Gladiator core class

wolfpunk

First Post
This gladiator is a class that I use in my campaign setting. It was an attempt to create a fighter type character who had a use for Charisma. I have had two players play it, and it was very successful with both of them. I am not really looking for comments along the lines of too powerful or unbalanced. It works for my campaign, but of course YMMV.

Anyway, if you have any ideas for things that should be changed because they are confusing, or know of other abilities that would fit in well, those are the things I would like to hear about.

You will notice some minor differences in terms of layout. I don't use alignment in my campaign, instead I use a nature and demeanor set up similar to the white wolf way does it in their books.

Anyway, without further delay...

Gladiator

The smell of blood, sweat, and sand filled his nostrils. The tight confines of the corridor were filled with various gladiators of all races. Each a deadly combatant, each a slave. The portcullis leading to the arena loomed ahead of him. The heavy metal bars, marred, dented, and broken from the years of abuse stood defiant. Soon those bars would raise, and his world would come into view. He pulled down the visor on his helmet, hefted his shield high onto his forearm, and flexed his grip on his sword. The time had come, again, to prove his prowess, to win another glorious battle, to satisfy the crowd and stand before them victor, champion and hero. The portcullis raised, he charged into motion hitting the field in full stride, his sword high in the air, glinting like fire in the sun.

Adventures: Little adventuring is done by gladiators, instead they spend their time training for battle and performing for the crowds in the great arenas.

Characteristics: A fearless and flashy warrior. The gladiator feeds off of the excitement of the crowd. Fighting any adversary, with any weapon, and any technique is their trademark. A good performance with a triumphant hero and a deadly end for the losers is a sure way to gain fame and perhaps even eventual freedom.

Nature and demeanor: Most gladiators are dishonorable, they do what they have to in order to survive.

Background: Most gladiators are either slaves, criminals, or people born into arena fighting.

Races: All races can be gladiators.

Other classes: Very rarely will other classes have the chance to interact with a gladiator, but those that do may be inspired by his courage, or flustered by his showmanship, but in any case, all will acknowledge the prowess of the gladiator in combat.

Ex-gladiators: Is it difficult to become an ex-gladiator. Either you are killed in the arena, you win your freedom in which case the gladiator is free to begin another class without penalty to xp, or you gain freedom by escaping. If you gain yoru freedom by escaping you may take another class, but suffer an xp penalty, plus slavers will come looking to capture you for return to the arena.

Game rule information

Gladiators have the following game statistics.

Abilities: Strength is a key ability for a gladiator it determines how effective they are in combat. Charisma is important because it helps the gladiator to put on a better show for the crowd.

Nature and demeanor: Any.

Hit dice: 1d10.

Class skills:
A gladiator's class skills (and the key ability for each skill) are:

Balance (Dexterity), Bluff (Charisma), Climb (Strength), Concentration (Constitution), Hide (Dexterity),
Intimidate (Charisma), Jump (Strength), Move silently (Dexterity), Perform (Charisma), Ride (Dexterity),
Spot (Wisdom), Tumble (Dexterity), Use Rope (Dexterity).

Skill points at 1st level: (4+ Intelligence Modifier) x4.
Skill points at each additional level: 2+Intelligence Modifier.

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

Weapon and armor proficiency: A gladiator is proficient with all simple, martial, and light armor and shields.

Provided for: A gladiator receives free meals and lodging. As a gladiator, they are expected to perform, if he chooses not to perform, or if they perform badly, punishment is usually harsh. Gladiators are owned property, and are expected to gain the favor of the crowd so that the arenas and the gladiator owners can make a profit.

Bonus proficiency: At 1st level, gladiators have a proficiency in one exotic weapon, subject to DM approval.

Bonus feats: The gladiator gains an additional bonus feat at 3rd level and every three levels thereafter. The gladiator may choose any feat that appears on the fighter's list of bonus feats as a bonus feat. If the player would prefer they may use bonus feat to gain two exotic weapon proficiency slots.

Play the crowd: At 1st level, a gladiator adds hia Charisma bonus if positive to all saving throws. In order to benefit from this ability, there must be a number of witnesses equal to the gladiator's level or else there is not enough of a crowd to inspire him.

Rally the crowd: At 4th level, a gladiator adds his Charisma bonus if positive to all attack rolls. In order to benefit from this ability, there must be a number of witnesses equal to the gladiator's level or else there is not enough of a crowd to inspire him.

Charismatic performance: At 5th level a gladiator may make a successful perform check (DC 20) to add his Charisma modifier to any dice roll, this lasts a number of rounds equal to the gladiators level divided by 2 (rounded down). This ability stacks with bonuses gained from other gladiator abilities. This ability may be used once per day per every five levels.

Charismatic charge: At 6th level a gladiator may make a successful perform check (DC 20) to add his Charisma modifier to the BAB of each ally within 10 ft. This lasts a number of rounds equal to the gladiator's level divided by 6. If the gladiator is struck down during one of those rounds, then all allies regardless of distance are affected with a -2 to all dice rolls for the remainder of the battle, they may make a will save (DC 20) for a -1 to all dice rolls for the remainder of the battle. This ability may be performed once per day.

