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Gladiator:
Some are mercenary warriors testing their skill in
the arena. Others are wealthy professionals with an entourage of managers,
agents, and trainers. Rich or poor, all gladiators face death whenever they
step into the arena.
Gladiators
are trained warriors who fight in front of spectators in arenas large and
small. Usually they face other gladiators in single combat, but larger
arenas sometimes offer group battles. Some even feature man vs. monster
matches, pitting one or more gladiators against a beast captured from the
wilderness. The spectators cheer wildly for their favorite gladiators, and
many bet vast sums on a combat’s outcome. No one wagers more than the
gladiator herself does, for often a match ends only when the loser dies.
Most
gladiators are or were once fighters or barbarians, but rogues and monks
sometimes find their way to the arena floor (much to the chagrin of their
surprised opponents). In some rare cases, arenas feature “spell-casting
duels” or pit a warrior against a wizard, making sure that the
spell-caster’s repertoire is suitably flashy and unlikely to harm
spectators. Becoming a gladiator is a simple matter, say the veterans of
the pits. “Survive your first match, then you can call yourself a
gladiator. Lot of good it will do you…”
Hit Die: d10
Requirements:
Base Attack Bonus: +5
Perform or Intimidate: 4 ranks
Feats: Must have at least two feats from the list of fighter
bonus feats. You do not have to earn them as a fighter, but they must
appear on the list.
Class
Skills:
The gladiator’s class skills (and their key ability
for each skill) are:
Bluff (Cha)
Climb
(Str)
Craft
(Int)
Handle
Animal (Cha)
Intimidate
(Cha)
Jump
(Str)
Perform
(Cha)
Ride
(Dex)
Tumble (Dex)
Skill Points at Each Level:
4 + Int modifier
Class
Features:
Improved Feint: The Gladiator has learned sneaky tactics such as
kicking dirt in a foe’s face, pretending to be badly wounded, or forcing an
opponent to stare into the sun. You can use the feinting in combat Bluff
technique on page 64 of the PHB as a move-equivalent action.
Study Opponent: You are adept at spotting weaknesses in your foe’s
fighting styles. If you take a all-out defense action, you can gain a dodge
bonus to your AC against any opponent who attacks you in melee combat that
round. The dodge bonus begins the round after the opponent attacks you and
last for the duration of the fight.
Exhaust Opponent: As combat continues, you can tire out your foe. You
must attack the same opponent for at least 3 consecutive rounds. After your
third set of attacks, your opponent must make a Fortitude saving throw to
avoid taking 1d6 subdual damage
from exhaustion. The DC for this save starts at 15 and increases by 1 for
every round beyond the third you continue to attack the same foe. Many
gladiators fight defensively while employing this attack. If you do not
attack for one round, the count resets to zero.
Roar of the Crowd: You can appeal to spectators with flourishes,
trash-talking, and fancy moves. As a move-equivalent action, make a perform
check (DC 15). If you succeed, you get a +1 morale bonus to attacks and
damage rolls for the duration of the fight. Spectators must be
non-combatants, and there must be at least half-dozen of them.
Improved Coup de Grace: You dispatch fallen foes quickly, with great flair.
You may use a melee weapon to deliver a coup de grace attack as a standard
action. If you are being showy, you take a full-round action to deliver the
coup de grace, but gain +2 morale bonus to attack for the rest of the
combat.
Poison Use: You are trained in the use of poisons just as
assassins are. The poison rules are found in the DMG.
Make Them Bleed: You are skilled at dealing wounds that cause extra
blood loss. When you deal damage with a slashing weapon, the wound bleeds
for one point per round thereafter until a Heal check (DC 15) is made, any
cure spell is applied, or 10 rounds minus the opponent’s Con modifier
elapse. Multiple wounds are cumulative, but creatures without discernible
anatomies such as constructs, undead, and plants are immune to this effect.
The Crowd Goes Wild: With each blow you strike, the spectators cheer more
loudly. If you have already engaged the spectators with roar of the crowd,
you gain a +2 moral bonus to damage on your first successful blow. This
bonus increases by +2 for each successive consecutive blow that deals
damage to your opponent. The bonus resets to +2 if you miss.
Level BAB Fort Ref Will Special
1st +1 +0 +0 +0 Improved feint
2nd +2 +3 +0 +0 Study Opponent +1
3rd +3 +3 +1 +1
Exhaust Opponent
4th +4 +4 +1 +1
Roar of the crowd
5th +5 +4 +1 +1 Study opponent +2
6th +6 +5 +2 +2 Improved coup de grace
7th +7 +5 +2 +2 Poison use
8th +8 +6 +2 +2 Study opponent +3
9th +9 +6 +3 +3 Make them bleed
10th +10 +7 +3 +3 The crowd goes wild
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