Dark Sun: North & South Tablelands Games
Attilius
Description:
Player: Markus Lindlahr
Character Name: Attilius
Race: Half-Giant Sex: Male
Height: 12’ Eyes: blue
Weight: 1550 lb. Hair: high & tight
Size: L Age: 35
Class: Gladiator
Kit: Gladiatorial Slave – Murmillo
Level: 7
Alignment: Chaotic + variance
Current Experience: 147,900
Need for Next Level: 150,000 8th, 300,000 9th
Armor Class: -8
vs. missile weapons: -10
Without Dexterity: -4 Rear: 0
Without Shield: -4 Touch: 6
-1 penalty if fail Armor Optimization roll (≤16) at the beginning of every combat
Hit Points (d10x2 +2)
Temporary: -
Maximum: 128
Movement Rate: 15
Ability Scores
Strength 23
To Hit/Damage +5 / +11
Allowance: 1,235
Press: 1,440
Doors: 18 (16)
Lift Gates: 90%
Dexterity 18
Reaction Adj. +2
Missile Bonus +2
Defensive Adj. +4
Constitution 16
Hit Point + 2
System Shock 95%
Resurrection 96%
Poison -
Regeneration Nil
Intelligence 11
Maximum Spell Level: –
Learn Chance: –
Max Spells/lvl: –
Bonus Prof: +3
Wisdom 11
Magical Def. Adj. +0
Spell Level: –
Chance of Failure: -
Charisma 9
Max Henchmen: 4
Loyalty Base: 0
Reaction Adj. 0
Saving Throws ( +4 Dex bonus to dodgeable saves)
Paralyzation, Poison, or Death Magic: ≥ 10
Rod, Staff, or Wand: ≥ 12
Petrification or Polymorph: ≥ 11
Breath Weapon: ≥ 12
Spells: ≥ 13
Special/Racial/Class Abilities:
• Automatically proficient in all weapons.
• Can specialize in multiple weapons provided he has the number of proficiency slots required.
• Expert in unarmed combat. He receives 4 point modifier to punching and wrestling attack rolls, which he can use as a plus or a minus to his roll after it is made.
• Armor optimization: (-1 at 5th-9th level, -2 at 10th-14th level, -3 at 15-19th level, -4 at 20th level)
• Attracts followers at 9th level
Free: Heat Protection, (Warrior) & Weapon Improvisation NWP skills.
+1 ability point that may be spent on Strength, Constitution, or Dexterity, – 1 point of Charisma and Intelligence.
Large size
Double hit points & sustenance needs
Languages Known: Common
ALIGNMENT FLUCTUATION
Proficiencies:
Weapon
Initial Slots: 9 Unused Slots: 0
Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21)
• Weapon Specialized:
Gouge (2)
Dart (2)
• Weapon Mastery:
Gouge (1)
• High Mastery:
Gouge (1)
• Tower shield (1) +3/ +4 vs. missiles
• Thrown Weapon (1) +1 to AC vs. missile fire and can move half movement and attack normally
• Weapon & Shield (1) +1 AC or +1 to hit with weapon
Normally, a character employing a shield in his off hand can shield-rush, shield-punch, block, or trap as if it were a secondary weapon, with the normal penalties for attacking with two weapons. The disadvantage is that the shield’s AC bonus is forfeited for any round in which it is used this way. However, characters who specialize in weapon and shield style can choose to make one of these secondary attacks every round without losing the AC benefit for carrying a shield.
Non-Weapon
Initial Slots: 5 Unused Slots: 0
Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21)
Free Secondary Skill: Weaponsmith (crude)
(free) Heat Protection (Int -1) = 10
(free) Weapon Improvisation (Wis -1) = 10
1 Armor Optimization (Dex – 2) = 16
1 Armorsmith
1 full weaponsmithing
1 Mental Armor
1 Ambidexterity
Equipment
Smuggler’s axe Strapped to right calf
30 large bone Darts on 2 chest bandoleers, Bone Gouge, Heavy Maul, Bone Trikal, Lg. Bone dagger (Rt. Boot sheath), Balician Toga, Traveling Robe, Cold weather clothes, 2 × 100′ Giant hair rope, Large backpack, Large Dust goggles, Large Filter mask, 4 Lg. Water skins (4 gallons ea.), Lg. Bedroll & blanket, Lg. Signal whistle on hemp necklace, 10 torches & fire kit. 10 Large empty sacks, 2 weeks dried rations. 10 granite door wedges, 10 wood door wedges
Armor
• Tower shield (Bone/Chitin) ( +3 AC)
• Shield Specialization ( +1 AC or To-Hit)
• Large Plate (Ankheg) Breastplate ( +4 AC)
• Large Scale (Heavy Crodlu) left & right Ocrea ( +1 AC)
• Large Plate (Ankheg) left & right Manicae ( +3 AC)
• Large Roman (Balican) Legionnaire Helm with red died plume
• Dex Defensive Adjustment ( +4 AC)
• Gladiator Armor Optimization ( +1 AC)
• NWP Armor Optimization ( +1 AC)
Encumbrance:
(Weight in packs: Weight in pouches: Other: )
Combat
THAC0: 14
Weapons:
• Bone Gouge (Dragon #185) +7 to hit, 1d8 +13/1d10 +13, 5 speed. S/P 2 attacks/rnd. Critical hit on rolls of 16 or higher (Combat & Tactics)
Proficient use: A gouge wielder who is familiar with his weapon can use the handles to inflict greater damage on subsequent rounds of contact. After a first round of combat in which the wielder makes a successful attack against an opponent, he can announce his intention to gouge on the subsequent round. If, in that subsequent round, the wielder has a better initiative roll than his opponent, he automatically hits again, gouging the weapon into the opponent and inflicting +2 on his damage roll. If, however, the opponent wins initiative, he manages to avoid the gouge attack; the wielder can make a normal attack but at a -4 penalty to his attack roll for having instead prepared to gouge. The wielder of the gouge must declare his intent before initiative dice are rolled. Specialized use: In addition to the gouge attack, a specialized wielder can spin his entire body with his gouge to inflict greater damage with a normal attack. The wielder suffers a -2 penalty to his attack roll but inflicts double damage due to his increased momentum on a successful attack. A specialized wielder can elect to gouge or spin again in the round following a successful spin attack.
• Large Tower shield punch +5 to hit (see below), 2d6 +10, P/B, 8 speed,
The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a –0 penalty to attack rolls that round and the shield-punch attack is rolled with a –2 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties. The character moves into the square of his opponent on his base initiative, then executes the shield punch and backs out into his own square again on the following initiative phase.
• Shield-rush
The shield-rush is an attempt to knock someone down by running into them with your shield. The character must have 10 feet (2 spaces) of running room to make an effective shield-rush. Making a shield-rush is treated as a charge attack for purposes of guarding characters with set spears.
When the character makes a shield-rush, he makes a normal attack against his enemy’s AC. Some shields may provide modifiers or bonuses to the rush. After a shield has been used for a rush, it provides no AC bonus for the rest of the round for its bearer, unless specialized. Making a shield-rush also costs the character a normal attack, but it isn’t considered an off-hand weapon like a shield-punch.
If the shield-bearer hits with his attack, he makes an opposed Strength roll against his opponent to see if he knocks him down. The loser of the opposed roll falls down; if both characters fail their Strength rolls, they both fall down. The following modifiers apply to the attacker’s Strength score:
· 4-point bonus or penalty for each size difference of the attacker versus the defender;
· +3 if the defender was unaware of the shield-rush;
· –2 if the defender has four legs or more.
As noted before, monsters can be assumed to have a Strength of 3 1/2 per size category plus their Hit Dice. Instead of an opposed roll, the DM can substitute a saving throw vs. Paralyzation for the defender to save time. A +3 knockdown bonus for large shields is used during the opposed Strength check that takes place if the attack hits.
If the shield-rusher misses with his attack roll, he must roll a successful Dexterity check to stay on his feet as he rushes past his target. If he fails, he falls down.
• Shield Block
A character can declare that she is using one of her attacks to block an opponent’s strike. Blocking is a hard parry with a weapon that deflects an opponent’s attack. Any weapon except rope-like things such as nets, lassoes, or slings can be used to block.
When a character tries to block an attack, she makes a normal attack roll against AC 4. Her opponent makes a normal attack roll against her Armor Class. The strike is blocked if the character succeeds with a lower roll than her enemy succeeded with. If the attacker failed anyway, it’s a miss no matter what the blocking character rolled. If the blocking character failed but her attacker succeeded, it’s a hit despite the block attempt.
For example, Arweth is a 5th-level fighter with an adjusted THAC0 of 14 with her long sword. She is fighting a hill giant with a THAC0 of 9. Arweth decides to use an attack to block the hill giant’s next strike. She rolls a 15 and succeeds with her roll. The hill giant rolls a 12; Arweth is AC 1, so the giant succeeds, too. His roll of 12 is lower than her 15, so Arweth’s block fails.
If the character announces her block before initiative is rolled, she can block an attack even if it beats her action phase. If she decides to wait, she can only block attacks in her action phase or later.
Blocking is an excellent tactic for characters with multiple attacks to use against characters or monsters with only one attack. A rapier specialist with a main-gauche in her off hand can use her off-hand weapon or one of the rapier attacks to block while using the rest of her attacks offensively.
• Shield Trap
It’s possible to use your weapon or shield to pin your enemy’s weapon against his body or to trap the weapon on your own sword-hilt or weapon haft. This maneuver is known as a trap. Traps are much like blocks; the character can get a chance to trap an attack that comes before his action phase by declaring the trap before initiative is rolled, or he can trap any attack that comes in his action phase or later without declaring his action beforehand.
Like with a disarm, the trap is resolved before the normal attack roll is made. A character attempts to trap an enemy’s attack by rolling an opposed attack roll versus AC 0 while his opponent rolls against AC 4. If the trapping character wins the opposed roll, the weapon is successfully pinned. Otherwise, the pin fails and the normal attack roll is made.
Once an enemy’s weapon is trapped, he loses any additional attacks he could have made with that weapon in the current round. At the end of the round, the trapping character and his victim make opposed Strength rolls to see if the victim can free his weapon. In each subsequent round, one Strength check is made on the fastest character’s base initiative, and a second one at the end of the round.
A character with a trapped weapon can always attack with a secondary weapon or simply abandon the weapon that’s been caught. The character who performs the trap cannot use the weapon or shield he’s pinning the opponent’s weapon with.
Trapping is an excellent tactic to use against an opponent with fewer attacks. It is also a good tactic for a two-weapon fighter to use against a single-weapon fighter; by sacrificing one weapon’s attacks, he completely stops his opponent’s offense. Another sneaky trick is to have an ally trap a tough opponent’s weapon to free up unanswered flank or rear attacks for a second character. Trapping is tougher than a simple block, but worth the effort.
• Large Bone Darts +5 to hit, 2d3 +10/2d2 +10, 2 speed, P, RoF: 5/1, Yards Range 10 / 20 (-2) / 40 (-5)
• Bone Trikal +4 to hit, 1d10 +10, 5 speed. S/B Those proficient with the trikal can use the head of the weapon to knock foes off balance with a series of short, sharp jabs. If the attacker makes a successful attack roll at -2, the defender must make a Dexterity check at -3 or fall over backwards
• Large Bone Dagger (short sword) +4 to hit, 1d6 +10/1d8 +10, 3 speed, P/S
• Heavy Maul +5 to hit, 1d12 +11, 8 speed. B
• Smuggler’s axe +4 to hit, 1d8 +11, 7 speed. S ( +2 and invisible)
Loot
Bits:
Ceramic:
Silver:
Gold:
Other:
Wild Talents
Psionic Strength Points: 41
Concentrate Water 17 (Dragon Kings p.141)
Telekinesis 8
Bio:
Attilius was a free-born Balician armor and weapon smith, who volunteered himself for gladiatorial combat as a way of freeing himself from his increasing gambling debts. As a rookie, he defeated a gladiator veteran and champion of Emperor Andropinis, Hilarus, a respected fighter who had 13 wins to his name. Attilius’s’ exploits have been recorded in graffiti outside the Criterions Great Gate within Balic, where he is depicted as a Murmillo, wielding a massive one-handed Gouge, tower shield, shoulder Manicae and Ocrea (shin protectors on his legs). During his early career, a female Jazst named Silverlight tortured and killed one his of training friends in a Criterion bout.
He has long paid off his debts but enjoyed his new found fame and glory in the arena and continued to fight within the Criterion. He now seeks his fortune outside Balic…
Ninguable of the Seven Eyes. A strange creature that thing was, smoking it’s pipe outside of Balic as Attilius walked by, crouched before a simple inix dung campfire. The hooded form looked up slowly, seven motes of tiny light where the face should be. “You fought in the pits, eh? Fancy yourself a fighter? Well, have you ever tried heroics? The pay can be quite nice, you know.” He beckoned for the goliath to sit… and oddly enough, Attilius found himself sitting too. The evening went that way. Strange talks, strong pipe smoke and by the end of it? He was pretty sure he agreed to find the corpse of a Sorcerer King and bring it back to the odd portly wizard creature. The rewards would be handsome, he said. It took a great deal of time and travel, but finally… the sight of the Tower of the Buried City loomed before the goliath. Friendly types were supposed to be braving the depths, the little man said. And that’s when the geas wore off.