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| Ultima007108-16-07, 05:23 PM | Fantasy Gladiator http://i187.photobucket.com/albums/x212/ultima0071/ffta-bangaa-gladiator.jpg "As they say: the faster they are, the faster they fall." -Zeke Rowans, a fantasy gladiator Most swordsman wear decent armor and have sufficient defense. The fantasy gladiator prefers to have a much higher strength and have better weapons. Fantasy gladiators use their extremely high dexterity to their advantage and get away with a high armor class and no armor. These superior swordsmen can beat even the best of foes. Hit Die: d10 Requirements To qualify to become a fantasy gladiator, a character must fulfill the following criteria. Base Attack Bonus: +7 Alignment: Any Feats: Weapon Focus (Shortsword, Longsword, or Scimitar), Dodge, and Mobility The Fantasy Gladiator LVL BaB Fort Ref Will 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 Level Special 1st Reflexes, Rush 2nd Wild Swing, Strength 3rd Beatdown 4th Blitz, Stamina 5th Fire Sword 6th Fast Reflexes, Strength, Bolt Sword 7th Ice Sword 8th Super Strength, Stamina 9th Extreme Reflexes 10th Ritual of Haste, Combo Class Features All of the following are class features of the fantasy gladiator prestige class. Armor and Weapon Proficiencies: Fantasy gladiators are proficient with all simple weapons, the longsword, shortsword, and scimitar. Fantasy gladiators aren’t proficient with any weapons or armor. Reflexes: A fantasy gladiator trains her reflexes instead of her strength. As a result, she gains the following feats and does not have to meet any of their prerequisites. Spring Attack (General) Benefit: When using this attack with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor (medium armor for fantasy gladiators). You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Stunning Sword (General) Benefit: You must declare that you are using this feat before you make your attack role (thus, a failed attack roll ruins the attempt). Stunning Sword forces a foe damaged by your sword attack to make a Fortitude saving throw (Dc 10 + 1/2 your fantasy gladiator level + your Dex modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, drops anything held, looses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A fantasy gladiator with this feat may attempt a stunning attack a number of times per day equal to his fantasy gladiator level. Rush (Ex): A fantasy gladiator can charge at an opponent and knock them back. This is exactly like bull rush except, if successful, knocks back the opponent 5 ft. per fantasy gladiator level. Wild Swing (Ex): A fantasy gladiator can perform an amazing spinning attack damaging nearby opponents. He automatically gains the Whirlwind Attack feat. Because of the extreme strain it puts on your body, the fantasy gladiator must at least level 5. Strength: As a fantasy gladiator advances in level, she gains an improved strength from all of her hard training. At 2nd and 6th level she gains a bonus of +1 to her strength score. Beatdown (Ex): A fantasy gladiator can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy gladiator. This ability requires the Fantasy gladiator to sacrifice 1d4 points of strength damage per use. This ability cannot be used if the fighter is fatigued or dazed. Blitz (Ex): A fantasy gladiator can study her opponent and gain an increased hit because of it. It takes one round to study an opponent. After studying, a fantasy gladiator gains a +10 to all attack rolls against that opponent for 1 turn. Stamina: As a fantasy gladiator advances in level, she gains a higher stamina from training for long hours. At 4th and 8th level she gains a bonus of +1 to her constitution score. Fire Sword (Sp): At 5th level a fantasy gladiator learns how to set her sword ablaze with a magical fire. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 flaming weapon. Fast Reflexes: At 6th level a fantasy gladiator becomes even faster than before. Her dexterity score increases by 2 and she gains the following feats without having to make the prerequisites. Sprint (General) Benefit: When running, you move six times your normal speed (if wearing no armor) or five times your speed (if wearing medium armor). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. Bolt Sword (Sp): At 6th level a fantasy gladiator learns how to transfer the energy from her body into her sword. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 shock weapon. Ice Sword (Sp): At 5th level a fantasy gladiator learns how to lower the temperature in her sword. