”Welcome to House Volatexia.”
Those were the first words you heard after you were herded with what seemed to be dozens of other people into the great training yard. Slaves, volunteers, the condemned and the unfortunate—all are lined up in the yard as an imperious contralto voice booms from the roofed, ornate viewing box in the stands. Several drow guards stand nearby, their expressions stoic and their weapons readied.
”Today, on this most auspicious of days, your training shall begin.” A tall, ravishing drow woman emerges from the viewing box, her ethereal white gown flowing around her like water and offering glimpses of the dark blue sculpted flesh and muscle beneath. She walks slowly down the stairs in the stands, her pale white eyes taking in the motley crowd before her. She runs a hand through her luxurious white hair, pulling a lock of it behind her ear.
”You have chosen—“ A cruel half-smirk appears on her face. ”—or have *been* chosen—“ Her expression shifts back to its commanding glare. ”—to serve our great and wondrous city in the most glorious of professions—to learn the ways of the gladiator.” When she reaches the edge of the arena, she starts walking along the edge of the front-row seating. ”When you first arrived here, you were nothing more than scum. Wannabes. Slaves and worms. Barely even fit to lick the filth from my boots.”
”Here, in this crucible of blood and darkness, you will be reforged into something greater and grander than you ever imagined.” She stops and turns to face you, spreading her arms wide. ”Here, you will find your true calling—or oblivion.”
”You will undoubtedly seek to form teams. For the sake of your own survival if nothing else. This will be permitted, but you WILL understand that, in the end, a true gladiator must face their opponents on their own. You will stand on your own. You will fight on your own.” She narrows her eyes at the crowd. ”If you can do neither, then you will *die* on your own.”
”And only the very best will rise to true heights of greatness and glory—“ She looks down on the crowd with a sneer. ”—and, if it *really* pains you so much to be deprived of it—freedom.”
She makes a gesture to the guards, and they fade back to the edges of the arena as more drow arrive, bringing behind them riding lizards burdened with racks of weapons and armour. ”See that you do not disappoint me. Your training begins *now.*”
Hello everyone! I'm looking to run 5 plucky gladiator PCs through a campaign of death, depravity and intrigue. This campaign will be set in the Darklands; specifically, the drow city of Zirnakaynin, and will involve the PCs clawing their way to the top in search of gold, glory and possibly freedom.
Fair warning: I'm planning to have this be a bit more Mature-rated than my usual fare. Hope everyone's okay with that.
Races: Core, Featured and Uncommon (within reason—ask me if you have a particularly exotic character idea in mind).
Classes: Any except Gunslinger. Barbarian, Monk, Rogue and Summoner must all be Unchained.
Character Generation: 4d6, drop the lowest, arrange as you like.
Starting GP: None. Your starting equipment is determined by your Style Trait. You also choose a type of armour from the list below.
Traits: 1 Campaign Trait, 1 Style Trait and 1 additional trait. You may take a 4th trait with a drawback.
Alignment: Any allowed. Fair warning: Good alignments will likely have a harder time in this campaign.
Additional Rules Used: Automatic Bonus Progression, Background Skills & Performance Combat.
Recruitment Ends: August 5th, 2019.
The traditional gladiator’s outfit consists of a loincloth and sandals, with a gladiatrix getting a breast band for a measure of modesty and comfort. Their exposed skin is often oiled up so their physiques are highlighted during arena contests or display.
Each PC has a choice of one of the following suits of armour:
Gladiator’s Belt: A balteus (wide, thick leather belt), often reinforced with metal, bone or other hard materials. Uses the stats of a haramaki.
Gladiator’s Leather Armour: A leather manica (an arm-guard that extends from shoulder to wrist) with a pair of leather greaves, in addition to the balteus. Uses the stats of a suit of leather armour.
Gladiator’s Studded Leather Armour: A heavier leather manica and greaves reinforced with studs of metal, in addition to the balteus. Uses the stats of a suit of studded leather armour.
Gladiator’s Chain Shirt: A balteus with metal greaves, a manica of banded metal and an enclosed helmet. Uses the stats for a chain shirt.
You may also choose to go unarmoured.
PCs are also given a dagger as a backup weapon. This dagger may be substituted for a kukri or quadrens if they are proficient with them.
