An Attempt at a Gladiator Class (Help me tone this down) [Archive] - Wizards Community

Post/Author/DateTimePost
Rath_Robert

06-27-04, 06:20 AM
The Gladiator

A beastly and barbaric form of capital punishment, arenas hold huge entertainment and financial potential. In almost every major city, some form of arena fighting is already in place and even in some small villages, criminals have the opportunity to at least die with honour and keep their pride.

Although most gladiators are slaves, they are not entirely helpless and some are even accomplished warriors in their own right. Gladiators are masters of one-on-one combat and of resiliency and tenaciousness.

Game Rule Information
Gladiators have the following game statistics.

Abilities: Constitution is by far the most important ability the gladiator can have, for the longer they stand in a fight the better. Dex, Str, and Cha are all equally as important for those abilities can help their combat abilities while Cha makes them much better entertainers.
Alignment: Any.
Hit Die: 1d10

Class Skills
The Gladiator class skills (and the key ability for each skill) are; Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Fighting Styles), Knowledge (Nobility), Perform (Cha), Sense Motive (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex). See Chapter 4 in the Core Rulebook 1 for skill descriptions.

Skill Points at 1st Level: 2 + Int modifier x 4
Skill Points at each additional Level: 2 + Int modifier

Weapon and Armour Proficiency: Gladiators are proficient with all simply and martial weapons, plus three exotic weapons of choice. In addition, they are proficient with light armour and shields.

Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Gladiatorial Pride: Gladiators pride themselves on not being intimidated by other opponents. Thus at 1st level, they are granted a +4 Bonus to saving throws against fear and fear-like effects.

Play The Crowd: Since gladiators care more about the crowd then their own safety, at 2nd level the gladiator can fight much more successfully in front of a large crowd. When a crowd of at least 10 people or more watches the gladiator fight, he gains a +1 bonus to attack his opponent. If the number of people watching him is 100 or more he gains a +2 to attack and finally if the crowd numbers over 1000 he gains a +3 bonus to attack his foe.

Taunt: The gladiator will sometimes use the crowd to get under the skin of his foe. At 3rd level, the gladiator may take a standard action to taunt his foe (either verbally or by performing a fancy move with his weapon). If the foe fails a will save (DC 10 + the Gladiator’s Cha modifier) he becomes angry and lunges at the gladiator, not taking the proper time to protect himself. His opponent gains a +1 to hit the gladiator, however, he looses 2 points on his Armour Class for 1d4+1 rounds.

Gladiator’s Bravado: By 3rd level, the gladiator has seen many battles and his reputation begins to grow amongst the common folk. 1/day, before the beginning of a battle, the gladiator can perform a number of fancy moves and intimidating stances to try to intimidate his opponent. The Gladiator must first succeed at a knowledge (Fighting Styles) check DC 15 or a Perform check DC 15. If the check succeeds his opponent is allowed a will save (DC 10 + ½ the gladiator’s level + the gladiator’s Cha Modifier). If the check fails, the target becomes shaken for the duration of the fight. As the gladiator progresses in levels he may use this ability more times per day as shown on the chart below.

Arena Technique: At 4th level, the gladiator is an arena veteran and he is able to perform an ability that is unknown to those who fight outside the arena. He gains one ability at 4th level, and one ability every four levels thereafter. These abilities will only be usable when the gladiator is in light armour or no armour. The abilities he may select from are as follows:

Shield Mastery: The Gladiator is very adept at using shields, so much so that he uses them better than the average character. With ability, the gladiator gains a +1 AC bonus to his shield and he ignores the armour check penalty for shields (except the tower shield).

Armor Mastery: The Gladiator is very proficient when wearing light armor and gains some advantages over the average fighter when wearing light armor. He gains a +1 AC bonus to any light armor he wears. Also the Max Dex of the armor increases by +1 and the Armour Check Penalty decreases by 1.

Exotic Weapon Master: The gladiator uses a much larger range of weapons the average character and thus gains additional exotic weapon proficiencies. He may select 4 more exotic weapons to become proficient with.

Wrestler: Sometimes a situation arises where the masters of two slaves would like to see how their slaves fare in unarmed and unarmoured combat. With this, the gladiator gains the Improved Unarmed Strike feat allowing him to make unarmed attacks without provoking attacks of opportunity. This ability also allows the gladiator the cause lethal damage with his unarmed strikes and his unarmed damage increases to 1d6 instead of 1d3. Finally, with this ability the gladiator gains the Improved Grappling Feat granting him a +4 bonus to grapple checks.

