-Nate
Running Pit Fights
These matches can be single events pitting a particular champion against another competitor or even some exotic beast, or a grand tournament in which eight or more contestants compete in a series of fights. They are usually fought until one opponent surrenders or is incapacitated, but sometimes result in death. In either case, Kurtz and his guards collect the entry fee from spectators and handle any additional money that they care to wager. Fighters are allowed to prepare themselves in one of the rooms provided by that purpose, and are often accompanied by an ally who can tend to their wounds, whether they win or lose.
Finding
Foes
The
NPC Gallery section of the GameMastery
Guide can be an
excellent source of opponents to use in the fighting pit; here are a
few suggestions.
Page—Character
(CR)
282—Caravan
Guard (1)
266—Slaver
(3)
257—Monster
Hunter (5)
280—Raider
(5)
263—Beast
Master (6)
283—Sellsword
(7)
281—Viking
(7)
263—Champion
(9)
Leopold Kurtz
CR
6
XP
2400
Male human bard
7
NE medium
humanoid
Init
+5; Senses
Perception +13
DEFENSE
AC
16, touch 13, flat-footed 14 (+1 Dex, +3 armor, +1 deflection, +1
Dodge)
hp
31 (7d8)
Fort
+3, Ref +7, Will
+7
Resist
Bard abilities
OFFENSE
Spd
30 ft.
Melee
Shortsword +5 (1d6-1)
Ranged
Light crossbow +7 (1d8)
Special Attacks
Bard abilities
STATISTICS
Str
8, Dex 13, Con
10, Int 15, Wis
12, Cha 15
Base Atk
+5; CMB +4; CMD
15
Feats
Alertness, Dodge, Extra Performance, Improve Initiative,
Persuasive
Skills
Appraise +12, Bluff +12, Diplomacy +14, Intimidate +14, Knowledge
(local) +12, Perception +13, Perform +14, Profession (merchant)
+11, Sense Motive +13
Languages
Common, Dwarven, Elven
SQ
Bardic knowledge, bardic performance, cantrips, countersong,
distraction, fascinate, inspire courage +2, versatile performance,
well-versed, inspire competence +3, lore master 1/day, suggestion
Combat Gear
Leather armor +1, masterwork short sword, masterwork light
crossbow, case of 10 bolts, pouch containing 10 of each coin,
cloak of resistance +1, ring of protection +1
Spells per Day:
5/4/1
Spells Known (6/5/4/2):
Daze, detect magic, know direction, mage hand, message, read
magic; cause fear, feather fall, identify, sleep, unseen servant;
hold person, invisibility, silence, tongues; confusion, dispel
magic
Leopold
Kurtz is a ruthless opportunist who will exploit any opportunity
to gain wealth or influence for himself. Although he once worked
for the Royal Interplanetary Company, he now makes a comfortable
living organizing pit fights for the Disciples of the Destroyer.
He maintains a tough front, as is appropriate for that kind of
business. In truth, however, he is something of a coward and isn't
too proud to plead for mercy if faced with an overwhelming
opponent.
|
Acolyte
of Lamashtu
CR
½
XP
200
Various
cleric 1
NE
medium humanoid
Init
+0; Senses Perception +3
DEFENSE
AC
15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp
10 (1d8+2)
Fort
+4, Ref +0, Will +5
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +2 (2d4+2)
Ranged
Throwing dagger +0 (1d4)
Special
Attacks Channel negative energy 1d6
STATISTICS
Str
14, Dex 10, Con 14, Int 8, Wis 16, Cha
12
Base
Atk +0; CMB +2; CMD 12
Feats
Combat Casting, Extra Channel
Skills
Knowledge (religion) +3, Spellcraft +3
Languages
Common
SQ
Aura, domains (evil, madness), orisons
Combat
Gear Chain shirt, small steel shield, falchion, silver holy
symbol, vial of holy water, throwing daggers
Spells
per Day: 3/2+1
Spells
Prepared: Bleed, detect magic, guidance; bane, lesser
confusion, protection from good
These
new adherents to the cult of Lamashtu may lack in power, but make
up for it with ruthless zeal. They revel in bloodshed.
