The gladiator is a professional duelist. Many are born slaves and reared in gladiatorial schools, until such time as they earn their freedom in battle, escape, or rebel. Some join dueling academies voluntarily, seeking fame or fortune in prize fights and honor matches. Some gladiators began as warriors from faroff lands, captured in battle and forced to fight to the death, while others are condemned criminals, paying their debt to society by participating in ritual combat for the public. Whatever their station or background, the gladiator has been hardened by combat and has learned to anticipate a wily foe. While gladiatorial matches often follow a prescribed, even ritual format, the gladiator must always be ready for the possibility that the event editor will prescribe unusual weapons, conditions, or opponents. Some arena fighters specialize in fighting exotic animals and monsters.
Role: Much like the fighter, the gladiator excels at pitched combat. The gladiator, though, does not depend on heavy armor and headstrong assaults but on agility, timing, and expertise in a subset of weaponry. Gladiators fight lightly armored, allowing them a great degree of mobility. Many depend on the classic sword and shield, but others specialize in the use of the net or other unusual weapons.
Hit Die: d12.
The gladiator’s class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perform (act) (Cha), Ride (Dex), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+0||+0||Combat expertise, exotic armor proficiency (partial), gladiator style, gladiator training|
|2nd||+2||+3||+0||+0||Uncanny dodge, physical development, bravery +1, improved gladiator style|
|3rd||+3||+3||+1||+1||Gladiator defense, shake it off|
|5th||+5||+4||+1||+1||Improved uncanny dodge, careful stance, melee smash +1|
|7th||+7/+2||+5||+2||+2||Damage reduction 1/-|
|10th||+10/+5||+7||+3||+3||Bravery +3, damage reduction 2/-, melee smash +2|
|13th||+13/+8/+3||+8||+4||+4||Damage reduction 3/-|
|15th||+15/+10/+5||+9||+5||+5||Defensive roll, melee smash +3|
|16th||+16/+11/+6/+1||+10||+5||+5||Bonus feat, damage reduction 4/-|
|19th||+19/+14/9/+4||+11||+6||+6||Damage reduction 5/-|
|20th||+20/+15/10/+5||+12||+6||+6||Bonus feat, melee smash +4, arena king/queen|
All of the following are class features of the gladiator.
Weapon and Armor Proficiency
Gladiators are proficient with all simple weapons, plus all martial melee and thrown weapons. They are proficient with light armor and medium armor and shields, including tower shields.
The gladiator receives Combat Expertise as a bonus feat.
The gladiator receives Exotic Armor Proficiency (Partial) as a bonus feat.
The gladiator selects one of the following styles, representing his formal style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.
Net and trident: The gladiator gains Exotic Weapon Proficiency (net). Additionally, he can treat the trident and shortspear as light.
Dual Blade: The gladiator gains Two-Weapon Fighting as a bonus feat.
Executioner: The gladiator gains Weapon Focus as a bonus feat.
Exotic: The gladiator gains Exotic Weapon Proficiency as a bonus feat.
A gladiator counts as a fighter of his level -2 for the purpose of qualifying for combat feats. Additionally, a gladiator can ignore the usual prerequisites for the following feats: Improved Disarm, Improved Feint, Improved Trip, Improved Grapple, Stunning Fist.
At 2nd level, the gladiator gains an additional ability, based on his style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.
Armored: The gladiator may move at normal speed in medium armor.
Starting at 2nd level, a gladiator can react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gladiator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a gladiator already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Starting at 2nd level, a gladiator gains a +1 bonus on Will saves against fear. This bonus increases by +1 every four levels beyond 2nd.
At 4th level and every four levels, thereafter, the gladiator gains a bonus combat feat. He must meet the usual prerequisites, unless exempted because of gladiator training.
At 5th level and higher, a gladiator can no longer be flanked. This defense denies a rogue the ability to sneak attack the gladiator by flanking him, unless the attacker has at least four more rogue levels than the target has gladiator levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
A gladiator of at least 5th level gains a +2 bonus to Combat Maneuver Defense.
A gladiator gains +1 to damage with melee attacks at 5th level. This bonus increases by +1 every five levels, to a maximum of +4 at 20th level.
At 7th level, a gladiator gains damage reduction. Subtract 1 from the damage the gladiator takes each time she is dealt damage from a weapon or natural attack. At 10th level, and every three gladiator levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
At 9th and 17th level, the gladiator gains Fleet as a bonus feat.
At 11th level, a gladiator gains Bleeding Critical as a bonus feat. If he already has this feat, he can select another feat for which he qualifies.
A gladiator of at least 15th level can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the gladiator can attempt to roll with the damage. To use this ability, the gladiator must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
At 20th level, the gladiator becomes a champion of death and glory. Any time he is affected by a morale bonus of any kind, he gains +4 insight bonus on Will saves. Whenever he threatens an opponent with a melee weapon, he gains a +4 dodge bonus to AC.
Section 15: Copyright Notice – Adventuring Classes: A Fistful of Denarii
Adventuring Classes: A Fistful of Denarii. Copyright 2009, Robert J. Grady. All rights reserved.