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 frost weapon. Super Strength (Su): At 8th level a fantasy gladiator becomes able to transfer masses of energy from her body into her weapon. Once per day she can sacrifice 10 hit points to gain a +4 to the attack role and to damage. These bonuses last for 1d4 rounds. Extreme Reflexes: At 9th level a fantasy gladiator becomes so fast that even the quickest of enemies seem slow. Her dexterity increases by 3, her speed by 60, and she gets an extra standard action every turn. Ritual of Haste: At 10th level a fantasy gladiator learns the true meaning of speed. She may undergo this ritual as a result of her training. This ritual lasts a total of 24 hours. This ritual slowly drains the fantasy gladiator’s constitution, causing her to loose some health. She must choose to sacrifice a certain number of hit points (minimum 5). If this ritual is interrupted, she looses the hit point she chose to sacrifice and must start over. These hit points cannot be restored by any means including Wish or Miracle. After this ritual is complete, she obtains the ability of Ultima Sword. Ultima Sword (Su): With her newfound powers, she is able to send out massive quantities of energy from her body to her sword. Once per day she can transfer a certain amount of energy from her body into her sword. She must choose to temporarily sacrifice some of her hit points. Her sword then gains a bonus to the attack role and to damage equal to the number of hit points sacrificed. The number of hit points sacrificed can be no more than 10 x her Ritual of Haste sacrifice. Her sword also gains the ability to once a day use the ability of Ultima Strike (see below). Ultima Strike (Su): Once per day, an Ultima Sword can generate so much energy that a massive explosion results. A fantasy gladiator must declare she uses this ability before she attempts to attack her opponent. If the attack is successful, an explosion occurs. This explosion deals 5d6 damage to everyone in a 30 ft. radius around the target except for the fantasy gladiator. Combo: At 10th level a fantasy gladiator realizes her limits, and learns how to exceed them. Once per week she can release energy from her body to form a shell around her. This shell accelerates time giving her an attack at the speed of light. Because of the intense speed, she always hits unless affected by the spell Slow. Because of the incredible pressure from this attack, the target takes 1d4 force damage per fantasy fighter level and is knocked back 50 feet. |
| Ultima007108-16-07, 07:58 PM | :ayyyy!: Thread Changes :ayyyy!: 8/16 Spelling Mistakes Editted Graphics Added Abilities Modified:cip: |
| Waldo_di08-16-07, 11:05 PM | Fast Reflexes is way way too good I'd only let him choose one or the other for the feats. Also remember you aren't just restricted to the gladiators ability you can remove things like rush, Beat down, Blitz and wild swing. give him mow down it'd be like whirlwind attack except that he'd be flat-footed after using it and maybe give him free bull rush attacks to see if it knocks the enemies back. Greased Lightning would be good have it be a standard action attack and he could cut through DR or something. Also double hand would be a great ability when using a one handed weapon in two hands you gain double strength bonus instead of 1 and a half. For the Flame, Shocking and Ice Sword's I'd put them under elemental swords and let them choose which one they pick up at levels 1, 4, and 7 and give your gladiator ultima sword at 10th. for using your sword I'd say you could use them as "sword" points your total "sword" points would equal Gladiator level + Charisma Modifier(or some other stat wisdom makes sense too). I'd let you'd use more than one at a time activated as a free action but, for every turn there activated it consumes 1 "sword" point. Have the Flame, Shock, and frost swords burst as well as to be more useful. What I'd do for Ultima Sword is have it use 2 sword charges per turn to make your sword +4 better. giving your guy strengh and stanima's silly just give him bonus feats or other abilities. (I've got more to say I'll do it later don't want to rant too much :) ) |
| IdleAltruism08-17-07, 01:29 AM | Requirements To qualify to become a fantasy gladiator, a character must fulfill the following criteria. Base Attack Bonus: +7 Alignment: Any Feats: Weapon Focus (Shortsword, Longsword, or Scimitar), Dodge, and Mobility I don't understand why a gladiator would have to focus in a weapon. It really doesn't make to much sense. Also I think alot of gladiators wouldn't have a great dex, you know the hulking brute types. The BAB +7 is a steep requirement for the gladiator thematically. . [QUOTE=Ultima0071;13437319]Armor and Weapon Proficiencies: Fantasy gladiators are proficient with all simple weapons, the longsword, shortsword, and scimitar. Fantasy gladiators aren’t proficient