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    Canonfire :: View topic - Nazarn the Gladiator Part 2: stats and fluff
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    Nazarn the Gladiator Part 2: stats and fluff
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    Adept Greytalker

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    Thu Oct 27, 2016 2:55 pm  
    Nazarn the Gladiator Part 2: stats and fluff

    Here's what I have so far. This incorporates everything from the only two canon sources known to me, which are the Living Greyhawk Journal #3 article that introduced Nazarn, and pretty much the same information reformatted for the Gods of the Living Greyhawk Campaign document.

    Comments/criticisms/suggestions all welcome.
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    Thu Oct 27, 2016 2:56 pm  

    My stat block for Nazarn is 3.5, but using the 3.5 update of the rules from Deities and Demigods (a 3.0 book) and taking inspiration from the Kord information from all editions, as well as Kelanen's original stat block, and Rasgon's 3rd edition version of Murlynd (though Nazarn is much less powerful than that). The meaty redolence (divine aura) mechanic was inspired by a power of the brawler class in Pathfinder's Advanced Class Guide. The gladiator prestige class is from Sword and Fist; the legendary dreadnought class is from the Epic Handbook (updated to 3.5). The feats are from all over the place, including Dragon magazine.

    Last edited by edmundscott on Thu Oct 27, 2016 3:03 pm; edited 1 time in total
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    Thu Oct 27, 2016 2:58 pm  

    Nazarn
    The Gladiator
    Hero Deity
    Symbol: a chain wrapped around a gladius
    Home Plane: Prime Material (wanders)
    Alignment: Neutral
    Portfolio: duels, formal, public, and ritualistic combat, honorable battle
    Worshippers: duelists, gladiators, half-orcs
    Cleric Alignments: any neutral
    Domains: Competition, Luck, War
    Cleric Training: Most clerics of Nazarn began as gladiators or duelists, but were forced to retire due to either age or injury. Unable to leave the excitement of the arena, or perhaps the only life they’ve ever known, such doctores, as they are known, impart their experience by training new gladiators and administering to their spiritual needs.
    Favored Weapon: gladius (short sword deals slashing or piercing)
    Weapon of the Deity spell: +1 brutal surge short sword
    Quests: All quests devoted to Nazarn involve formal combat before an audience. Followers of Nazarn might seek out the greatest arenas in the world to establish their reputations, or challenge known duelists to a public reckoning.
    Prayers: Prayers to Nazarn are spoken either in Suloise or Orcish. In worship services, the congregation keeps time with clapping as the prayers are uttered. In the arena, or whenever a solitary gladiator prays, the prayer must be shouted and accompanied by a display, perhaps a weapon drill, sufficiently extravagant to catch Nazarn’s attention and appreciation.
    Temples: Most temples to Nazarn are shrines within gladiatorial arenas or fighting schools. Some temples of Kord also include a small shrine to Nazarn within them. Regardless of location, the temple must include training facilities for the faithful warriors.
    Rites: Nazarn is worshipped through weapon drills, the more important the occasion the longer and more complicated the routine. His worshippers proclaim testimonies to their own deeds in public battle, which establish a constantly shifting hierarchy. On holy days, exhibition combats are staged among the faithful, sometimes including the clergy.
    Herald and Allies:
    Relics: Crowdpleaser
    Dogma: Answer a challenge with honor and bravery. Never fight at anything but your best. Know when you should please the crowd and when you should focus on your foe, for a flamboyant warrior often ends up dead if he underestimates his adversary. Avoid dirty fighting unless it is purely for sport. Offer mercy to a defeated foe if you can, but finish them if they have fought without honor or broken the combat’s accepted rules of conduct. Be inspiring to those who fight on your side and those who would emulate you in the future, for your legacy will survive you.
    Clergy and Temples: Nazarn’s clerics work as professional duelists or gladiators, act as officiators and seconds in formal duels, and minister to gladiators and similar combatants. They adventure to seek out new heroes of the arena in distant cities, to test their mettle against unusual foes, and to collect trophies and scars that add to their reputations. All disputes between clergy are settled via formal combat in front of the whole congregation. They favor attire in red, orange, and gold.
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    Thu Oct 27, 2016 3:02 pm  

