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Fallen Dreams

3e D&D Living World

 

 

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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