB score upon a successful server limb. Upon failure, the opponent is helpless.


Tenro wrote:
ok i can see that Agile Maneuvers will let me use my DEX for the attempt, but are you also saying that i could take Agile Maneuvers to qualify for Improved Sever instead of having STR 13 and Power Attack?

No you can never qualify for any improved versions of any combat maneuver with agile maneuvers. Thus you may not use agile maneuvers to substitute STR and power attack. The same apples for improved disarm sunder trip etc.


Tenro wrote:

also if the unarmed attack does slashing or piercing damage, i don't think there should be a -4 to the sever.

i dont understand the cutoff point of that -4 to sever anyway. for instance:

a monk's fist and a club do the exact same type of damage (bludgeoning).

if a monk can do slashing damage or piercing, then it is exactly the same damage type as a sword or spear, respectively.

i COULD understand a -4 to the sever attempt if you were doing nonlethal damage, but why would that ever even come up?

Yes if you switch to Boar style which allows your unarmed to do slash damage then it's possible to go without penalty.

I understand the logic of the club and fist, however on many levels is to balance the monk class. Lets just say a weapon is deemed to be of a harder material than a fist thus is without penalty.


i see. it doesnt affect my character too much since it was ruled that only strong people can anticipate severing limbs with any degree of regularity.

and the whole point of Improved Unarmed Strike is that the fist IS as hard as a weapon. thus extra damage, sundering with fists, etc.

i dont see why the monk needed balancing either (not trying to be combative here, just wondering what you thought was so powerful about the monk, considering not a week goes by i dont see a new thread about how they are so "underpowered")

any further discussion on this issue is tangential, as my monk can't be good at severing but will have boar style so could at least make an attempt sans ridiculous penalty.


I have monk weapons to use with the flurry so I will only take the -2 :)
I am not required to use my fists to do the flurry :)


Spoiler:

hp plus 8 for first HD
1d8 ⇒ 7
1d8 ⇒ 8
1d8 ⇒ 8
1d8 ⇒ 6

rep
1d3 + 12 ⇒ (3) + 12 = 15

this will be Tenro's character's alias, however i am still having issues editing his profile (everytime i try to edit this or any other profile it bumps me out to the main paizo.com page) but i have the crunch written up

1 to 50 of 115 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Living God Games All Messageboards

Want to post a reply? Sign in.