Amaze the crowd: At 7th level, a gladiator adds his Charisma bonus if positive to all damage rolls. In order to benefit from this ability, there must be a number of witnesses equal to the gladiator's level or else there is not enough of a crowd to inspire him.

Defy the opponent: At 10th level, a gladiator gains temporary hit points equal to his Constitution modifier if positve with each additional level they gain. In order to benefit from this ability, there must be a number of witnesses equal to the gladiator's level or else there is not enough of a crowd to inspire him. This ability lasts for 1 round per level of the gladiator. So a 10th level gladiator with an 18 constitution would gain 4 temporary hit points. At 11th level this would increase to 8 temporary hit points. At 20th level the gladiator would have 40 temporary hit points.

Charismatic last stand: At 12th level, a gladiator may make a successful perform check (DC 20) to add his Charisma modifier to the armor class of each ally within 10 ft. This lasts a number of rounds equal to the gladiator's level divided by 6. If the gladiator is struck down during one of those rounds, then all allies regardless of distance are affected with a -2 to armor class for the remainder of the battle, they may make a will save (DC 20) for a -1 to armor class for the remainder of the battle. This ability may be performed once per day.

Remember the crowd: At 13th level, a gladiator can remember the crowds he has performed for, and can use those memories to spur him to greater heights. A gladiator without a sufficient crowd to gain his bonuses by making a will save DC 20. If successful he gains the bonuses from crowd related abilities even if there is not a sufficient crowd.

Charismatic approval: At 18th level a gladiator if defeated in combat, will never be put to death upon command of the crowd. The crowd adores him and will cheer for his life to be spared.




Level BAB_______FORT REF WILL Special
1________+1_______+2 +0 +0____Bonus exotic wp, play the crowd
2________+2_______+3 +0 +0
3________+3_______+3 +1 +1____Bonus feat
4________+4_______+4 +1 +1____Rally the crowd
5________+5_______+4 +1 +1____Charismatic performance (1/day)
6_____+6/+1_______+5 +2 +2____Charismatic charge, bonus feat
7_____+7/+2_______+5 +2 +2____Amaze the crowd
8_____+8/+3_______+6 +2 +2
9_____+9/+4_______+6 +3 +3____Bonus feat
10___+10/+5_______+7 +3 +3____Charismatic performance (2/day), defy the opponent
11+11/+6/+1_______+7 +3 +3
12+12/+7/+2_______+8 +4 +4____Charismatic last stand, bonus feat
13+13/+8/+3_______+8 +4 +4____Remember the crowd
14+14/+9/+4_______+9 +4 +4
15+15/+10/+5______+9 +5 +5____Charismatic performance (3/day),
bonus feat
16+16/+11/+6/+1__+10 +5 +5
17+17/+12/+7/+2__+10 +5 +5
18+18/+13/+8/+3__+11 +6 +6____Charismatic approval, bonus feat
19+19/+14/+9/+4__+11 +6 +6
20+20/+15/+10/+5_+12 +6 +6____Charismatic performance (4/day)
 
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I like it. I think you might want to include a few more EWP somehow as Gladiators are noted for using unigue/bizarre weapons. The only change I could see is trhe Charismatic Charge ability. Do you really mean to increase your allies BAB? This could grant extra attacks and gives them the ability to make better use of Experitse and Power Attack feats. I think it would be better to just have it grant a bonus to attack.
 

I had originally intended for it to indeed increase the BAB thus allowing the extra attack possibly. I tend to run a grand melee type arena brawl, and thus to me it seemed that a gladiator would have an increased chance to make attacks. This was the easiest way I could see to make that happen. I am thinking however that if there were multiple gladiators each doing this it could get out of hand. I shall have to think on it for a bit, that might need to be changed to just be an increase to hit.

As to the bonus exotic weapon proficiencies, what would you suggest as to frequency of gaining additional exotic wps?

Thanks for the comments and suggestions, that is exactly what I was looking for.
 

What is the list of Bonus feats a Gladiator can choose from? IMO EWP are not that powerful. Yes, some exotic weapons are made exotic just because of their power, but spending a feat is quite a cost. So, I would suggest having them either pick one bonus feat or two EWP. As a DM of Gladiators, I would show how Gladiators who are trained in the rarer weapons (meaning exotic weapons) are favored by the crowds and thus get better treatyment to encourage PCs who did not see the benefit of taking these.
 

Hey I like that idea. Ok going to ammend the bonus feat list to allow a bonus feat or two ewp.

As to the list of feats. There are so many feats out there, and I don't have many books, so I simply left it open. Basically in my games, I let them decide what feat they want and if I think it is acceptable, I let them take it. Easier then defining a list in my opinion.
 

Perhaps instead of a list you could have some thing like: "Gladiators can only take feats that are combat related or modify their class skills." It's still open ended but it also applies specifically to what a Galdiator does.

But a list is not bad. THe Fighter list has been increased with new products, but not by leaps and bounds. So, you could have them choose from the Fighter list of bonus feats.
 


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