Always Ready: Your gladiatorial training has ingrained in you a constant tension—you’re always on edge, waiting for the next fight to break out. When the fight starts, you make a point of striking first and striking decisively. You gain a +1 trait bonus to Initiative checks and a +1 trait bonus to attack rolls made within the first round of combat.
Auctoratus: Unlike most of the unfortunate souls in the ludus, you voluntarily gave up your freedom to join. Whatever your reasons for doing so, you understand that the crowd always appreciates a willing gladiator. You gain a +1 trait bonus to Performance Combat checks, and once per day you may reroll a failed Performance Combat check and take the higher result.
Beast Tamer: You were brought into the pits because you have an affinity for the dangerous beasts that stalk the Darklands. In between combat drills and sparring, you were assigned to care for the many ravenous animals and monsters caught and bred for the arena. You gain a +1 bonus to Knowledge (Dungeoneering) and Knowledge (Nature) checks, and one of these is a class skill for you. You also gain a +2 trait bonus to Wild Empathy checks made against creatures native to the Darklands.
Cheating Bastard: You’ll do anything to get an advantage, and you’ve gotten good at doing so discreetly. You gain a +2 trait bonus to Sleight of Hand checks made to conceal an item on your person or to use an item without anyone noticing. Also, once per day, you may make a Dirty Trick combat maneuver as an immediate action. Don’t expect this to endear you to the crowd.
The Fixer: You were someone who knew how to get things discreetly, and this didn’t change when you were thrown into the pits. You have a talent for cultivating good relationships with guards and similar authority figures, and they allow you to bring in certain services for other gladiators. You gain a +1 trait bonus to Diplomacy checks made to influence lower-class citizens (like guards) and can smuggle non-magical items or services (including spellcasting) worth up to a total of 50 gp per month without cost to yourself.
Furtive Faithful: Before you were captured and enslaved, you followed a religion that would have landed you on the wrong end of a drow sacrificial blade. You’ve lost your original holy symbol, but you were able to fashion a new one that’s stylized to resemble a demon lord’s while still retaining enough elements of your patron god that it still works for you. You’ve learned to lie remarkably well when confronted about possibly being a heretic. You gain a +2 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Pit-Born & Pit-Bred: You were born into slavery in Zirnakaynin’s gladiator pits. You’ve suffered greatly during your childhood as you were trained to fight and bleed for the entertainment of others, but that suffering has toughened your body to the point where you can withstand punishment that would lay others low. Your brutal upbringing has granted you a +1 trait bonus to Fortitude saving throws, as well as 1/- damage reduction. This damage reduction does not stack with any other type of damage reduction.
Problem Slave: You were a living headache for your previous master. You back-sassed them, deliberately performed your tasks slowly, and otherwise went out of your way to be as defiant as you could without pushing them too far. You excelled at your assigned duties, so your master couldn’t simply have you killed or worse, but you got more than your share of lashings and torture. You endured them all just to see the look of frustration on your old master’s face when you didn’t break. Eventually, they became fed up with your antics and sent you to the gladiator pits. You gain a +2 bonus to one Craft, Perform or Profession skill of your choice, and that skill is a class skill for you. In addition, you gain a +1 trait bonus to Will saving throws.
Sex Symbol: Your training has sculpted your body into the pinnacle of perfection, and you exude raw animal magnetism that draws others to you. Whenever you use Bluff or Diplomacy to interact with someone who is (or may become) attracted to you, you may use your Strength modifier instead of your Charisma modifier.
Summoner’s Apprentice: Your magical talents have been noticed by Terrix Volatexia, the master summoner of the ludus, and he has claimed you as his apprentice. In addition to combat training, you have begun learning the secrets of summoning exotic monsters for arena combats—and how they may be killed. Whenever you summon a monster with a spell, spell-like ability or magic item, you add 1 additional round to the duration of their summoning. You also gain a +1 trait bonus to Knowledge (Arcana) and Knowledge (Planes) checks, and one of these skills is a class skill for you.
Cestus: You fight with a pair of cestus, focusing on an unarmed combat style that delivers punishing blows. If your base unarmed damage dice is higher than a cestus’ base damage dice, you use the higher of the two. In addition, you gain a +1 trait bonus to damage whenever you choose to inflict non-lethal damage while using your cestus.