    Nazarn

    Half-orc Fighter 13/Gladiator 10/Legendary Dreadnought 2
    Medium-Size Outsider
    Divine Rank: 1
    Initiative: +7
    Senses • See (as with darkvision), hear, touch, and smell at a distance of 1 mile
    • Remote Sensing (standard action, duration 1 hour, perceive everything within 1 mile of worshippers, holy site, locales & objects sacred to self, or where someone has spoken name or title within last hour, or where formal or public combat occurs)
    • Remote Communication (speak or send omen to worshippers, or anyone within 1 mile of holy site or likeness of Nazarn)
    • Portfolio Sense (automatically sense any event involving at least 1000 people)
    Languages • Understand, Speak, and Read any language, including nonverbal ones
    • Speak to any beings within 1 mile
    Divine Aura Nazarn’s Meaty Redolence (see below)
    AC 26, touch 24, flat-footed 19, total defense 33
    (+1 armor, +1 shield, +7 Dex, +1 divine, +6 deflection)
    —Study Opponent +3: +3 dodge bonus to total defense (factored in above)
    hp 541 (HD: 23d10 +253 +2d12 +22+12 shrug off punishment) DR 15/epic
    Divine Immunities: Transmutation (polymorphing, petrification, alteration of form), Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Electricity, Cold, Acid, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, Death from Massive Damage
    Resist Fire 6; SR 33
    Saves: Fort +29, Ref +17, Will +17 [does not automatically fail on natural 1]
    • Unmovable (Ex): 1/day: +20 bonus on one of the following: grapple check to avoid improved grab; STR check to avoid bullrush, trip, or similar effect; STR check to avoid being moved physically or magically; any one saving throw (may gain a Will save w/ +20 bonus against an effect that doesn’t allow a save)
    Speed: 60 ft.
    Melee: Crowdpleaser (piercing) +54/+49/+44/+39/d6+28/17-20+Thundering (+d8sonic & Fort DC14 or deafened)
    Melee: Crowdpleaser (slashing) +52/+47/+42/+37/d6+26+Make Them Bleed (see below)/17-20+Thundering (+d8sonic & Fort DC14 or deafened)
    Melee: +43/+38/+33/+28 damage per piercing weapon+19
    Melee: +41/+36/+31/+26 damage per slashing or bludgeoning weapon+17
    Ranged: +31/+26/+21/+16 per weapon (+17 thrown)
    Space 5 ft Reach 5 ft
    Base Atk +23; Grp +40 [does not automatically fail on natural 1]
    Atk Options
    • Improved Feint: feint in battle as move action
    • Exhaust Opponent (Ex): if same opponent attacked for 3 consecutive rounds, must make Fort save (DC15+1/each rnd after 3rd) or take d6 nonlethal damage from exhaustion
    • Roar of the Crowd/The Crowd Goes Wild: must be at least 6 noncombatant spectators; move-equivalent action to perform flourishes, fancy moves, and trash talk, successful perform DC15 gains +1 morale bonus atk for the duration of the fight & +2 morale bonus to damage; morale bonus to damage increases by +2 for each successful consecutive hit against the same opponent; any miss resets morale bonus to damage to +2
    • Improved Coup-de-Grace: deliver coup-de-grace with melee weapon as standard action; or, be showy and take a full-round action, and gain +2 morale bonus to atk rolls for the rest of the combat
    • Make Them Bleed (Ex): slashing weapons deal 1 pt bleed damage for 10 rounds (-victim’s CON modifier) or until any cure spell applied or successful heal check (DC15); multiple wounds cumulative; constructs, plants, and undead immune
    • Unstoppable (Ex): 1/day: +20 bonus STR check to break/burst door or item (including wall of force DC32); or +20 bonus on single attack roll
    • Power Attack: subtract up to 23 from atk roll, add same # to damage roll
    • Great Cleave: bonus atk at same atk bonus after dropping an opponent
    • Improved Bullrush: no AoO with bullrush attempt; +4 on opposed STR check
    • Improved Unarmed Strike: deal lethal or nonlethal damage with unarmed strike, without provoking AoO
    Spell-Like Abilities (all at will, CL11, save DC17+spell level)
    1—Entropic Shield, Magic Weapon, Remove Fear
    2—Aid, Spiritual Weapon, Zeal
    3—Magic Vestment, Prayer, Protection from Energy
    4—Divine Power, Freedom of Movement
    5—Break Enchantment, Flame Strike, Righteous Might
    6—Blade Barrier, Mislead, Zealot Pact
    7— Power Word Blind, Regenerate, Spell Turning, Greater Teleport (CL20, self plus 100 lbs of objects)
    8—Moment of Prescience, Power Word Stun
    9—Greater Visage of the Deity, Miracle, Power Word Kill
    Abilities: Str 44 Dex 24 Con 32 Int 22 Wis 24 Cha 23
    Special Abilities
    • Poison Use: no risk of accidental self-poisoning when applying to blade
    Salient Divine Abilities: Create Magic Items of Formal or Public Combat (maximum value 4500gp), Divine Weapon Focus (short sword), Divine Weapon Specialization (short sword), Meaty Redolence (see below)
    Domain Powers • Competition (+1 bonus on all opposed checks)
    • Good Fortune (1/day: reroll one roll before DM announces success or failure)
    Feats: Combat Reflexes (8 AoO/rnd), Weapon Focus (short sword)*, Exotic Weapon Proficiency (spiked chain)*, Improved Unarmed Strike*, Power Attack, Weapon Specialization (short sword)*, Improved Bullrush, Blindfight*, Greater Weapon Focus (short sword)*, Cleave, Melee Weapon Mastery (piercing), Greater Weapon Specialization (short sword)*, Great Cleave, Improved Critical (short sword), Epic Weapon Focus, Epic Weapon Specialization*, Epic Reputation
    Skills (perform up to 2 skills/round as free actions, if DC15 or less): Appraise +6 (+10 weapons) Bluff +30 Climb +39 Craft (weaponsmithing) +19 Diplomacy +12 Disguise +6 (+8 act in character) Gather Information +10 Handle Animal +33 Intimidate +41 Jump +39 Perform (weapon drill) +45 Ride +30 Swim +34 Tumble +25
    Typical Possessions: Samite Armor [armor bonus +1, max dex +8, arcane failure 10%, speed unchanged, weight 10 lbs, consisting of manica (protective arm wraps), galerus (shoulder guard), ocrea (metal leg guards)], Parma (buckler), Gladius