Skirmisher: A gladiator who relies on spears and shields and very little armour is considered a skirmisher. While wielding a shortspear in one hand and a small shield in the other, the gladiator can perform several abilities. He may attack an opponents shield by throwing his spear and hitting over his opponents AC. If the attack succeeds, the spear sticks into the shield making the shield worthless until the spear is removed. Removing the spear is full round action. If the Skirmisher wishes to forgo his shield, he may use a longspear more proficiently than most. He may now use a standard action to set against a charge dealing triple damage to a charging foe. Finally, he may use his shield in combat as if it were an off-hand weapon. The same rules as fighting with two-weapons applies and he may use his ambidexterity and two-weapon fighting to increase his proficiency in this area., while still using the shield to defend. In order for any of these abilities to be granted, the gladiator must be wearing light armour or no armour.

Ignore Pain: Some gladiators are very tough and able to shrug off some damage from enemies. The gladiator gains Damage Reduction 1/-. He may take this ability several times if he chooses. He also gains Damage Reduction 5/- against subdual damage per time that he takes this ability.

Roll with the Blow: Once per round, the gladiator with this ability can attempt to roll with a blow that would have normally hit him. He makes a tumble check (DC = The Attack Roll), if the check is successful, the gladiator only takes half-damage from the attack. He cannot be flat-footed, stunned, held, entangled, or otherwise incapacitated or immobilized. He must be aware of the attack to successfully roll with it. This ability will not work unless the gladiator is in light armour or no armour.

Evasiveness: A gladiator with this ability gains the advantage of never becoming flat-footed, even when surprised. He is so quick and able to dodge blows, that a person cannot catch him flat-footed, or sneak attack him. He also is very knowledgeable about defensive fighting and is able to fight normally while flanked and does not suffer the effects of being flanked.

Minor Rage: Adrenaline and anger can make a gladiator an effective combatant. With this ability, the gladiator flies into a minor rage. This grants a +2 bonus on Strength and Constitution for 5 rounds. Unlike a barbarian’s rage, this rage does not make the gladiator become winded, nor does he loose AC while in a rage. He may use this ability 2/day and he may take this ability more than once, stacking the number of times per day he may use the ability.

Patient Warrior: The gladiator normally relies on his smarts and cunning to defeat his opponents instead of brute strength. Gladiators also like long battles that are enjoyable to watch. For every 5 rounds a battle lasts, the gladiator gains a +1 competence bonus to attacks against one chosen enemy. He may switch targets each round as a free action, but the effects of this ability will only work on one opponent at a time.

Weapon Familiarization: Gladiators come in contact with all sorts of exotic weapons. Thus, at 4th level, the gladiator only suffers a -2 penalty (instead of -4) when wielding a weapon he is nor proficient with.

Feint: At 5th level, the gladiator is excellent at faking attacks and then attacking to a different area of the body. The gladiator makes a bluff check against his opponent’s Sense Motive check. If he gladiator wins, his foe is considered flat-footed for the attack. If the gladiator looses, he is considered flat-footed until the end of the round. This requires a standard action from the gladiator and does provoke an attack of opportunity.

Gladiator’s Wit: Gladiators are wise and patient normally waiting for a weak spot to open up before they attack. At 5th level, the gladiator may add his wisdom modifier (if any) to his attack rolls.

Determination: Gladiator are very hard to kill and will act normally even if disabled or dying. He may make only one action per round (instead of two), but otherwise act normally when brought below 0 HP. The Gladiator instantly dies if he reaches -10 however.

Piercing Blow: At 8th level, when wielding a piercing weapon, the gladiator can strike his opponent and make him bleed profusely to the joy of the crowd. If the gladiator strikes an opponent with a piercing weapon the target may make a Fortitude saving throw (DC 10 + ½ the gladiator’s level) or loose 1 HP per round until he is successfully healed by a spell or heal check.

Improved Taunt: By 9th level, the gladiator’s ability to taunt his opponent increases. The DC to avoid this ability is now 15 + the gladiator’s charisma modifier. The target no longer gains a +1 to attack the gladiator and now looses 3 points on his armour class for 2d6 rounds.

Improved Weapon Familiarization: By 9th level, the gladiator now suffers no penalty when using a weapon he is not proficient with, however, he still isn’t considered proficient in the weapon (meaning he cannot take Weapon Focus ect…).

Improved Feint: The gladiator may now use his feint ability as a free action and it does not provoke an attack of opportunity.