Diamachaerus: You fight with a gladius or sica in either hand. This is a crowd-pleasing style that requires a lot of skill to master. When you fight with a gladius, short sword or sica (or any combination of the three) in either hand, you reduce the penalty for fighting with two weapons by an additional point.
Hoplomachus: You fight with a spear, gladius and light shield—a classic gladiatorial combat style. It’s not the flashiest or most memorable of styles, but you’ve learned to make the most of it nonetheless. You may use a spear one-handed with no penalties.
Murmillo: This is a more defensive style, using a gladius and heavy steel shield. You’ve trained for so long with the shield that it no longer interferes with your movement. You do not take any armour check penalties when using a heavy shield.
Peregrinus: You fight as ’a paragon of your race’, as seen through the eyes of the drow. Your armour is designed to reflect a stereotype of your people (such as being leaf patterned for a surface elf, painted with garish colours for a gnome, blood-coloured for a dhampir, etc.) and you fight with weapons familiar to your people. Choose one weapon mentioned in your race’s Weapon Familiarity racial trait: you fight with that weapon, and it is treated as if it has the Performance quality. You may choose to use a single weapon and shield, a two-handed weapon or to dual-wield two weapons. If your race has no associated Weapon Familiarity trait, choose a weapon associated with the region your ancestors hail from (such as a falcata & buckler of a rondelero duelist for Taldor, an axe and shield for an Ulfen character, a scythe for characters from Geb, etc.).
Provocator: This fighting style is employed by volunteer gladiators who are smart enough to claim this in their contract or slave gladiators whose masters are keen on protecting their investments. You begin play with a masterwork agile breastplate, a masterwork gladius and a normal heavy shield or tower shield. This style is not a crowd favourite, as the gladiator is usually seen as entering the arena with an unfair advantage over their opponent—unless said opponent is similarly equipped or particularly powerful. You take a -4 penalty to Performance Combat checks while using this equipment set, unless you are facing someone similarly equipped or a creature whose Challenge Rating is 3 higher than your character level.
Retiarius: You fight with a trident and net, employing a fighting style that emphasizes hampering your opponent’s mobility while maintaining your own. Whenever you move at least 10 feet in combat, you gain a +1 dodge bonus to AC until the start of your next turn.
Sagittarius: You are trained in the use of the bow, a rather unorthodox style of gladiatorial combat. You fight with a short bow or a long bow, and the range increment of your chosen weapon is increased by 10 feet.
Scizore: You fight with a weapon called a scizore, and you’ve trained with it for long enough that it feels like an extension of your own arm. Whenever you attack with a scizore, if you’re only wearing light armour and carrying no more than a light load, you don’t take the -1 penalty to attack rolls.
Thraex: You fight with a light shield and sica. This fighting style is designed to counter fighters employing shields. You gain a +1 trait bonus made to confirm critical hits against opponents wielding bucklers, light shields or heavy shields.
4d6 ⇒ (2, 4, 6, 3) = 15 > 13
4d6 ⇒ (1, 3, 1, 1) = 6 > 5 (...oh no.)
4d6 ⇒ (4, 3, 3, 3) = 13 > 10
4d6 ⇒ (5, 2, 3, 2) = 12 > 10
4d6 ⇒ (2, 3, 2, 6) = 13 > 11
4d6 ⇒ (6, 2, 5, 6) = 19 > 17
Huh. Well, kinda boring over-all, but with some serious standouts. I'm currently thinking a human summoner, but that does lead me to a question: for those of us who go caster, are spell comments/foci provided? Like, is a wizard/magus going to have a spellbook?
|Profession Smith 6 ranks|
Dice don't fail me now! Please? Pretty please?
Ability Score #1: 4d6 ⇒ (1, 1, 4, 3) = 9 - 1 = 8
Ability Score #2: 4d6 ⇒ (2, 4, 3, 1) = 10 - 1 = 9
Ability Score #3: 4d6 ⇒ (3, 3, 5, 5) = 16 - 3 = 13
Ability Score #4: 4d6 ⇒ (6, 5, 1, 2) = 14 - 1 = 13
Ability Score #5: 4d6 ⇒ (5, 6, 2, 2) = 15 - 2 = 13
Ability Score #6: 4d6 ⇒ (2, 4, 3, 4) = 13 - 2 = 11
Gods I hate the Paizo dice bot.
Interesting! Starting at level 1 I assume?
Yep. Starting at Level 1, hoping to have it go to about Level 10.
For those of us who go caster, are spell components/foci provided? Like, is a wizard/magus going to have a spellbook?
Arcane casters will be allowed to start with a spellbook. You'll need to keep it safe from anyone who'd want to destroy it, though. Same goes for alchemists--you'll start with a formula book and some alchemical equipment to brew your stuff.
Of course, using your extracts during combat is another matter...
Blue Symbiote & Professor... yeah, I'll allow you to reroll those stats. Those are kinda bad.
|Profession Smith 6 ranks|
Thank you, Dragoncat!
Ability Score #1: 4d6 ⇒ (5, 3, 2, 2) = 12 - 2 = 10
Ability Score #2: 4d6 ⇒ (4, 3, 4, 3) = 14 - 3 = 11
Ability Score #3: 4d6 ⇒ (5, 5, 5, 4) = 19 - 4 = 15
Ability Score #4: 4d6 ⇒ (3, 6, 5, 3) = 17 - 3 = 14
Ability Score #5: 4d6 ⇒ (1, 1, 2, 3) = 7 - 1 = 6
Ability Score #6: 4d6 ⇒ (6, 3, 4, 3) = 16 - 3 = 13
Interesting concept. Will we be fighting NPCs/monsters or the other PCs? What % of the combat will be in the arena?
Have to at least roll
4d6 ⇒ (2, 2, 4, 5) = 13 -2=11
4d6 ⇒ (6, 2, 5, 1) = 14 -1=13
4d6 ⇒ (5, 5, 6, 6) = 22 -5=17
4d6 ⇒ (3, 5, 6, 6) = 20 -3=17
4d6 ⇒ (6, 2, 5, 2) = 15 -2=13
4d6 ⇒ (3, 6, 5, 6) = 20 -3=17
Wow, that has to be the best stats I've ever rolled on the boards. The dice gods have told me I really need to play this!
Definitely Interested lets see what the dice have to say.
Roll: 4d6 - 1 ⇒ (3, 6, 1, 3) - 1 = 12
Roll: 4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
Roll: 4d6 - 2 ⇒ (6, 2, 3, 3) - 2 = 12
Roll: 4d6 - 2 ⇒ (6, 4, 2, 6) - 2 = 16
Roll: 4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
Roll: 4d6 - 2 ⇒ (2, 3, 3, 4) - 2 = 10
Wow ... 12s all the way down... 18 point buy... If you are allowing 25 point buy I'd obviously be going with that
As someone else said, have to at least roll...I am almost tempted to try this on the hard difficulty setting if I get paladin-y stats, lol.
4D6 Drop Low: 4d6 ⇒ (4, 3, 3, 2) = 12
4D6 Drop Low: 4d6 ⇒ (5, 3, 4, 5) = 17
4D6 Drop Low: 4d6 ⇒ (6, 5, 4, 3) = 18
4D6 Drop Low: 4d6 ⇒ (2, 3, 3, 5) = 13
4D6 Drop Low: 4d6 ⇒ (5, 4, 4, 2) = 15
4D6 Drop Low: 4d6 ⇒ (5, 6, 3, 4) = 18
Oof. Ouch. 10, 14, 15, 11, 13, 15 is not very paladin worthy. Still going to kick around some ideas.
Yep, I've decided that players can either choose 4d6 CharGen, or 25 point buy if their rolls are subpar.
EDIT: Damn ninjas!
Will we be fighting NPCs/monsters or the other PCs? What % of the combat will be in the arena?
You'll generally be fighting other NPCs and monsters in the arena. I would estimate that at least half of your fights (as in, actual encounters and battles and not training or sparring) will be Performance Combats in one arena or another. I'll let you know when Performance Combats begin.
