Expenses (CGH)

__TOC__
 Typical Gladiator Expenditures Table
Item 	Price
Equipment 	As listed in Rules Book
Food and Drink 	As listed in PHB
Fine 	x2
Nourishing 	—
Subsistence 	x.75
Healer 	
Normal 	1 sp/month
Skilled 	1 sp/week
Magical 	1 sp/day
Masseuse 	3 cp/week
Trainer 	1 cp/day/level
Training Area 	5 sp/month
Training School	10 gp
==Descriptions of Expenses==
Equipment: All the equipment listed in the Rules Book and the Player's Handbook that the buyer feels he needs for the course is included in this section. Using the DARK SUN" game rules on price conversions, all prices are as listed.
Food and Drink: There are, for purposes of gladiators' food, only three categories. Fine food is fit for a templar s table. It consists of the best meat, the finest grains, and the smoothest beverages. Despite its excellent taste and conclusive edibility, it remains good for the fighter, restoring his energy and vitality. Gladiators who partake of this expensive fare gain hit points at 1 Vi times the usual rate because of the fine qualities of this fare.
Nourishing food is just that. It does not have the excellent taste of fine food, but is good, hearty fare. It is certainly good enough for most gladiators, not to mention the average person of Athas. Nourishing food restores lost hit points at the normal rate.
Subsistence rations should be eaten only when there is no other alternative. The food is of poor quality, the beverages musty, and are in general unappealing. Though it is typical slave rations, most gladiators deserve better. Those who partake of subsistence food regain lost hit points at 3/4 the normal rate because the food is of such low nutritional value. The body simply does not gain enough nourishment from subsistence food to work to its full potential.
Healer: There are three classifications of healer. Each category of these healers is more skilled in the healing arts than the one preceding it.
Normal healers have taken the time to learn the Healing and Herbalism proficiencies, and a little more. He or she can provide adequate care for a wounded person, but is certainly not the equal of someone of skilled rank. Normal healers can heal Id4 points of damage per major wound (that is, a wound which inflicted 8 or more points in a single blow), provided they get to the wounded person within 15 minutes after the wounds were inflicted.
Skilled healers have devoted their lives to learning the secrets of human and demihuman bodies and how to fix them. They are experts in herb lore and healing, having devoted the equivalent of at least three nonweapon proficiencies to both Healing and Herbalism. Some are even more proficient. Skilled healers can heal up to Id8 points of damage to any wound greater than 6 hp, provided they reach it within an hour.
The most sought-after healers, the magical healer is also by far the most expensive. Extensively trained in both Healing and Herbalism, the magical healer combines skilled healing knowledge with magical energy to restore the fallen but minutes after they fall. It does not matter how long the wounded has lain without help; the magical healer can cast spells that will instantly restore the hurt to a better capacity. It is up to the DM to determine how much healing magic a particular healer possesses, bearing in mind that the more magic a healer holds, the more expensive he or she is likely to be.
Masseuse: This is simply someone trained to work the knots, the aches, and the pains from a tired gladiator's back. After a long day's worth of training and fighting, a skilled massage can be more uplifting to a gladiator's spirits than a healer's brisk manner and stinking potions.
Trainer: The Trainer is nearly always a retired Fighter or Gladiator of middle- to high-level who is looking to cash in on his reputation without the risks involved in actual arena combat. If the Trainer is a fighter, he has specialized in several weapons, and is willing to train others in its use as described on page 27 of the Rules Book If the Trainer is a gladiator, he has grown sick of his arena days, or was maimed and wounded enough times that he cannot expect reasonably to return, although he will certainly defeat any trainee who challenges him.
PCs can pick up some extra coinage by serving as trainers for a time. This is an especially good option for free gladiators who are momentarily penniless. Their earnings will pay the rent, and the training will refresh their own skills. Alternatively, they may trade skills for free training, provided the owner of the course is willing to accommodate such a trade.
Training Area: The Training School will contain all the ingredients described earlier in the Training section, as well as a plot of land. Any other modifications must be added by the owner or renter, the prices commensurate with the rest of the prices on this list. The rarity of these other ingredients will also affect the price. The price listed here does not include the necessary payments to the templars of the city. The DM has to determine what sort of bribes the templars expect for the use of the Training Area in proportion to what templars usually demand in that campaign.
If the training offered here is unusually good, the PC might be able to make the Training Area work for him by charging nobles and other gladiator owners for training them here. Of course, once this course of action is taken, the PC will also have to supply guards, a horde of trainers for the gladiators, healers, and so forth. However, if run correctly, the Training Area could create a tidy profit.
Training School: The Training School is simply a Training Area turned to make a profit by its owners. Prices will vary, the price listed here is for the standard course offered by the city.