Gladiator

Base Fort Ref Will

Level Attack Bonus Save Save Save Special
1st 1 +2 +0 +0 Play for the Crowd (1 bonus), Toughness
2nd 2 +3 +0 +0 Combat Style
3rd +3 +3 +1 +1 Endurance
4th +4 +4 +1 +1 Keep ‘Em Alive
5th +5 +4 +1 +1 Precision Damage +1d6
6th +6/
1 5 +2 +2 Improved Combat Style
7th +7/
2 5 +2 +2 Match Ender
8th +8/
3 6 +2 +2 -
9th +9/
4 6 +3 +3 Evasion
10th +10/
5 7 +3 +3 Wild Empathy
11th +11/
6/1 +7 +3 +3 Combat Style Mastery, Play for the Crowd (2 bonus)
12th 12/7/2 +8 +4 +4 Play for the Crowd (Improved)
13th +13/
8/3 +8 +4 +4 Play for the Crowd (Intimidating Display)
14th +14/
9/4 +9 +4 +4 -
15th +15/
10/5 +9 +5 +5 Precision Damage +2d6
16th +16/
11/6/1 10 +5 +5 -
17th +17/
12/7/2 10 +5 +5 Play for the Crowd (Fearsome Display)
18th +18/
13/8/3 11 +6 +6 -
19th +19/
14/9/4 11 +6 +6 -
20th +20/
15/10/5 +12 +6 +6 Precision Damage +3d6

GAME RULE INFORMATION
Gladiators have the following game statistics.
Abilities: Strength is especially important for gladiators because it improves their melee attack and damage rolls. Dexterity is important for gladiators because they are restricted to light armor, and even more so for those who choose the net fighter combat style. Constitution is also important, giving gladiators additional hit points to ensure victory in their many battles. Alignment: Any.
Hit Die: d10.

Class Skills
The gladiator’s class skills (and the key ability for each skill) are Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Ride (Dex), Sense Motive (Wis), and Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the gladiator.

Weapon and Armor Proficiency: A gladiator is proficient with all simple and martial weapons, the net, and with light armor and shields (except tower shields).

Play for the Crowd (Su): A gladiator with 3 or more ranks in the Perform (Weapon Drill) skill may spend a full-round action to bolster his confidence and dazzle his foes with a skill check (DC 10+ gladiator’s level). If she succeeds, she gains a 1 morale bonus to all attack and damage rolls for the remainder of the encounter. If her skill check result is greater than or equal to 10 twice the gladiator’s level, she instead gains +2 to attack and damage for the remainder of the encounter. At 11th level, the morale bonus increases to +2 (And the bonus for doubling the DC a +4). At 12th level a gladiator may Play for the Crowd as a standard action, and may also take a 10 on any Perform (Weapon Drill) checks made for this purpose. At 13th level enemies within 60 feet of a gladiator become shaken unless they succeed on a Will save (DC= Perform check result). This is a mind affecting fear effect. At 17th level enemies with less Hit Dice than the gladiator become frightened instead. A gladiator may only attempt use this ability once per encounter. If the gladiator is unsuccessful on her Perform skill check she instead suffers a -1 penalty to attack and damage rolls for the remainder of the encounter.

Toughness: A gladiator gains Toughness (see page 101) as a bonus feat.
Combat Style (Ex): At 2nd level, a gladiator must select one of two combat styles to pursue: net fighter or shield-and-sword. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the gladiator selects net fighter, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the gladiator selects shield-and-sword, he is treated as having the Improved Shield Bash feat, even if he does not have the normal prerequisites for that feat. The benefits of the gladiator’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A gladiator gains Endurance (see page 93) as a bonus feat at 3rd level.

Keep ‘Em Alive (Ex): At 4th level and higher, a gladiator can turn a potentially killing blow into an incapacitating one. At the gladiator’s option, any melee attack that would reduce a foe to –2 or fewer hit points reduces the foe to –1 hit points instead. A gladiator must choose to use this ability immediately upon reducing his foe to –2 or fewer hit points, and before making any other action (or even continuing a full attack). A raging gladiator can’t use this ability.

Precision Damage: Whenever a gladiator lands a successful melee attack with a one-handed or smaller piercing weapon, she deals an additional 1d6 damage. This extra damage increases to 2d6 at 15th level, and to 3d6 at 20th level.

Improved Combat Style (Ex): At 6th level, a gladiator’s aptitude in his chosen combat style (net fighter or shield-and-sword) improves. If he selected net fighter at 2nd level, he is treated as having the Net and Trident feat, even if he does not have the normal prerequisites for that feat. If the gladiator selected shield-and-sword at 2nd level, he is treated as having the Agile Shield Fighter feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the gladiator’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Match Ender (Ex): At 7th level and higher, a gladiator may perform a coup de grace attack against a helpless defender as a standard action. Doing this still provokes attacks of opportunity as normal.

Evasion (Ex): At 9th level, a gladiator can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the gladiator is wearing light armor or no armor. A helpless gladiator (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Wild Empathy (Ex): Starting at 10th level, a gladiator can use body language, vocalizations,
and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The gladiator rolls 1d20 and adds half his gladiator level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the gladiator and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The gladiator can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.

Combat Style Mastery (Ex): At 11th level, a gladiator’s aptitude in his chosen combat style (net fighter or shield-and-sword) improves again. If he selected net fighter at 2nd level, he is treated as having the Shot on the Run feat (page 96), even if he does not have the normal prerequisites for that feat. If the gladiator selected shield-and-sword at 2nd level, he is treated as having the Shield Slam feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the gladiator’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Gladiator

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