4d6, drop lowest: 4d6 ⇒ (6, 3, 5, 2) = 16 - 2 = 14
4d6, drop lowest: 4d6 ⇒ (2, 4, 3, 6) = 15 - 2 = 13
4d6, drop lowest: 4d6 ⇒ (2, 5, 4, 5) = 16 - 2 = 14
4d6, drop lowest: 4d6 ⇒ (5, 1, 5, 3) = 14 - 1 = 13
4d6, drop lowest: 4d6 ⇒ (3, 4, 3, 3) = 13 - 3 = 10
4d6, drop lowest: 4d6 ⇒ (5, 3, 1, 1) = 10 - 1 = 9
Thinking a Drow female sorceror from a minor house, who came here willingly (Auctoritas Campaign trait) to escape crimes of subordination against the rigidity of caste life. Someone (likely a patron who was incensed she “escaped” punishment) decided she should be forced to train in trident and shield, and to wear the lorica manica (with attendant ASF) (Retiarius Style Trait, equipped with Gladiator’s Leather Armor).
4d6 - 1 ⇒ (3, 6, 3, 1) - 1 = 12
4d6 - 3 ⇒ (5, 4, 3, 5) - 3 = 14
4d6 - 3 ⇒ (3, 5, 5, 3) - 3 = 13
4d6 - 2 ⇒ (2, 3, 6, 6) - 2 = 15
4d6 - 2 ⇒ (2, 2, 6, 2) - 2 = 10
4d6 - 1 ⇒ (5, 5, 1, 6) - 1 = 16
27 point buy
One Deurgar coming up.
Question! I’d like to make an elemental annihilator. Now one thing about duergar is that they are psychic. Could I trade Invisibility and Enlarge Person to take this from the Deurgar Tyrant:
Telekinetic Adept: A duergar tyrant has access to the basic telekinesis,
kinetic form, telekinetic finesse, telekinetic haul, and telekinetic invisibility kineticist wild talents with an effective kineticist level equal to her total character level.
The archetype trades away all non-combat Kineticist abilities. This would bring them back, and I think would feel quite fitting.
Let's see what RNG has to say...
4d6 ⇒ (3, 5, 6, 4) = 18-3=15
4d6 ⇒ (5, 5, 3, 5) = 18-3=15
4d6 ⇒ (5, 3, 2, 6) = 16-2=14
4d6 ⇒ (2, 5, 6, 6) = 19-2=17
4d6 ⇒ (4, 1, 1, 5) = 11-1=10
4d6 ⇒ (6, 1, 4, 6) = 17-1=16
Not to shabby: I know exactly what I want to do with this.
|Cwethan Owner - Gator Games & Hobby|
...okay as a tremendous sucker for Sword and Sandals campaigns I've just got to roll something up!
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (5, 3, 2, 2) = 12 10
4d6 ⇒ (3, 4, 5, 4) = 16 13
4d6 ⇒ (4, 1, 3, 2) = 10 9
4d6 ⇒ (6, 2, 6, 6) = 20 18
4d6 ⇒ (1, 1, 6, 6) = 14 13
Looks like my rolls agree that I should do this :-p
lol, you had me at this word - where has that word been all my life :D
Yep, I've decided that players can either choose 4d6 CharGen, or 25 point buy if their rolls are subpar.
I'll take 25 point buy for $200 Alex.
One oil-slicked up amazon gladiatrix cheesecake coming up!
Certainly looks interesting. Seems like a good place for a cestus brawler...
4d6 - 1 ⇒ (6, 1, 5, 4) - 1 = 15
4d6 - 1 ⇒ (3, 1, 4, 1) - 1 = 8
4d6 - 1 ⇒ (1, 1, 6, 4) - 1 = 11
4d6 - 1 ⇒ (6, 5, 6, 1) - 1 = 17
4d6 - 2 ⇒ (2, 4, 5, 6) - 2 = 15
4d6 - 1 ⇒ (5, 4, 1, 5) - 1 = 14
Equivalent to a 31 point buy, not bad.
|Cwethan Owner - Gator Games & Hobby|
|Vitaliano da Riva|
Not sure what to play but lets see what the dice gods think
STR: 4d6 ⇒ (6, 6, 4, 6) = 22 18
DEX: 4d6 ⇒ (1, 5, 3, 1) = 10 9
CON: 4d6 ⇒ (6, 2, 4, 6) = 18 16
Int: 4d6 ⇒ (5, 4, 2, 5) = 16 14
WIS: 4d6 ⇒ (6, 6, 4, 5) = 21 17
CHR: 4d6 ⇒ (2, 1, 4, 6) = 13 12
Im Thinking an elven druid perhaps? A half elven druid? Ooh an Aasimar druid perhaps.
