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View Full Version : New warforged component, gladiator arena, lvl. 1 solo (4E D&D PEACH)



jmbrown
2009-08-09, 06:10 PM
New Item: Extender

Extender Level 3+
This self powered piston extends your weapon arm up to two meters giving you superior reach.
{table=head]Level|Enhancement|Cost

5|
+1|
1000 gp

10|
+2|
5000 gp

15|
+3|
25000 gp

20|
+4|
125000 gp

25|
+5|
625000 gp

30|
+6|
3125000 gp[/table]

Weapon: One-handed melee weapon (attached component)
Requirement: You must have the living construct racial trait to use this item.
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Your weapon has the reach property. You may still only flank and make opportunity attacks against opponents adjacent to you.


New Monster: The Damned

A level 1 solo controller that dazes and dominates his opponents by filling their minds with forbidden knowledge.
http://img13.imageshack.us/img13/9963/damnedl.jpg
The Damned (http://docs.google.com/View?id=dhjssc39_0hjxp6zhb)


Gladiator Arena

Gladiators are warriors that fight for the entertainment of a crowd. A gladiator could be a volunteer, slave, or convict. Some fights are to-the-death while others are first blood or by knock out. Regardless of their origin, gladiators are admired by their spectators and sometimes earn money or freedom as the result of a good fight.

Although fights to the death exist, only some unaligned and evil states allow it. Good nations and most unaligned states ban death fights altogether.

Fighting in the Arena

Most arenas accept gladiators of any background.

Volunteer: A volunteer signs on to a single fight or multiple ranked fights. They're rewarded with prize money or a cut of the pot.

Slave: Bound to service, slaves fight to make something of themselves instead of working in obscurity. Slaves may fight to pay off their freedom or even have their own servants and concubines.

Criminal: Like slaves, criminals fight to earn their freedom or earn an honorable death in the arena instead of at the gallows.

Bouts
Gladiators are bound by contract to a specific term. Very few gladiators fought more than 5 bouts a year. The average PC can expect to fight 2-3 bouts per month based on their popularity.

There are several different types of gladiatorial bouts.

One vs. One: A single gladiator is pitted against another. Both gladiators are often given generic equipment so that the battle is based on skill alone. Gladiators will often draw the fight out for fifteen or more minutes and use entertaining flourishes for the benefit of the crowd.

One vs. Many: A single, experienced gladiator is pitted against multiple lesser experienced gladiators. These fights are rare and tend to be the most enjoyable among the crowd.

Team vs. Team: Two groups or multiple teams will battle each other. These huge battles are hectic, exciting, and very entertaining. Some times vehicles or mounts are used.

Gladiators don't always fight other humans. Wild animals, monsters, and exotic beasts are brought in to create epic battles. These fights are the rarest as such creatures are expensive.

Fame

Gladiators were entertainers first and warriors second. Even the most powerful gladiator was useless if he couldn't entertain the audience. All gladiators begin their careers with fame equal to 0 + CHA modifier. A gladiator's fame is modified based on special circumstances.

{table=head]Type|Modifier

Paragon|
+2

Epic|
+4

Won a Fight|
+1/fight won

Defeated Stronger Opponent|
+1/per difference in level

Lost a Fight|
-1/fight lost

Goes Against Crowd's Wishes*|
-2

Defeated Opponent in 1 Minute or Less|
-1

Each Month Since Last Fight|
-1/month
[/table]
*Letting an opponent live when the crowd wanted death, etc.

Pleasing the Crowd

The gladiator's job is ensuring the spectators have a good time. Encounter powers, daily powers, flourishes, and extending the fight wow the crowd. As a standard action, the gladiator can make a persuade check to influence the crowd with a DC 20. Several modifiers may apply.

{table=head]Effect|Modifier

Successfully bullrushed|
+2

Made a charge attack|
+1

Pushed, pulled, or slid target|
+1

Tripped target|
+1

Landed a critical hit|
+2

Used an encounter power|
+1

Used a daily power|
+2

Total Defense|
+1
[/table]

Each modifier is cumulative but is only applied once per persuasion check. If the persuasion succeeds, the bonuses are lost until gained again.

If the check succeeds, the crowd chants the name of the character. The character may spend a healing surge as an immediate reaction and gain an additional 1d6 per level hit points. This ability can only be used twice per encounter.

Additionally, a player may incite the audience into demoralizing his opponent. On a persuasion check DC 20, the audience boos the opponent who takes a -2 penalty to all attack rolls, damage rolls, and skill checks. This lasts for 1 round plus an additional round for every 5 points above the DC. This ability can only be used twice per encounter. The same modifiers in the table apply.

