Tyler
Typhus.jpg

Typhus

Male Mul Gladiator 3 (Chaotic Good)
Height: 6'6"
Weight: 225 lbs.
Age: 21

Strength 19 Hit Prob. +2 Dmg Adj. +3 Wt. All. 135 Max Press 280 Op. Drs 12 BB/LG 20%
Dexterity 13 Surprise Adj. 0 Missile Att. Adj. 0 Def. Adj. 0
Constitution 16 HP Adj. +2 Sys. Shk 95% Res. Sur. 96% Pois. Save 0 Regen. Nil
Intelligence 11 No. of Lang. 2 Spell Immun. -
Wisdom 12 Mag. Def. Adj. 0 Spell Fail n/a Spell Immun. -
Charisma 7 Max No. Hench. 3 Loy Base -2 Rctn Adj. -1
Saving Throws
Paralyzation, Poison, or Death Magic 13
Rod, Staff, or Wand 15
Petrification or Polymorph 14
Breath Weapon 16
Spell 16
HP 18 AC 6 (Hide) XP 4,500*

*A gladiator who has a Strength score (his prime requisite) of 16 or more gains a 10 percent bonus to the experience points he earns.

Weapon Pro #AT Hit Adj. Dmg Adj. Adj. Thac0 Spd Type Dmg. vs. S/M Dmg. vs. L
Bone Cahulaks Specialized 3/2 +3 +5 15 5 P/B 1d6+5 1d6+5
Wrist Razors (retractable) Specialized 3/2 +3 +5 15 2 P/B 1d6+6 1d4+6
Carrikal P 1/1 +2 +3 16 5 S 1d6+4 1d8+3

Racial Features

  • Because of their amazing level of endurance, muls can work harder and for longer periods of time before needing rest than most other races. This is shown on TABLE XII below; a mul’s Constitution score is added to the type of labor, which results in the total number of hours (or days) he can work before he must rest. Regardless of the type or length of exertion, eight hours of undisturbed sleep allows a mul to awaken fully rested and ready to begin work again.

TABLE XII: MUL EXERTION


Exertion Time Before Requiring Rest
Heavy labor (stone construction, quarry work, running) 24+Con (hours)
Medium labor (light construction, mining, jogging) 36+Con (hours)
Light labor (combat training, walking encumbered) 48+Con (hours)
Normal activity (walking, conversation) Con (days)

Class Features

  • A gladiator is automatically proficient in all weapons. He never receives a nonproficiency penalty for using a weapon, not even one he has never used before.
  • A gladiator can specialize in multiple weapons. As a reward for years of training and discipline, a gladiator becomes the ultimate master of weapons. He may specialize in any number of weapons, provided he has the number of proficiency slots required. He must pay the initial slot to become proficient with the weapon, as well as the additional slots required to specialize in it.
  • A gladiator is an expert in unarmed combat. He receives a 4-point bonus to modify all punching and wrestling attack rolls; these can be used as pluses or minuses to the roll. The gladiator’s player may consult the Punching and Wrestling Results Table in the Player’s Handbook after making the roll before stating how he wants to use the bonus.
  • A gladiator learns to optimize his armor when he reaches 5th level. He learns to move and position armor so it absorbs blows better than it normally would. With every five levels of experience, the gladiator gains a +1 bonus to his Armor Class. Thus, at 5th level the bonus is +1, at 10th level it’s +2, and so on. This benefit doesn’t apply to gladiators who aren’t wearing armor, however. Also, armor spells or rings of protection don’t gain the bonus, but more substantial magical protection, such as bracers and cloaks, do.
  • A gladiator attracts followers when he reaches 9th level. The followers arrive in the same manner as for fighters. A gladiator’s first unit always consists of other gladiators who have come to study his fighting style and “learn from a true master.”

Proficiencies

Cahulak specialization
Wrist razor specialization
Two-weapon style specialization
Water find
Weakness identification
Blind-fighting
Language (dwarven)

Wild Talent

Chameleon Power

Roleplaying Tips and Experience Awards

  • Heavy exertion: 50 XP / 12 hours
  • Per Hit Die of creature defeated: 10 XP / level
  • Per Hit Die of creature defeated in arena (slain without aid): 10 XP / level

Helpful links

Complete Gladiator's Handbook

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