Either going Fixer or sex symbol *lawls*
The style is a lot harder to figure out, probably Peregrinus if a half elf or elf, probably Cestus if an Aasimar... they better hope i dont get to wild shape :)
I might flip the STR, DEX, and CON if I go hated Surface elf and try the awkwardness of Sagitarius style if I opt that route.
Are variant Heritages in play for Aasimar? Variant abilities or Physical features?
just in cast they are have some more randomness
variant heritage: 1d6 ⇒ 6 Peri- Blooded.... how appropriate for what i had in mind.
variant abilities: 1d100 ⇒ 30
30 Pick one weapon that normally deals lethal damage. You can deal nonlethal damage with that weapon without the usual –4 penalty on your attack rolls.
Alternative physical features: 1d100 ⇒ 100 100 Roll three times, ignore any result of 99 or higher.
jeez my luck is amazing today... time to lotto
Alternative 3 times: 3d100 ⇒ (6, 61, 22) = 89
6 Build: always slender
22 Eyes: glowing
61 Skin: iridescent
Eh nothing game breaking or crazy cool physical feature wise.
If you dont want to mess with that Dragoncat you let me know I can go with one of the other ideas. >^.^<
I have an idea for a VERY unorthodox gladiator. I'll post it up when I get a moment.
4d6 - 2 ⇒ (3, 5, 6, 2) - 2 = 14
4d6 - 1 ⇒ (3, 5, 1, 6) - 1 = 14
4d6 - 3 ⇒ (4, 5, 3, 3) - 3 = 12
4d6 - 2 ⇒ (4, 2, 2, 4) - 2 = 10
4d6 - 3 ⇒ (3, 3, 4, 3) - 3 = 10
4d6 - 2 ⇒ (2, 2, 2, 2) - 2 = 6
Oh. That's bad. 6pts? One more time?
4d6 - 2 ⇒ (5, 2, 5, 5) - 2 = 15
4d6 - 1 ⇒ (5, 5, 1, 2) - 1 = 12
4d6 - 2 ⇒ (6, 3, 6, 2) - 2 = 15
4d6 - 1 ⇒ (3, 4, 2, 1) - 1 = 9
4d6 - 1 ⇒ (4, 3, 1, 1) - 1 = 8
4d6 - 1 ⇒ (1, 4, 4, 3) - 1 = 11
... *sigh* 11 pts? I think I can make it work with that. Did I see something about a point buy? Or should I roll again? Or do I just need to go with it.
Introducing the ragged Kobold Druid, Dyrtebble the ill.
Init+3; Darkvision 60 ft: Perception+9
AC 18, touch 14, Flat-footed 15; (Armor+2, Dex+3, Nat+1, Shield+1, Size+1)
HP 10 (1d8+2[Con])
Fort+4 Ref+3 Will+5
+2 vs inhaled Poisons
speed 30 ft
Melee Spear +1 (1d6)
Druid Spells Prepared (CL 1st; Concentration +4)
1st-Cure Light Wounds
0th (At will)-Create Water, Detect Magic, Detect Poison
Str 10 Dex 17 Con14 Int 10 Wis 17 Cha 15
Base Atk+0; CMB-1; CMD+12
Feats Cosmopolitan (Sense Motive, Preform[Sing])
Campaign Traits Beast Trainer, Hoplomachus
Trait Iron Lungs
Racial traits Crafty; FCB +1 Skill
Adventure skills Knw:(Dungeoneering)+5, Knw:(Nature)+7, Perception+9, Sense Motive+7, Stealth+11
Background skills Craft (Traps)+6, Preform (Sing)+6
Languages Draconic, Druidic, Sylvan, Undercommon
SQ Nature bond (Companion), Wild Empathy+3 (+5 vs Darkland creatures)
GearGladiator's Leather armor, Light Shield (Wooden), Spear
N Giant Ant
Init+1; Low-light Vision, Scent; Perception+1
AC 14, Touch 12, Flat-footed 13 (Dex+1, Natural+2, Size+1)
HP 16 (2d8+4[Con])
Fort+5, Ref+4, Will+1
Immune Mind-effecting effects
Speed 30 ft: Climb 20 ft
Melee Bite+2 (1d4 plus Grab)
Str 10 Dex 12 Con15 Int / Wis 12 Cha 10
Base Atk+1; CMB+0 (+3 Grapple); CMD 11 (19 vs trip)
Skills N/A; +5 Stealth
SQ Link, Share spells
4d6 ⇒ (5, 3, 2, 6) = 16-2=14 Str 14(-4) 10
4d6 ⇒ (3, 5, 6, 4) = 18-3=15 Dex 15(+2) 17
4d6 ⇒ (6, 1, 4, 6) = 17-1=16 Con 16(-2) 14
4d6 ⇒ (4, 1, 1, 5) = 11-1=10 Int 10
4d6 ⇒ (2, 5, 6, 6) = 19-2=17 Wis 17
4d6 ⇒ (5, 5, 3, 5) = 18-3=15 Cha 15
