Gladiator

Gladiator
Class Group: 	Warrior 	
Source: 	Dark Sun Boxed Set: Gladiator (DS) 	
Ability ScoreRequirements:	Strength 13, Dexterity 12, Constitution 15	
Prime Requisite: 	Strength 	
Allowed Races: 	All 	
Alignment Allowed: 	All 	
 Gladiator
Level	XP Needed	Hit Dice(d10)	THAC0	Attacks/Round	Weaponproficiencyslots total	Nonweaponproficiencyslots total
1 	0 	1 	20 	1/round 	4 	3
2 	2,250 	2 	19 	1/round 	4 	3
3 	4,500 	3 	18 	1/round 	5 	4
4 	9,000 	4 	17 	1/round 	5 	4
5 	18,000 	5 	16 	1/round 	5 	4
6 	36,000 	6 	15 	1/round 	6 	5
7 	75,000 	7 	14 	3/2 rounds 	6 	5
8 	150,000 	8 	13 	3/2 rounds 	6 	5
9 	300,000 	9 	12 	3/2 rounds 	7 	6
10 	600,000 	9+3 	11 	3/2 rounds 	7 	6
11 	900,000 	9+6 	10 	3/2 rounds 	7 	6
12 	1,200,000	9+9 	9 	3/2 rounds 	8 	7
13 	1,500,000	9+12 	8 	2/round 	8 	7
14 	1,800,000	9+15 	7 	2/round 	8 	7
15 	2,100,000	9+18 	6 	2/round 	9 	8
16 	2,400,000	9+21 	5 	2/round 	9 	8
17 	2,700,000	9+24 	4 	2/round 	9 	8
18 	3,000,000	9+27 	3 	2/round 	10 	9
19 	3,300,000	9+30 	2 	2/round 	10 	9
20 	3,600,000	9+33 	1 	2/round 	10 	9
==Class Features==
===Hit Points===
* Hit Dice (levels 1-9): 1d10 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 10+): +3 HP per level
* Multi-Class/Dual-Class: HP acquisition is adjusted if Dual-Class
** Multi-Class: No Multi-Class Gladiators are allowed.
** Dual-Class: Allowed as per normal rules.
===Magic===
* Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
===Starting Equipment===
* Start with 5d4 × 10 gp to purchase starting equipment with. Can keep left over money.
===Equipment===
* Armor: Can wear any armor.
* Weapon: Can use any weapon.
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts at level 1 with 3 Nonweapon Proficiencies Slots
* Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
* Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
* Can chose a Nonweapon Proficiency at +1 cost from any other category.
===Weapon Proficiencies===
* Automatically proficient in all weapons, even those they have never used before.
* Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
* Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
Player's Option: Combat & Tactics:
* Attacks of opportunity: Gladiators can make three attacks of opportunity plus one per five levels.
* Gladiators can also use Language Slots for Weapon Proficiency Slots
* Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons
===Weapon Specialization===
* Cost is 1 weapon slot
* Can gain weapon specialization in multiple weapon-types.
Melee weapon specialists:
* +1 bonus to attack rolls with that weapon
* +2 bonus to damage rolls with that weapon
* gains an extra attack once per two rounds (see table below)
Player's Handbook
Bow and crossbow specialists:
* Bow specialists do not gain any additional attacks per round.
* Crossbow specialists have an increased rate of fire (see table below)
* Gain an additional range category: point blank. At point-blank range, the character gains a +2 modifier on attack rolls.
** Bow Point-blank: 6 to 30 feet. 
** Crossbow Point-blank: 6 to 60 feet.
** If the Gladiator has an arrow nocked and drawn, or a bolt loaded and cocked, and their target in sight, they can fire at the beginning of the round before any initiative rolls are made.
Player's Option: Combat & Tactics
Missile weapons specialist: (Combat & Tactics only)
* +1 bonus to hit at any range (normal range penalties still apply)
* Increased rate of fire (see table below)
* If the chosen weapon can be used either for melee or as a missile weapon:
** Gain the melee benefit described above when using the weapon for hand-to-hand combat
** Gain the increased rate of fire for using the weapon for ranged attacks. (see table below)
Bow specialist: (replaces PHB version)
* +1 bonus to hit at any range (normal range penalties still apply)
* Increased rate of fire (see table below)
* Gain an additional range category: point blank (30' or less)
** At point-blank range gains a +2 to damage rolls.
* Bow specialists can automatically fire first as a very fast action if they have their target covered.
Crossbow specialist: (replaces PHB version)
* +1 bonus to hit at any range (normal range penalties still apply)
* Increased rate of fire (see table below)
* Gain an additional range category: point blank (60' or less)
** At point-blank range gains a +2 to damage rolls.
* Crossbow specialists can automatically fire first as a very fast action if they have their target covered.
Firearms specialist: (Combat & Tactics only)
* +1 bonus to hit at any range (normal range penalties still apply)
* Increased rate of fire (see table below)
* 50% chance that a misfire is only a "miss" instead
===Weapon Specialization Table===
See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.
===Fighting Style Specialization (Player's Option: Combat & Tactics)===
Gladiator know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:
* Weapon and Shield Style
* One-handed Weapon Style
* Two-handed Weapon Style
* Two-Weapon Style
* Missile or Thrown Weapon Style
** Horse Archers
* Local Fighting Styles
==Unarmed Combat Expert==
Receives 4 point modifier to punching and wrestling attack rolls, which can used as a plus or a minus to the attack roll after it is made.
The gladiator may consult PHB Table 58 while making this decision.
==Optimised Armor==
Starting from 5th level, gladiators learn to optimize their armor.
Provided the gladiator is wearing armor, their his armor class is reduced by one for every five levels (— 1 at 5th-9th level, - 2 at 10th-14th level, ~ 3 at 15-19th level, — 4 at 20th level).
This benefit does nothing for gladiators who aren't wearing armor.
Some magical items (like a ring of protection +2), do not count as armor while others (such as bracers of defense) do. the DM must rule on a case-by-case basis.
==Strongholds & Followers==
At 9th level, automatically attracts followers. The followers arrive in the same manner as for fighters. A gladiator's first unit will always consist of other gladiators who have come to study their fighting style and "learn from a true master."
==Saving Throws==
 Gladiator Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
0 	16 	18 	17 	20 	19
1-2 	14 	16 	15 	17 	17
3-4 	13 	15 	14 	16 	16
5-6 	11 	13 	12 	13 	14
7-8 	10 	12 	11 	12 	13
9-10 	8 	10 	9 	9 	11
11-12 	7 	9 	8 	8 	10
13-14 	5 	7 	6 	5 	8
15-16 	4 	6 	5 	4 	7
17+ 	3 	5 	4 	4 	6
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
==Level 1 Character==
* Starting HP: 1d10 HP
* Starting funds: 5d4 × 10 gp
* 3 Nonweapon Proficiencies Slots
* 4 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
** In Player's Option: Combat & Tactics, Gladiators can also use Language Slots for Weapon Proficiency Slots
==Leveling up==
At level up:
* Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
* Improve THAC0 by one
* Check "Gladiator Saving Throws" above to see if your saving throws change.
* 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
* 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
* Improve the number of attacks per round at levels 7 & 13, if without Weapon Specialisation.
Category:Dark Sun Boxed Set Class
Category:Class