|
Adept
of Lamashtu
CR
4
XP
2400
Various
cleric 5
NE
medium humanoid
Init
+0; Senses Perception +3
DEFENSE
AC
15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp
36 (5d8+10)
Fort
+6, Ref +1, Will +7
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +7 (2d4+3)
Ranged
Throwing dagger +3 (1d4)
Special
Attacks Channel negative energy 3d6
STATISTICS
Str
14, Dex 10, Con 14, Int 8, Wis 17, Cha
12
Base
Atk +3; CMB +5; CMD 15
Feats
Channel Smite, Combat Casting, Extra Channel, Weapon Focus
(falchion)
Skills
Knowledge (religion) +7, Spellcraft +7
Languages
Common
SQ
Aura, domains (evil, madness), orisons
Combat
Gear Masterwork chain shirt, masterwork small steel shield,
falchion +1, silver holy symbol, vial of holy water, throwing
daggers
Spells
per Day: 4/4+1/3+1/2+1
Spells
Prepared: Bleed, detect magic, guidance, read magic; bane,
divine favor, lesser confusion, protection from good, shield of
faith; align weapon, hold person, silence, spiritual weapon;
dispel magic, prayer, rage
Those
cultists who survive the initial ordeals of joining Lamashtu's
faithful become even more zealous about doing harm to others, and
gain the martial and magical power to inflict those desires on
their victims. In addition to conducting the profane rites of
their goddess, they become skilled combatants and even leaders in
battle.
|
Priest
of Lamashtu
CR
8
XP
9600
Various
cleric 9
NE
medium humanoid
Init
+0; Senses Perception +4
DEFENSE
AC
17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp
62 (9d8+18)
Fort
+9, Ref +3, Will +11
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +11/+6 (2d4+4)
Ranged
Throwing dagger +6/+1 (1d4)
Special
Attacks Channel negative energy 5d6
STATISTICS
Str
14, Dex 10, Con 14, Int 8, Wis 18,
Cha 12
Base
Atk +6/+1; CMB +8; CMD 18
Feats
Channel Smite, Combat Casting, Command Undead, Extra Channel,
Improved Channel, Weapon Focus (falchion)
Skills
Knowledge (religion) +11, Spellcraft +11
Languages
Common
SQ
Aura, domains (evil, madness), orisons
Combat
Gear Chain shirt +1, small steel shield +1, falchion +2,
silver holy symbol, vial of holy water, throwing daggers, cloak of
resistance +1
Spells
per Day: 4/5+1/5+1/4+1/3+1/1+1
Spells
Prepared: Bleed, detect magic, guidance, read magic; bane,
deathwatch, divine favor, lesser confusion, protection from good,
shield of faith; align weapon, death knell, hold person, silence,
spiritual weapon, status; animate dead, bestow curse, dispel
magic, prayer, rage; confusion, divine power, tongues, unholy
blight; dispel good, unhallow
The
senior clerics of Lamashtu are fearsome foes, ones who can go
toe-to-toe in combat with foes as well as leading their underlings
into battle. What is more, they are able to animate the bodies of
slain foes, calling on them to continue the work demanded by their
wicked goddess.
|
Using
the Organization in an Aetherial Adventures
Campaign
This organization can provide plenty of plot elements for a space
fantasy RPG campaign; presented here are a few of the possibilities.
- Needless to say, members of this organization make natural enemies for followers of Gaea and Sol. Even those who revere Ptah and Luna have no love for them, given the Disciples' obsession with blood sacrifice.
- There is an interesting connection between the Disciples and certain efreet who've infiltrated the Church of Sol. Those fire genies, who are more chaotic in mindset than their fellows, embrace the destructive nature of fire as another weapon in Lamashtu's arsenal. In that way, they seek to pervert the worshipers of Sol by luring them to embrace the “cleansing” nature of that element.
- It is rumored that one or members of the Royal Interplanetary Company are also secret adherents of this order, since they view Lamashtu and her offspring as the embodiment of the fierce nature that is needed to succeed in business. If that were proven to be true, then it would be quite the scandal indeed.
- In order to win the trust of certain Disciples, one or more of the PCs might need to participate in or otherwise infiltrate Leopold Kurtz's fighting pit.
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