Fearless: By 12th level, the Gladiator has become one with life and does not fear death, pain, or some creature’s gaze attacks. With this ability the Gladiator ignores gaze attacks from any creature that is of his hit die or below. Also effects that would normally result in him becoming “panicked” are reduced to being “frightened”, “frightened” are reduced to “shaken” and he ignores “shaken” effects.

Bonus Feat: The brawler gains two Combat Bonus Feats. He gains these feats at 13th and 17th level. He may select from the same list as the fighter.

Throw Anything: The gladiator may now throw any object in which he can lift overhead. The damage from these attacks varies by the size of an object. A medium size object deals 1d6 damage. Therefore a small object would deal 1d4 damage and a large object would deal 1d8 damage. The gladiator suffers a -2 penalty to throwing an item he is not proficient with. The range on any foreign object thrown is 10 feet.

Bleed Enemy: At 14th level, the gladiator is even better at making his enemies bleed. Now his effects from his Piercing Blow attack makes his enemy bleed 2 HP per round until healed magically or by a heal check. The DC for the heal check is also increased by 5.

Fear Immunity: At 16th level, the Gladiator is completely fearless. With this ability the Gladiator is immune to all gaze attacks, fear, and cause fear spells. In addition, the gladiator cannot be intimidated.

Improved Throwing: The gladiator may now throw any object he sees fit with no penalty. The range of objects he throws now increases to 15 feet.

Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Gladiatorial Pride
2 +2 +3 +3 +0 Play the Crowd
3 +3 +3 +3 +1 Taunt, Gladiator’s Bravado 1/day
4 +4 +4 +4 +1 Arena Technique,
Weapon Familiarization
5 +5 +4 +4 +1 Feint, Gladiator’s Wit
6 +6/+1 +5 +5 +2 Determination
7 +7/+2 +5 +5 +2 Gladiator’s Bravado 2/day
8 +8/+3 +6 +6 +2 Arena Technique, Piercing Blow
9 +9/+4 +6 +6 +3 Improved Taunt,
Improved Weapon Familiarization
10 +10/+5 +7 +7 +3 Improved Feint
11 +11/+6/+1 +7 +7 +3 Gladiator’s Bravado 3/day
12 +12/+7/+2 +8 +8 +4 Arena Technique, Fearless
13 +13/+8/+3 +8 +8 +4 Bonus Feat, Throw Anything
14 +14/+9/+4 +9 +9 +4 Bleed Enemy
15 +15/+10/+5 +9 +9 +5 Gladiator’s Bravado 4/day
16 +16/+11/+6/+1 +10 +10 +5 Arena Technique, Fear Immunity
17 +17/+12/+7/+2 +10 +10 +5 Bonus Feat
18 +18/+13/+8/+3 +11 +11 +6 Improved Throwing Weapons
19 +19/+14/+9/+4 +11 +11 +6 Gladiator’s Bravado 5/day
20 +20/+15/+10/+5 +12 +12 +6 Arena Technique
Rath_Robert

06-27-04, 05:14 PM
No one has any comments? Please, I think this is a great idea for a campaign I have and I'd like some help making sure it is balanced.
Surgo

06-27-04, 05:18 PM
Dude, a gladiator is just a fighter. And there will never, ever be a level 20 gladiator - that's a little too powerful for being a slave in an arena, don't you think?
Rath_Robert

06-27-04, 05:21 PM
Well not all were slaves, some just fought because they liked fighting and loved the crowd, I agree that seeing a powerful gladiator wouldn't happen, but lets say that a gladiator was either freed or he escaped, this class represents the fact that he would have his own fighting style, not just the bonus feats the figther receives.
Surgo

06-27-04, 05:25 PM
Each fighter has their own style too. That's what the bonus feats represent.

Sorry, but I think there's no reason for a gladiator class. Give a little love to the fighter already.
Rath_Robert

06-27-04, 05:32 PM
I just wish the fighter actually had some special abilities instead of just bonus feats, I like the fighter in the lower levels, but then I usually multi-class into something else, because a lot of the feats I wanted to take are already taken.
Torgos

06-27-04, 05:35 PM
well take for example the fighter.

who as every 2 lvles an increse in feats the gladiator has every lvl an bonus thingy.

(a rage without annything nasty about it ill like that)

sure why dunt play an over powered char but make sure other players dont feel much more weaker.

and if ya play one to one its o couse fine as long as your dm fine with it

greets
Rath_Robert

06-27-04, 05:57 PM
Huh? I'm slightly confused by the last post, but the reason I made this class is because I plan on starting in an arena and it would only make sense to give the PCs the option to take this as a core class. Basically, whether you believe it would exist or not, can you at least help me balance the abilities?