with any weapons or armor. I don't understand the longsword, shortsword, scimitar thing. You're probably better off saying "Gladiators don't gain proficiency in any new weapons or armor" Reflexes: A fantasy gladiator trains her reflexes instead of her strength. As a result, she gains the following feats and does not have to meet any of their prerequisites. Just say you gain two feats instead of giving them "Reflexes" Spring Attack (General) I would focus on this with the class. You seem to be leaning more towards an agile fighter, I would focus on gaining the spring attack tree(PH2). Stunning Sword (General)[/SIZE] No, I would just take this out. Stunning fist that uses dex there is no need for this. Theres already a few feats and abilities like this. Look at brutal strike(ph2). Rush (Ex): A fantasy gladiator can charge at an opponent and knock them back. This is exactly like bull rush except, if successful, knocks back the opponent 5 ft. per fantasy gladiator level. How does this work, do you go with them? This is to much, way to much. It can push an opponent back 50ft regardless of any checks which would be extremely difficult. Thats the equivalent of beating their check by a 50! Wild Swing (Ex): A fantasy gladiator can perform an amazing spinning attack damaging nearby opponents. He automatically gains the Whirlwind Attack feat. Because of the extreme strain it puts on your body, the fantasy gladiator must at least level 5. This class doesn't look like it needs whirlwind attack, I'd drop it Strength:[/B] As a fantasy gladiator advances in level, she gains an improved strength from all of her hard training. At 2nd and 6th level she gains a bonus of +1 to her strength score. No, no stat bonuses. Thats more for monster classes then anything. Drop this. Beatdown (Ex): A fantasy gladiator can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy gladiator. This ability requires the Fantasy gladiator to sacrifice 1d4 points of strength damage per use. This ability cannot be used if the fighter is fatigued or dazed. This ability is pretty much worthless Blitz (Ex):[/B] A fantasy gladiator can study her opponent and gain an increased hit because of it. It takes one round to study an opponent. After studying, a fantasy gladiator gains a +10 to all attack rolls against that opponent for 1 turn. This is somewhat powerful, what kind of action does it take to use? I'd change this to something like a sense motive or spot check and give them a small bonus to hit, +10 is to much and doesn't scale at all. Maybe make it a DCx and by every 5 you beat the DC you get +1 insight bonus to the attack. Thats still a bit powerful but I think you could balance it in a couple ways. By something like increasing the DC for different things like CR or creature type. Or make it an opposed check. Stamina: As a fantasy gladiator advances in level, she gains a higher stamina from training for long hours. At 4th and 8th level she gains a bonus of +1 to her constitution score. Again no no no. Fire Sword (Sp): At 5th level a fantasy gladiator learns how to set her sword ablaze with a magical fire. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 flaming weapon. This ability doesn't mesh at all. Also you didn't give it a duration. I suggest dropping it all together. Fast Reflexes: At 6th level a fantasy gladiator becomes even faster than before. Her dexterity score increases by 2 and she gains the following feats without having to make the prerequisites. Again no stats! Sprint (General) Benefit: When running, you move six times your normal speed (if wearing no armor) or five times your speed (if wearing medium armor). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. This ability is confusing and kind of pointless. What if you're wearing light armor? Does this stack with run feat? I know running isn't normally that great but this makes you the flash. I really don't understand why a gladiator would be uber runner. Bolt Sword (Sp): At 6th level a fantasy gladiator learns how to transfer the energy from her body into her sword. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 shock weapon. This is the same as flame sword...... Ice Sword (Sp):At 5th level a fantasy gladiator learns how to lower the temperature in her sword. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 frost weapon. Again flame sword? Super Strength (Su): At 8th level a fantasy gladiator becomes able to transfer masses of energy from her body into her weapon. Once per day she can sacrifice 10 hit points to gain a +4 to the attack role and to damage. These bonuses last for 1d4 rounds. Not worth it. Extreme Reflexes:[/B] At 9th level a fantasy gladiator becomes so fast that even the quickest of enemies seem slow. Her dexterity increases by 3, her speed by 60, and she gets an extra standard action every turn. Way to big bonuses. DEX and movement speed and a standard action??? No none of these belong here. The movement maybe if it was toned down alot, like maybe +10 Ritual of Haste: At 10th level a fantasy gladiator learns the true meaning of speed. She may undergo this ritual as a result of her training. This ritual lasts a total of 24 hours. This ritual slowly drains the fantasy gladiator’s constitution, causing her to loose some health. She must choose to sacrifice a certain number of hit points (minimum 5). If this ritual is interrupted, she looses the hit point she chose to sacrifice and must start over. These hit points cannot be restored by any means including Wish or Miracle. After this ritual is complete, she obtains the ability of Ultima Sword. This is confusing and really really weird. Why is this a gladiator again? This looks like some kind of mystic knight on crack with some serious speed. Ultima Sword (Su): With her newfound powers, she is able to send out massive quantities of energy from her body to her sword. Once per day she can transfer a certain amount of energy from her body into her sword. She must choose to temporarily sacrifice some of her hit points. Her sword then gains a bonus to the attack role and to damage equal to the number of hit points sacrificed. The number of hit points sacrificed can be no more than 10 x her Ritual of Haste sacrifice. Her sword also gains the ability to once a day use the ability of Ultima Strike (see below). To powerful, way to powerful. Wow just wow. "+50 to hit and damage, quickly cleric heal me im going to own that demi-god". Again you didn't put a duration on this. Ultima Strike (Su): Once per day, an Ultima Sword can generate so much energy that a massive explosion results. A fantasy gladiator must declare she uses this ability before she attempts to attack her opponent. If the attack is successful, an explosion occurs. This explosion deals 5d6 damage to everyone in a 30 ft. radius around the target except for the fantasy gladiator. This one is actually pretty weak. [B]Combo: At 10th level a fantasy gladiator realizes her limits, and learns how to exceed them. Once per week she can release energy from her body to form a shell around her. This shell accelerates time giving her an attack at the speed of light. Because of the intense speed, she always hits unless affected by the spell Slow. Because of the incredible pressure from this attack, the target takes 1d4 force damage per fantasy fighter level and is knocked back 50 feet. This ability is extremely vague. I can't tell if its horribly broken or totally useless. This class needs a total revamp. You really have to decide on a theme. Then go look at normal PrCs and compare powerwise to them. Try to stick with mechanics already present in the game until you get a better understanding of them. |
| Waldo_di08-17-07, 01:37 AM | This class will make alot more sense if you'd play FF tactics. Not saying you had alot of valid points I agree with which I do such as the vague descriptions and the stat boosts. But the flaming, shock, Ultima, and frost sword's make a gladiator in FF tactics so you couldn't remove that but the whirlwind is unneccisarry so is the rush (even if they are gladiator abilities.) |
| IdleAltruism08-17-07, 02:10 AM | Games don't usually convert well to D&D. I didn't even notice the fantasy part of the name :eek: Normally I don't post on these, they are just to much work. I was thinking it was just a regular gladiator, alot of this makes a whole lot more sense now. But still These abilities don't scale and are generally way to powerful. |
| Ultima007108-17-07, 11:06 AM | I agree. I mostly make video game / anime classes for people who are really good at RPing their class. |
| deshrimp08-17-07, 02:08 PM | Ok. While its true that games dont fully convert correctly, If done right, you can create a game class. Take a look at Ultima's Fantasy Assassin and Fantasy Fighter. While all the abilities from the game are there, They have been modified to fit D&D. Sure they may need more work, and playtesting, They are in all other aspects a game class that transfered over well. After that, If RPd correctly, The class itself and its abilities are only a bonus. Think of a rogue. If the Player RPs him really really well, the DM usually gives bonuses to some rolls. The reverse is true as well. A well played rogue can do far more than a rogue who simply rolls the dice. So without further ado My critique comes next. |