However, this was not meant to be, as one fateful night Drow raided the kobold warrens, killing the defenders and kidnapping the young. The Drow knew the complex was actually an abandoned demon temple, thoroughly desecrated by Kobold tunneling and trap setting.
Intended as fodder for the gladiatorial ring, the convoy of captured Kobolds were attacked by crazed Derro, who were willing to fight the Drow in order to acquire more experiments. The Drow easily fought off the Derro- But in the crossfire, a Cytellish dart found it's way under young Dyrtebble's scales- And being chained up, the poor kobold couldn't pull it free.
The convoy would eventually find it's way to the Drow city of Zirnakaynin, where most of the kobolds were immediately shipped of to die in the ring. Dyrtebble, still suffering from a drip-feed of Cytellish, was determined to be too sick to fight- But healthy enough for slave labor.
And thus, Dyrtebble was assigned to the stables to shovel manure and feed the beasts. He eventually plucked the dart free the moment he was unchained, but the brain mold had already caused strange, irreversible changes. Formerly a regular, normal Kobold, Dyrtebble discovered in his cytellish-fueled stupor, he could understand druidic- For another stablehand's seemingly incoherent babbling turned out to be spoken druidic.
The fellow druid was surprised to find another of his kind down in the city of Drow- And even more surprised that the Kobold had seemingly stumbled into the practise. However, the stablehand taught the Kobold as much as he could- Before being hauled off to the gladiator ring that is.
To this day, Dyrtebble doesn't know if the fellow stablehand survived or not- But regardless, the Kobold never saw them again. His condition slowly began to worsen- The Cytellish had weakened his immune system, and soon Dyrtebble began hosting all sorts of strange spores in his body, constantly coughing up slimy blood, and developing small fungal growths along his scales- Formerly bright red, now crusted with old growths. At least his fungal infections were not life threatening, seemingly bolstering him against other attacks on his frame, especially air-born threats.
Dyrtebble had hoped to remain in the shadows, a simple stablehand and nothing more. Remaining out of the spotlight was, in his opinion, the best way to survive. And yet here he was- herded into a large training yard to be lectured by some Drow nobility. Looks like he wasn't as out-of sight as he thought he was.
Still, Dyrtebble couldn't help but eventually feel the same kinship towards the Ant. Naming it Dyrant, the Kobold Druid began trying to teach it tricks. So far, the only trick the Ant has mastered is hiding: Often clinging to shadowy alcoves along the roof to hide from the other stablehands. Dyrtebble hopes to keep his chitinous friend well hidden, knowing that should the wrong person discover his verminous companion, the giant ant will inevitably be fed to a larger monster... Or worse, put on display to fight to the death in the ring.
Dyrtebble is intended to be a druid who is slowly succumbing to a fungal infestation (And eventually, beyond the scope of this adventure, likely become a fungus himself.)
When he hits LV 4, he will probably start riding his ant into combat- Though, until that point he will try to keep the ant's existence a secret to his best capabilities.
Also, I don't know if Common or Undercommon is spoken more often down here, but I went with Undercommon to be safe. If regular common is more spoken, I can easily swap the two languages out.