Worldbreaker: Kaimonn the Blooded.

Worldbreaker: Kaimonn the Blooded.
Once, he owned the arena and all who fought inside it looked to him as its champion.  Kaimonn took every risk to the delight of the fans.  When Kaimonn fought, fans expected his blood spilt as much as his opponent’s; arms would be severed, eyes punctured, stomachs split, then all injuries would be recovered in an instant before their eyes. Taking the opportunity, Kaimonn would grab his opponent and rend it apart with his bare hands.
Fighting this way stressed his troll regeneration to its limit. He recovered each time, but not even he could fully heal decades of severe head trauma. Kaimonn’s damaged brain lost control of his regeneration at times, throwing him into an unstoppable, mutating battle frenzy.
His handlers tried to retire him, but Kaimonn would not stop fighting. When he would not quit they ran arena games without him.  The champion always arrived into the fray.  Out of options, the handlers and his fans abandoned the arena.  Kaimonn would not leave.
And now he waits, sitting on a dust throne and looking for challengers.

Blood of the Last Champion Opening.

Kaimonn bellows and raises his claws to the sky.  His wounds begins to heal. Caught in the field of his regenerative force, your body begins to heal as well.  But something’s wrong.  You’re body is unaccustomed to healing this fast, It has no mechanism to tell your cells to stop growing, to stop healing. Without that limiter, there’s no telling what will happen.
Refusal (DC 32) – You resist the the gift of Kaimonn’s regeneration.  It’s more of a curse. Skills: Endurance, Heal, Nature. Success: You gain regeneration 5 instead of regeneration 20 from Blood of the Last Champion.
Reckless (DC 23) –You realize that you must not let your body get back to a healthy state or this regeneration will push you past that with its unchecked growth.  You must be reckless in your fighting style to counteract Kaimonn’s abilities. Skills: History, Nature, Heal, Athletics.  Success:  As a free action, you can add 10 to any damage you take once per turn.

Uncontrolled Growth

Caught in the Kaimmon’s regenerating field, your own healing properties begin to grow.  Before you know it, they have grown out of control. Driving you beyond the limits of your body’s structure and capacity for growth, the champion’s regeneration leaves you in a worse state than before.
Roll a 1d6 and consult the following table:

1– target takes 3d8+13 damage.
2– target takes 3d8+13 damage and knocked prone
3– target takes 3d8+13 damage and weakened (save ends)
4– target takes 3d8+13 damage and is dazed and weakened (save ends both)
5– target takes 4d6+18 damage and is considered helpless against attacks (save ends)
6– target takes ongoing 15 damage (save ends) and is stunned until the end of its next turn.
7– target takes damage equal to bloodied value and takes ongoing 15 damage (save ends)
8+ target is dropped to 0 hit points.

Similar Posts:

About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter