Thursday, July 1, 2010

GLADIATOR

The arena is the battlefield of the gladiator. From hand–to–hand combat in the mud pits of small forts to the grand games of the city‐states, the gladiator is a warrior who fights to the sounds of people cheering his name or cursing his presence. A master of crowd control and the art of prolonged combat, gladiators are trained to fight. They fight for glory, wealth, prestige and power. They fight to survive.

Role: Gladiators are among the best warriors in all the Tablelands. They learn how to taunt and tease opponents, driving them to reckless acts and taking advantage of the situation to strike down or maim a foe. They also learn team striking techniques that allows them to fight in pairs or larger group.

Alignment: Any.

Hit Dice: d12.

GLADIATOR

Level BAB Fort Ref Will Special

1st +1 +2 +0 +0 Challenge 1/day, Arena Guile, Mercy, Stern Resolve,

Tactician

2nd +2 +3 +0 +0 Improved Feint, Martial Display

3rd +3 +3 +1 +1 Aid Allies

4th +4 +4 +1 +1 Challenge 2/day, No Mercy

5th +5 +4 +1 +1 Combat Reflexes

6th +6 +5 +2 +2 Greater Feint

7th +7 +5 +2 +2 Challenge 3/day

8th +8 +6 +2 +2 Steal Glory

9th +9 +6 +3 +3 Greater tactician

10th +10 +7 +3 +3 Challenge 4/day

11th +11 +7 +3 +3 Strategy

12th +12 +8 +4 +4 Demanding challenge, Parry

13th +13 +8 +4 +4 Challenge 5/day

14th +14 +9 +4 +4 Riposte

15th +15 +9 +5 +5 Moment of Triumph

16th +16 +10 +5 +5 Challenge 6/day

17th +17 +10 +5 +5 Master tactician

18th +18 +11 +6 +6 Crippling Critical

19th +19 +11 +6 +6 Challenge 7/day

20th +20 +12 +6 +6 Champion’s Fury

Class Skills

The Gladiator’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Perform (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are the class features of the Gladiator.

Weapon and Armor Proficiency: Gladiators are proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).

Challenge (Ex): Once per day, a Gladiator can challenge a foe to combat. As a swift action, the Gladiator chooses one target within sight to challenge. The Gladiator’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the Gladiator’s level. The Gladiator can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

In addition, whenever a Gladiator issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the Gladiator possesses.

Challenging a foe requires much of the Gladiator’s concentration. The Gladiator takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Arena Guile: A Gladiator adds 1/2 his Gladiator level (rounded up) as a bonus to all Bluff and Sense Motive checks that relate directly to melee combat.

Mercy: A Gladiator suffers no penalty to attack rolls when attacking with a weapon to inflict nonlethal damage.

Stern Resolve: A Gladiator adds his Charisma modifier to the DC on attempts to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Tactician (Ex): At 1st level, a Gladiator receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the Gladiator can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the Gladiator possesses. The Gladiator can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Improved Feint: At 2nd level, a Gladiator gains the Improved Feint feat.

Martial Display: At 2nd level, a Gladiator can spend a standard action to extol his own accomplishments and battle prowess. He recieves Dazzling Display as a bonus feat. The Gladiator receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Aid Allies (Ex): At 3rd level, whenever a Gladiator uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

No Mercy: At 4th level, A Gladiator can perform a coup de grace as a standard action rather than a full‐round action.

Combat Reflexes: At 5th level, a Gladiator gains the Combat Reflexes feat.

Greater Feint: At 6th level, a Gladiator gains the Greater Feint feat.

Steal Glory (Ex): At 8th level, a Gladiator can steal the glory from another creature’s successful strike. Whenever a creature, other than the Gladiator, scores a critical hit against a target that the Gladiator is threatening, he can make an attack of opportunity against the same target.

Greater Tactician (Ex): At 9th level, a Gladiator receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The Gladiator can grant this feat to his allies using the tactician ability. Using the tactician ability is now a swift action.

Strategy (Ex): At 11th level, the Gladiator can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the Gladiator to receive this bonus. The Gladiator can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The Gladiator can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Demanding Challenge (Ex): At 12th level, whenever a Gladiator declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the Gladiator, it takes a –2 penalty to its AC from attacks made by anyone other than the Gladiator.

Parry (Ex): At 12th level, a Gladiator learns to parry the attacks of other creatures, causing them to miss. Whenever the Gladiator takes a full attack action, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the gladiator makes an attack roll, using the same bonuses as the attack he chose to forego during his previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the gladiator, the

gladiator takes a –4 penalty on his attack roll. The gladiator also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The gladiator must declare the use of this ability after the attack is announced, but before the roll is made.

Riposte (Ex): At 14th level, a Gladiator can make an attack of opportunity against any creature whose attack he successfully parries, so long as the creature he is attacking is within reach.

Moment of Triumph (Ex): At 15th level, the Gladiator can, as a free action, declare a moment of triumph. For 1 round, the Gladiator receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The Gladiator can use this ability once per day.

Master Tactician (Ex): At 17th level, the Gladiator receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The Gladiator can grant this feat to his allies using the tactician ability. Whenever the Gladiator uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Crippling Critical (Ex): Starting at 18 level, when a gladiator confirms a critical hit he can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Champion’s Fury (Ex): A gladiator of 20th level can enter a trance‐like state as a standard action in which his full offensive gladiatorial potential is unleashed. In this state, he becomes immune to fear effects, receives a +4 competence bonus to attack rolls and damage rolls, and an additional attack per round made at his highest base attack bonus. In addition, he gains two temporary hit points per class level. Champion’s fury lasts for 10 rounds. A gladiator can enter this trance once per day plus his Charisma bonus modifier.

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