Prizes

Volunteer gladiators receive prizes for winning in addition to whatever bets they may have placed. Handle prizes using the parcel system located in the DMG. If the crowd is pleased, add another parcel. If the player loses yet the crowd is pleased, offer half a parcel or an item of the character's level -1 (minimum level 1).


Spectators

Amphitheaters, where gladiatorial fights were usually held, are divided into tiers from top to bottom. Each tier has a specific admission price. The state collects a tax of 3-10% of total admissions. The rest of the income goes to repairs, training, hiring guards, setting up new bouts, and prizes.

Box Seat: Provides the best view, seclusion from the other seats, a royal smorgasbord, armed door guard, and quick access to the exit in case of emergency. Usually reserved for royalty. Admission is 50 gp.

Podium Seats: Reserved for senators and other high ranking politicians or nobility. Includes meats, cheeses, good wine and an exit. Admission is 30 gp.

Prime Seats: Reserved for nobility and positioned above the podium. Includes a good wine, fresh fruit, and a quick exit. Admission is 20 gp.

Common Seats: Lower level seating for wealthy commoners and merchants. Admission is 2 gp.

Poor Seats: Top row seating for poor commoners and laymen. Admission is 5 sp.

Armed guards patrol the prime seats to ensure commoners don't wander into the noble section. Fewer guards watch the common seats to ensure people don't migrate in from the poor section. Higher ranking nobles often bring their own personal bodyguards.

An amphitheater seats persons based on its size. The size of the amphitheater also determines the number of bouts per month and the number of active guards patrolling the seats and gladiator quarters.

{table=head]Size|Box|Podium|Prime|Common|Poor|Bouts/month|Active Guards

Small|
8|
40|
80|
200|
800|
1d4+2|
1d10+10

Moderate|
15|
50|
160|
420|
1500|
2d6+4|
2d6+12

Large|
35|
120|
320|
1700|
8000|
2d10+6|
2d12+20

Huge|
50|
240|
690|
4400|
20000|
4d6+8|
4d10+25

Gargantuan|
90|
360|
900|
9200|
42000|
4d10+12|
8d10+30

Colossal|
140|
500|
1700|
14200|
79000|
4d12+14|
8d10+30

[/table]

Betting

Many spectators bet on their favorite warriors. Several bookies are available for placing bets and the odds change based on the warriors skill and fame. Gladiators that aren't slaves or criminals may also bet on themselves or other warriors.

To determine the character's odds, subtract the party's level from the encounter level. This is "x." Subtract the party's fame from the encounter's fame. This is "y."

If y > x the odds are positive and expressed as "y for x."

If y < x, the odds are negative and expressed as "x for y."

In the event of a tie or negative numbers, x or y are equal to 1.

Bets are placed in 100 cp increments where "y" equals the number of increments needed to earn an outcome equal to "x."

Positive odds are bet "against" and negative odds are bet "for." For example, if the player character's odds are "4 for 1" then one increment yields 400 cp if the player character wins. If the player character's odds are "1 for 4" then four increments yield 100 cp if the player character loses.

A won bet always returns the original increment. If a character bet two increments and won 100 cp, they'd receive 300 cp total (200 cp from increments and 100 cp in winnings).

Bets against the odds make the most money. Fame decides the increment required to make a winning whereas the difference in level determines the final amount of winnings. Weaker opponents have the lowest odds thus giving the better a higher winning and vice versa.

The pot is kept in a locked coffer by the bookie found inside the stadium and guarded by an assortment of guards who stand within arms reach of the coffer.

Shevarash's_Son
2009-08-10, 09:33 AM
thank you jm brown

Serebii
2009-08-10, 03:16 PM
Alright! This is absolutely perfect, now I have everything I need to start my campaign. I am forever indebted to you!

Shadow_Elf
2009-08-10, 04:28 PM
Just taking a look at the "Extender", since my specialty is character options. That is... extremely overpowered. Compare it to the Overreaching Weapon from Adventurer's Vault. That weapon is level 25 (+5) and level 30 (+6) only, requires the weapon to already have Reach 2, gives you +1 reach, but no Threatening Reach. Normal Reach 2 Weapons don't give you threatening reach either. So, I would suggest you make the Extended an encounter power that inceases reach by one for one round/plus, OR make it an at-will power that invokes a penalty to defenses or attack, such as the Greatreach Gauntlets (Adventurer's Vault).

jmbrown
2009-08-10, 07:12 PM
Increased the price of the extender and removed the flank/AO two squares away. Limiting the item to warforged only and one-handed weapons only offsets a further price increase IMO.

Muz
2009-08-25, 04:21 PM
Thanks for all your efforts! :smallsmile: