Advanced Dungeons and Dragons Second Edition, AD&D 2nd edition Character creation: Kits and Classes: Arena Champion gladiator kit
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Arena Champion

Description: The arena champions are gladiators whose greatest desire is to practice their blood sport in arenas filled with thousands of screaming fans. The risk their lives for fame, wealth and adoration. In rare instances, even slaves have risen to champion status.
Special Requirments: Any gladiator may become an arena champion.
Role: Societies have always demanded heroes. Nobles live in luxury that no commoner could every hope to acheive. Great gladiators, however, rise from the ranks of average and ordinary citizens and so the popular arena champions serve a purpose. Even the most subjugated servant needs a role model, something to aspire to -- the arena champion fills this very real need.
Some of the gladiators are local neighborhood heroes or visitors from nearby communities. They work in jobs or use their skills to earn a lving and train for the arena in their spare time. Arena champions aspire to become famous and earn sponsorship, which would permit them to concentrate on training for the arena full time.
Other champions are slaves who see the arena as their one chance for freedom and a better life. The beeter they perform in the arena, the more money they make for their masters. their masters in turn may provide better living quarters, weapons, and other advantages. There is always the possiblity of buying one's freedom, if one performs well enough.
Weapon Proficiencies: Arena champions gain a specialization in the melee weapon of their choice at no additional cost.
Nonweapon Skills: Bonus skills: Weapon Improvisation. Recommended skills: Heat Protection.
Equipment: Arena champions have no special equipment and can spend their starting gold any way they like. However, they must spend 10 percent of all money they earn on equipment for use in the arena.
Special Benefits: Because of previous success, arena champions may train free of charge in their home city as long as the following conditions are met:
  1. The gladiator is not being sought for crimes by the local authorities;
  2. There must be a gladiator in training at the arena who is at least two levels higher than the PC.
An arena champion's reputation proceeds him. Arena champions receive a +1 reaction adjustment when dealing with anyone from their hometown or neighborhood. When in their hometown, arena champions are often treated to free lodging, free food and drinks and receive discounts on goods (at the DM's discretion).
Special Hinderances: Arena champions are often held in esteem only in the local area or in the neighborhood they represent. When in different parts of the country, they may be assaulted or attacked by the fans of other champions. An attack may come as anything from rotten produce being hurled at the champion to heavy stones dropped from building tops. Other local champions may challenge them to "plaza" matches or make them fight their way out of a neighborhood.
Slaves who rise to champion status may incur the wrath of other slaves who feel that they are being cheated out of their fair share. A fellow slave may attempt to kill an arena champion in practice or during the night out of sheer envy and hatred. Professional jealousy often causes infighting between slave champions. In the slave pits there can be only one "First Rasclinn" among arena champions. They seldom retain that title for long.
Wealth Options: Unlike other gladiators, arena champions roll their initial Social Class and Social Rank normally, without a negative modifier.
Races: Members of all races can become arena champions.
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