    Nazarn (NAZZ-arn) is a half-orc god of ritualistic and public combat, such as honorable duels and gladiator matches. Once a popular gladiator slave owned by a member of the Scarlet Brotherhood, Nazarn escaped from his racist captors to find a better place for himself in the world. He was fortunate to encounter and impress a half-giant descendent of Kord, and eventually convinced the Brawler to elevate him to godhood after defeating all opponents (including a young green dragon) in a Hepmonaland arena run by yuan-ti.
    Nazarn is honorable but cares little for moral debates, seeking only the freedom to do what he wants and have a fair fight in the arena. He has no home but wanders Oerth and other worlds, as well as the planes beyond, seeking arenas and events worthy of his participation. Like his patron Kord, Nazarn sometimes dallies for a time with women who have seen and admired his skills (for example, Floramarie Smith, of Badger Lake in Ulek, who saw Nazarn fight at the Free City Arena in Greyhawk in CY579 and connived to gain a personal audience), and he may have left some progeny across the Flanaess. He can often be found in the Hall of the Valiant on the first layer of Ysgard, battling other followers of Kord. Nazarn yet wishes to prove himself at the fabled arena in the City of Brass on the Plane of Elemental Fire, as well as the legendary Coliseum Morpheun on the Plane of Dreams.
    Nazarn almost never bothers to use his spell-like abilities in arena battles, considering such magic closely akin to cheating, but, of late, has been using his magic to handicap himself before battles to challenge his abilities even more. In Brewfest of CY 595 in Sterich, Nazarn managed to have himself arrested (for impersonation of a noble), tried, and condemned, in order to fight among the unarmed convicts in the Grand Melee at Istivin’s Circus. To further challenge his abilities, Nazarn used miracle to deprive himself of sight, beginning the battle as a blind, unarmed old half-orc. Nazarn not only managed to procure weapon and shield by grappling the armed gladiators present, but prevailed against all four teams (including two previous champions) and the various monsters (owlbears, displacer beast, giants, and a hydra) released into the arena in the course of the exhibition. In the final moments of the battle, Nazarn dispelled his magical infirmities, summoned Crowdpleaser to his hand, and revealed his true self to the thousands in attendance (including the Marchioness herself) as he was declared Champion of Istivin.
    He appears as an older half-orc with a strongly orcish appearance and a veritable mane of black hair that is rapidly graying to white. His skin is green, his tusks a brilliant white, and he oftens wears golden samite armor and galerus (shoulder guard) and straps a golden parma (buckler) to his arm; although he can enchant his armor should the occasion demand it, he usually deigns to protect himself with magics, craving to challenge his own abilities without the “crutch of arcana”.
    As a free action, Nazarn can exude an overwhelming odor of ripe meat known as Nazarn’s Meaty Redolence that can be smelled by all creatures to a range of 5-100’ (Nazarn’s choice, who may change the range and effect of his Meaty Redolence every round as a free action; range doubled for those with scent, who can also track Nazarn easily by this distinctive odor). All creatures smelling this redolence (which is Nazarn’s divine aura) must make a Will save DC17 each round or suffer one of the following effects (as determined by Nazarn):
    —dazed
    —shaken (frightened if Nazarn looks at them)
    —resolved (+4 morale bonus to allies on atks, saves, and checks; -4 morale bonus to enemies on atks, saves, and checks)
    A successful saving throw conveys immunity to the above effects of Nazarn’s Meaty Redolence for 1 day (but not the effects of the bonus combat feats and skill tricks Nazarn is granted below). Nazarn can change the range and effect of this aura every round as a free action, and typically attempts to keep his opponents in range and all spectactors out of range. In addition, as long as Nazarn exudes his Meaty Redolence in at least a 5’ radius, he gains the following advantages and disadvantages:
    • proficiency in all exotic weapons
    • -20 penalty on all Charisma-based skill checks except intimidate, perform (act), perform (weapon drill) and bluff checks to feint in battle or play dead
    • intimidate, perform (act), and perform (weapon drill) checks are rolled with six dice and the highest result is chosen
    • as a swift action that must involve performance, showboating, or display, Nazarn gains access to one or more bonus feats or skill tricks, retaining them until the start of his following turn. Nazarn is granted all of the feats and skill tricks on a single line of the following list:
    —Combat Expertise (-5atk,+5AC) & Improved Disarm (doesn’t provoke AoO, +4 opposed roll to disarm)
    —Combat Expertise (-5atk,+5AC) & Improved Trip (doesn’t provoke AoO, +4 opposed STR check, free atk if trip successful) & Sweeping Trip (Drgn #343; forgo free atk to trip second creature adjacent to both you and tripped opponent)
    —Combat Panache [PH2-93: fortuitous tumble (trick opponent into hitting ally), play dead (1/encounter, if hit for 10+damage, appear dead, then stand up without provoking AoO and atk w/ surprise), sneering glower (if damage foe, mv action to intimidate foe & inflict -6 on his atk rolls)]
    —Daunting Presence (LbMr-25: standard action, overawe opponent 30’, must make Will save DC28 or be shaken 10 minutes)
    —Dodge (+1 dodge AC vs. 1 enemy), Mobility (+4 dodge AC vs. AoO), Spring Attack (full rnd: move at least 10’, atk, move at least 10’ w/out provoking from opponent), Bounding Assault (PH2-75: gain 2 atks & 2 opponents with spring atk, second atk at -5), Rapid Blitz (PH2-82: gain 3 atks & 3 opponents with spring atk, second atk at -5, third atk at -10)
    —Dodge (+1 dodge AC vs. 1 enemy), Mobility (+4 dodge AC vs. AoO), Spring Attack (full rnd: move at least 10’, atk, move at least 10’ w/out provoking from opponent), Combat Expertise (-5atk,+5AC), & Whirlwind Attack (full rnd: atk all opponents in reach at full atk bonus, forfeiting bonus atks)
    —Driving Attack (PH2-78: full rnd: single attack initiates bullrush & trips foe)
    —Endurance (+4 various checks), Diehard (automatic stabilize at negative hp & may act as if disabled, losing 1 hp/rnd)
    —Frightful Presence (Drac105: upon atk or charge, all opponents 30’ must make Will save DC28 or be shaken for d6+6 rnds, those who save immune 24 hrs, as are dragons and beings of Int 3 or less)
    —Goad (Cadv109: move action, single opponent who threatens you must make Will DC28 or next turn only attack you and no one else)
    —Hold the Line (CW100: make AoO against charging opponent before charge resolved)
    —Imperious Command (DrU50: foe successfully demoralized in combat cowers for 1 rnd, then shaken following round)
    —Improved Grapple (doesn’t provoke AoO; +4 all grapple checks)
    —Improved Sunder (doesn’t provoke AoO; +4 atk roll) & Combat Brute [CWr110: advancing blows (bonus to atk/dam after bullrushing foe), sundering cleave (free atk if opponent’s weapon or shield broken), momentum swing (charge 1st rnd, enhanced power attack 2nd rnd)
    —Intimidating Strike (PH2-79: standard action to make single melee atk w/ free intimidate attempt if atk succeeds; bonus on intimidate check equal to penalty taken on atk roll; successful intimidate makes opponent shaken for rest of encounter)
    —Leap Attack (CAdv110: if jump 10’ horizontally during charge and land where threaten opponent, deals double the bonus damage dealt by power attack, triple with two-handed weapon)
    —Lightning Reflexes (+2 reflex saves) & Prone Attack (CW103: atk without penalty while prone; if successful, stand up as free action)
    —Net and Trident Style (CW114: full-round action to throw net; if hit & successfully control foe by winning STR check, gain free 5’ step and full atk with trident)
    —Never Outnumbered (CS87: 1/encounter, while attempting to demoralize an opponent, affect all enemies within 10’ that can see you, each rolling separate check to resist versus your single check)
    —Robilar’s Gambit (PH2-82: at start of action, adopt vulnerable fighting stance; every opponent gains +4 atk & damage rolls but provokes an AoO, resolved after opponent strikes)
    —Shock Trooper [CWr112: directed bullrush (with charge & successful bullrush, for every 5’ foe pushed back, also push foe 1 square left or right), domino rush (successful bullrush to push foe into another foe’s square allows free trip attempts against both foes, with no chance of them tripping you), heedless charge (charge w/ Power Attack -5 atk or worse, some or all of damage bonus may be assigned to AC) & Pushback (Mn27: 1/rnd, after hit on adjacent M or smaller opponent, free bullrush attempt to push opponent 5’ back and occupy his vacated square)
    —Supremely Confident [Drgn #335: free intimidate attempt on critical hits; standard action, use perform (act) in place of intimidate to demoralize opponent]