| deshrimp08-17-07, 02:40 PM | Hit Die: d10Give them a D12. If you want them to take a beating, and not wear armor, they will definitally need more HP. Requirements To qualify to become a fantasy gladiator, a character must fulfill the following criteria. Base Attack Bonus: +7 Alignment: Any Feats: Weapon Focus (Shortsword, Longsword, or Scimitar), Dodge, and MobilityOk For the BAB make it +6. Having to be a level 7 fighter first doesnt make much sense. especially since most PrCs can be enter into their first level on pc level 7. Alignment is fine As for the Feats Just have If you want to have weapon Focus, let the character choose. otherwise remove it. Dodge and Mobility are good. I would also add combat expertise. This feat will allow the FG to transfer BAB into AC. Which might really help. The Fantasy Gladiator LVL BaB Fort Ref Will 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 Fort is good at +2, but I would also add a Ref save of +2. this implys the FGs extreme use of no armor and dodging attacks. Will is fine at +0 Armor and Weapon Proficiencies: Fantasy gladiators are proficient with all simple weapons, the longsword, shortsword, and scimitar. Fantasy gladiators aren’t proficient with any weapons or armor. If you want to give them those specific Proficiencies simply say that they gain proficiency in the longsword, shortsword, and scimitar if they do not already have it. Also say that FGs gain no armor or shield proficiencies. (not weapons like you have. cant say they have it then say they dont :P ) Reflexes: A fantasy gladiator trains her reflexes instead of her strength. As a result, she gains the following feats and does not have to meet any of their prerequisites. simply say as well as. not instead of. contridicts some of your later abilities. Spring Attack (General) Benefit: When using this attack with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor (medium armor for fantasy gladiators). You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Stunning Sword (General) Benefit: You must declare that you are using this feat before you make your attack role (thus, a failed attack roll ruins the attempt). Stunning Sword forces a foe damaged by your sword attack to make a Fortitude saving throw (Dc 10 + 1/2 your fantasy gladiator level + your Dex modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, drops anything held, looses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A fantasy gladiator with this feat may attempt a stunning attack a number of times per day equal to his fantasy gladiator level.Ok. If you must absolutly give them both feats, separate them. put them at different levels. It is extremely rare to gain 2 fighting oriented feats at one level from a class. If 2 are giving its usually simple ones like toughness and lightning reflexes. for example. Rush (Ex): A fantasy gladiator can charge at an opponent and knock them back. This is exactly like bull rush except, if successful, knocks back the opponent 5 ft. per fantasy gladiator level.Make this like the Fantasy Fighter ability of the same name Wild Swing (Ex): A fantasy gladiator can perform an amazing spinning attack damaging nearby opponents. He automatically gains the Whirlwind Attack feat. Because of the extreme strain it puts on your body, the fantasy gladiator must at least level 5.Same as Fantasy Fighter ability. Strength: As a fantasy gladiator advances in level, she gains an improved strength from all of her hard training. At 2nd and 6th level she gains a bonus of +1 to her strength score.If you must have an ability increase, make it +2. +1 is almost pointless. overall your giving the gladiator a single increase to the modifier. Beatdown (Ex): A fantasy gladiator can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy gladiator. This ability requires the Fantasy gladiator to sacrifice 1d4 points of strength damage per use. This ability cannot be used if the fighter is fatigued or dazed.As for this ability, I dont think the gladiator would lose str for simply dealing extra damage. Change it to a full round action then you can lose the str loss. Increase the damage to 1d6, and the progression for damage every level. If you do this, this ability would be more useful at later levels. Blitz (Ex): A fantasy gladiator can study her opponent and gain an increased hit because of it. It takes one round to study an opponent. After studying, a fantasy gladiator gains a +10 to all attack rolls against that opponent for 1 turn.good. Stamina: As a fantasy gladiator advances in level, she gains a higher stamina from training for long hours. At 4th and 8th level she gains a bonus of +1 to her constitution score. Again, If you must have an ability increase, make it +2. +1 is almost pointless. overall your giving the gladiator a single increase to the modifier. Fire Sword (Sp): At 5th level a fantasy gladiator learns how to set her sword ablaze with a magical fire. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 flaming weapon.This is good, but I would simply change it to deal fire damage on top of normal damage. Also give a duration of the ability. Fast Reflexes: At 6th level a fantasy gladiator becomes even faster than before. Her dexterity score increases by 2 and she gains the following feats without having to make the prerequisites. Sprint (General) Benefit: When running, you move six times your normal speed (if wearing no armor) or five times your speed (if wearing medium armor). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.Is this feat really nessassary? It seems useless for a combat oriented class. unless you absolutly need it, I would replace it with a new one, or simply remove the feat altogether. The dex increase is fine. Bolt Sword (Sp): At 6th level a fantasy gladiator learns how to transfer the energy from her body into her sword. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 shock weapon.This is good, but I would simply change it to deal lightning damage on top of normal damage. Also give a duration of the ability. Ice Sword (Sp): At 5th level a fantasy gladiator learns how to lower the temperature in her sword. Once per day she can infuse her energy into her sword giving it the same abilities as a +1 frost weapon.This is good, but I would simply change it to deal frost damage on top of normal damage. Also give a duration of the ability. Super Strength (Su): At 8th level a fantasy gladiator becomes able to transfer masses of energy from her body into her weapon. Once per day she can sacrifice 10 hit points to gain a +4 to the attack role and to damage. These bonuses last for 1d4 rounds.Is this to all attacks? or one? otherwise it seems ok for now. Extreme Reflexes: At 9th level a fantasy gladiator becomes so fast that even the quickest of enemies seem slow. Her dexterity increases by 3, her speed by 60, and she gets an extra standard action every turn.If you want to do this, give him a Fast Movement ability. have the fast movement progress throughout the class. also if you must give an extra dex increase, make it +2. as for the extra standard action, remove it. no need for it. If you want to give him an extra attack, thats a different story. give him the extra attack. Ritual of Haste: At 10th level a fantasy gladiator learns the true meaning of speed. She may undergo this ritual as a result of her training. This ritual lasts a total of 24 hours. This ritual slowly drains the fantasy gladiator’s constitution, causing her to loose some health. She must choose to sacrifice a certain number of hit points (minimum 5). If this ritual is interrupted, she looses the hit point she chose to sacrifice and must start over. These hit points cannot be restored by any means including Wish or Miracle. After this ritual is complete, she obtains the ability of Ultima Sword. Ultima Sword (Su): With her newfound powers, she is able to send out massive quantities of energy from her body to her sword. Once per day she can transfer a certain amount of energy from her body into her sword. She must choose to temporarily sacrifice some of her hit points. Her sword then gains a bonus to the attack role and to damage equal to the number of hit points sacrificed. The number of hit points sacrificed can be no more than 10 x her Ritual of Haste sacrifice. Her sword also gains the ability to once a day use the ability of Ultima Strike (see below). Ritual good. Ability, how long does the bonuses last? Are they stackable with any other abilities? Ultima Strike (Su): Once per day, an Ultima Sword can generate so much energy that a massive explosion results. A fantasy gladiator must declare she uses this ability before she attempts to attack her opponent. If the attack is successful, an explosion occurs. This explosion deals 5d6 damage to everyone in a 30 ft. radius around the target except for the fantasy gladiator.Okay, why is the gladiator exempt? I would add a reflex save to the damage. ref halfs damage. Is this an ability that simply explodes from the gladiator? and if so, why is there an attack? Combo: At 10th level a fantasy gladiator realizes her limits, and learns how to exceed them. Once per week she can release energy from her body to form a shell around her. This shell accelerates time giving her an attack at the speed of light. Because of the intense speed, she always hits unless affected by the spell Slow. Because of the incredible pressure from this attack, the target takes 1d4 force damage per fantasy fighter level and is knocked back 50 feet.This ability is really weak. so he does 1d4 per level and knocked back 50 feet? any other damage? and if so a really weak ability. |