Gladiator

HD: d10
Class Skills: Acrobatics, Appraisal, Athletics, Cultures, Endurance, Intimidation, Jump, Legerdemain, Perception, Psychology
Skill Points: 4 per level

Level BAB Fort Ref Will Class Features Maneuvers Known Maximum Maneuver Level
1st +1 +2 +0 +0 Maneuvers, Combat Versatility 2 1
2nd +2 +3 +0 +0 Lesser Archetype Feature 3 1
3rd +3 +3 +1 +1 Weapon of Choice 4 2
4th +4 +4 +1 +1 Moderate Archetype Feature 5 2
5th +5 +4 +1 +1 Fancy Footwork 6 3
6th +6 +5 +2 +2 Greater Archetype Feature, Riddle of Steel 7 3
Proficiencies

The gladiator is proficient with light armor, medium armor, and shields. He is proficient with simple weapons, martial weapons, and three exotic weapons of his choice.

Maneuvers

The gladiator has the ability to learn and initiate Maneuvers, and selects one discipline to learn maneuvers from. He knows two 1st level maneuvers from that discipline; at least one of them must be a stance. Every level after the first, he learns an additional maneuver, gaining access to 2nd level maneuvers at 3rd, and 3rd level maneuvers at 5th. These maneuvers are each usable once per encounter, except for stances.

Combat Versatility

The gladiator gains a bonus [Combat] feat at 1st level, for which he must meet the prerequisites. Once per day, the gladiator may swap this bonus feat for another [Combat] feat he qualifies for – he must still fill the prerequisites of any feat he selects. This feat may not be used to qualify for another feat.

Lesser Archetype Feature

At 2nd level, a gladiator chooses one of the archetypes from the list below. Once made, this choice is final. He gains the appropriate lesser feature for his archetype.

Weapon of Choice

At 3rd level, the gladiator chooses a specific weapon. He gains a bonus on attack and damage rolls with that weapon equal to half his level. The gladiator may reselect this weapon each day.

Moderate Archetype Feature

At 4th level, the brawler gains the appropriate moderate feature for his archetype.

Fancy Footwork

At 5th level, the gladiator may take a 5ft step after each successful attack he makes. This is in addition to the normal 5ft step he can already make, and can be done regardless of his other movement in the round.

Greater Archetype Feature

At 6th level, the gladiator gains the appropriate greater feature for his archetype.

Riddle of Steel

At 6th level, once per encounter, the gladiator may make use of one of the three following abilities:

  • Glancing Blow: As an immediate action, the gladiator may negate one attack or spell targeting him. He may declare that he is using this ability even after damage or any relevant saves have been rolled.
  • It’s All in the Wrist: As a swift action, the gladiator may make a full attack, even if he has already performed one that turn.
  • Shake It Off: As an immediate action, the gladiator may remove any and all negative conditions affecting him with a duration of more than one round, with the exception of ability drain, energy drain, exhaustion, death, disease, dying, or unconsciousness. He may use this ability even if his condition would normally prevent him from taking actions. Conditions removed by this ability include, but are not necessarily limited to: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and all forms of fear. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed.

Armsmaster (Archetype)

Find the Gap (Lesser Archetype Feature)

An armsmaster may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects. He can also reroll one missed attack per encounter.

Master of Blades (Moderate Archetype Feature)

The armsmaster may change his Weapon of Choice as a swift action, and gains a +4 bonus to all combat maneuvers while using it. He also reduces any concealment his opponent possesses by one step while wielding a chosen weapon.

Critical Seeker (Greater Archetype Feature)

The threat range of the armsmater’s weapon of choice is doubled, and the critical multiplier increased by one.

Brute (Archetype)

Berserker (Lesser Archetype Feature)

A brute may enter a Rage once per encounter, provided he is not fatigued or exhausted, and may add his Strength modifier instead of his Charisma modifier for all Intimidation checks.

Lightning Charger (Moderate Archetype Feature)

The brute is no longer encumbered or slowed by medium armor. In addition, he may charge over difficult terrain, and may make one direction change of up to 90 degrees during a single charge.

Full Fury (Greater Archetype Feature)

The brute gains Pounce and no longer suffers a penalty to armor class when charging. In addition, he may enter a rage while he is fatigued, though not exhausted; he still becomes fatigued when it ends (or exhausted, if he is already fatigued).

Juggernaut (Archetype)

Body Checker (Lesser Archetype Feature)

A juggernaut always has the Edge when Bull Rushing, and may treat himself as one size larger when on either end of a Bull Rush.

Dungeoncrasher (Moderate Archetype Feature)

When moving an opponent using a Bull Rush, the juggernaut deals extra damage if he can force his opponent into a wall or other obstacle. This damage is equal to 4d6 damage + twice his Strength modifier.

Awesome Blow (Greater Archetype Feature)

The juggernaut no longer has to move with an opponent when Bull Rushing them. Additionally, his Bull Rush damage increases to 6d6 + three times his Strength modifier.

Kensai (Archetype)

Armed Initiator (Lesser Archetype Feature)

A kensai may learn Maneuvers from one additional discipline, chosen when he selects this archetype. He learns a 1st-level stance from that discipline in addition to the maneuver he normally learns this level, and learns two maneuvers every level hereafter instead of one. If the kensai drops an opponent, he can spend a move action that round or the next round to recover all of his maneuvers. In addition, his Weapon of Choice is always considered an associated weapon for all his disciplines.

Undaunted (Moderate Archetype Feature)

The kensai becomes immune to fear and demoralization.

Kiai Smite (Greater Archetype Feature)

Whenever the kensai rolls a natural twenty on a melee attack with his weapon of choice, if he subsequently confirms the critical hit, the damage is maximized.

Pit Fighter (Archetype)

Close Range (Lesser Archetype Feature)

Anytime a pit fighter is able to make an attack of opportunity, he may also immediately take a five-foot step, even if he has already used one for the round. Additionally, opponents provoke attacks of opportunity from a pit fighter when they take a five-foot step.

Mage Breaker (Moderate Archetype Feature)

Opponents may not cast or manifest defensively if threatened by the pit fighter, and lose their spell or power if the pit fighter’s attack of opportunity causes damage – any Concentration check made to focus on the spell automatically fails.

Flurry of Opportunity (Greater Archetype Feature)

The pit fighter may make a standard attack as an attack of opportunity.

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Rules
Combat Classes: Brawler Gladiator Marksman Sentinel Zealot
Expert Classes: Engineer Explorer Poet Sage Scoundrel
Mystic Classes: Black Mage Blue Mage Green Mage Red Mage White Mage
Luminant Classes: Aspirant Empath Esoteric Kinetic Subliminal
Setting

Gladiator

Fading Embers Sasaisen