    Nazarn’s signature weapon, Crowdpleaser, is not a physical weapon but rather a spirit or, perhaps, the idea of a weapon that finds its way into Nazarn’s hand whenever he engages in formal or public combat (before at least six noncombatant spectators). As soon as the crowd becomes helpful to Nazarn (CW pp131-132), Crowdpleaser possesses whatever weapon Nazarn holds and remains manifested within it until the conclusion of the event. Nazarn may, at his option as a free action, use Crowdpleaser’s abilities without changing the form of the weapon he holds, or temporarily transform the existing weapon into Crowdpleaser’s true form. A magical weapon possessed has its original abilities suppressed for the duration and replaced by those of Crowdpleaser. Only an intelligent weapon of equal or greater ego (22) may refuse this possession.
    In its true form, Crowdpleaser resembles a dark-steeled, thick, broad-bladed, double-edged short sword with a noticeably curved tip; prongs and ridges protrude from the pommel, which is inlaid with silver and adamantine, and decorated with a diamond, a piece of jet, a ruby, and a sapphire. The weapon is a +3 gladius (as short sword but deals either slashing or piercing damage at Nazarn’s pleasure) with Int 10, Wis 19, Chr 19, Ego 22 and the following additional properities:
    —Brutal Surge: 12/day (after successful attack can be as activated as swift action when Nazarn shouts, “Fluctus Inhumanum!”) initiates bullrush against opponent (opposed STR check vs. Nazarn’s +21); opponent pushed back provokes AoO from all enemies except Nazarn
    —Chargebreaker: any charging creature hit by Nazarn must make DC14 Fort save or be knocked prone
    —Disarming: +2 bonus to Nazarn’s disarm attempts; Crowdpleaser can never be disarmed
    —Thundering: creates cacophonous roar like thunder on confirmed critical hit, dealing +d8 sonic damage and opponent must make DC14 Fort save or be deafened permanently
    —Transmuting: first strike against creature with DR resolved normally; at start of next turn, Crowdpleaser transforms and takes on the necessary properties to overcome that DR for next 10 rounds, or until successful strike against creature with different DR (it then transforms to overcomet that DR the following round)
    Crowdpleaser is true neutral in alignment, cares about nothing except martial victory before admiring audiences, and has never been known to communicate except with its thundering voice on a critical hit. Although Crowdpleaser can never be disarmed, should the weapon fall into another’s hands through some other means, it would gladly assist its new owner in any public battle, regardless of the new possessor’s alignment, to the full extent of its abilities, even against Nazarn himself, who would probably relish the opportunity to test his own strength against that of an adversary armed with his own weapon. At the end of any public battle, no matter who its current possessor may be, Crowdpleaser leaves the possessed weapon until Nazarn summons it again.
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