Gladiator

Gladiator

A Base Class for the Pathfinder Roleplaying Game

In his heart a gladiator fights to survive. At least part of a gladiator’s life has to have been in a gladiator pit, or another sort of bloodsport with spectators. Their style of fighting is not only dirty and ferocious, but theatrical. Oftentimes they are trained with sub-optimal weapon combinations that they find hidden tricks to using.

Gladiators often attract the attention of gods of war and conflict who tend to enjoy watching them fight. The bloodsport so enamors the gods that they pay special attention whenever a gladiator is fighting.

Hit Dice: D10.

Role: Gladiators are martial combatants that have a secondary focus on debilitating their enemies. They specialize in psyching themselves up while demoralizing their opponents.

Alignment: Any

Starting Wealth: 3d6 × 10 gp (average 105 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

## Class Skills

The gladiator’s class skills are Acrobatics (Dex), Bluff (Cha) Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perform (Cha), Survival (Wis), and Stealth (Dex).

Skill Ranks per Level: 2 + Int modifier

## Sidebar: Required Reading

It is advisable that before you read this class, you familiarize yourself with the performance combat rules in Paizo’s Ultimate Combat.

## Weapon and Armor Proficiencies

The gladiator is proficient with all simple weapons and the gladius, as well as light and medium armor. He gains additional proficiencies from his school of combat class feature.

## Gladiatorial Points (Ex):

At 1st level, the gladiator gains a gladiatorial point each time he does something that would afford him the ability to make a performance combat check (in place of a performance combat check). Upon gaining one, he must decide how he wishes to use it. He may immediately spend it as a free action to attempt a performance combat check to improve his standing with a crowd at a +2 bonus. Alternately, he may keep it in reserve to be used for one of his other class features. Using a gladiatorial point is a swift action (unless he is using it to make a combat maneuver check) that does not provoke an attack of opportunity. Unspent gladiatorial points vanish at the end of combat. A gladiator cannot gain more than 1 gladiatorial point per round.

## Bloodsport (Ex or Su):

Even with no crowd, a gladiator turns every fight into a performance combat. This might represent the favor or scorn of a god of war or the sheer bravado of the gladiator himself.

If there is no real crowd, it is assumed to be a small crowd and a small battle (regardless of the actual number of combatants) for the purpose of determining increases to the DC of performance combat checks. Non-real crowds always start as indifferent. If there is a real crowd, this ability is an Ex ability. If there is no real crowd (just the favor of a god of war) this ability is a Su ability.

This also allows for other creatures (including enemies) to influence the crowd’s (real or imagined) behavior if they catch on to what is happening. A drawback to this class is that a gladiator must to turn a fight into a performance combat (he cannot choose not to).

## School of Combat (Ex):

At 1st level a gladiator selects the school of combat that he was trained in. He gains new proficiencies, a bonus feat, and an additional bonus referred to as his specialty that grows in strength as he gains in level.

### Cestus

A cestus gladiator fights up close and personal. He cracks skulls and breaks bones with his fists or other punching weapons.

Weapon Proficiency: A cestus gladiator is proficient with brass knuckles, cestus, and spiked gauntlets. These weapons are henceforth known as the cestus weapon group.  They gain no new armor or shield proficiency.

Bonus Feat: At 1st level a cestus gains the Improved Unarmed Strike bonus feat.

Specialty: A cestus gladiator deals damage with his unarmed strikes as if he were a monk of equal level. This extra damage also applies when using one the weapons list in the cestus’ weapon proficiency. Finally, a cestus gladiator  can make one additional attack at his highest BAB when using one or more of the aforementioned weapons.

### Crupellarii

Stomping onto the battlefield, a crupellarii is a dreadnaught -- armed to the teeth and well defended to boot.

Weapon Proficiency: A crupellarii is proficient with heavy armor and all shields (including tower shields). They gain no new weapon proficiencies.

Bonus Feat: At 1st level a crupellarii gains the Dodge feat even if he does not meet the prerequisites.

Specialty: Whenever he is wearing armor, a crupellarii reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (5th, 9th, 14th, 18th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase to the maximum Dexterity bonus allowed.

In addition, a crupellarii can also move at his normal speed while wearing medium armor. At 5th level, a crupellarii can move at his normal speed while wearing heavy armor.

### Bloodpit Fighter

A bloodpit fighter is a slave combatant who grasps at anything. Bred to die, few bloodpit fighters survive past their first match -- let alone long enough to taste freedom.

Weapon Proficiency: She gains no new proficiencies but gains the Catch Off-Guard feat as a bonus feat at 1st level.

Bonus Feat: At 1st level a bloodpit fighter gains the Improvised Weapon Mastery bonus feat.

Specialty: A bloodpit fighter gains the sneak attack class feature. If a bloodpit fighter can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The bloodpit fighter's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bloodpit fighter flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 4 bloodpit fighter levels thereafter. Should the bloodpit fighter score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a bloodpit fighter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

The bloodpit fighter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bloodpit fighter cannot sneak attack while striking a creature with concealment.

### Dimachaerus

Dimachaerus are cunning two-weapon fighters who used blades to carve up their opponents.

Weapon Proficiency: A dimachaerus is proficient with all non-exotic one-handed swords or sword-like weapons. They gain no new armor or shield proficiency.

Bonus Feat: At 1st level a dimachaerus gains the Two-Weapon Fighting bonus feat.

Specialty: At 1st level and every 4 levels thereafter a dimachaerus selects one of the following benefits.

* Reduce the penalty from Two-Weapon Fighting by 2 to a minimum of 0.
* Gain a +1 bonus on damage rolls when employing Two-Weapon Fighting.

### Eques

Meant to represent noble cavalry men, eques command their horse as well as the attention of the crowd.

Weapon Proficiency: An eques is proficient with all weapons in the fighter’s spear weapon group. Additionally, they become proficient in all shields (except tower shields) but gain no new armor proficiency.

Bonus Feat: At 1st level an eques gains the Mounted Combat bonus feat.

Specialty: A eques gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the eques' level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium eques can select a camel or a horse. A Small eques can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

An eques does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. An equites' mount does not gain the share spells special ability.

An eques' bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should an eques' mount die, the eques may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the eques gains a level.

### Hoplomachus

As strong and versatile combatants, hoplomachus were famous for being as deadly at a range as they were up close.

Weapon Proficiency: A hoplomachus is proficient with javelins, heavy armor, and all shields (except the tower shield).

Bonus Feat: At 1st level a hoplomachus gains Weapon Focus (hoplomachus) as a bonus feat. This special version of Weapon Focus applies to both javelins and one melee weapon of the hoplomachus’ choosing. Once this choice has been made, it cannot be changed. A hoplomachus may take subsequent feats that list Weapon Focus as a prerequisite and have it apply to both javelins and his chosen melee weapon. (Example: Weapon Specialization (hoplomachus) would grant a bonus on damage rolls to both javelins and one melee weapon of the hoplomachus’ choosing.)

Furthermore, his hoplomachus levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites of combat feats.

Specialty: A hoplomachus gains an insight bonus to hit and damage rolls equal to 1/4th his gladiator level (minimum +1). He must select if this is with ranged or melee attacks and may switch what this bonus is as a swift action.

### Murmillo

Short, muscular, and fierce beyond words, murmillo gladiators were often paired up with other fighters due to their shields. All-around solid combatants, they had a strong defense to help augment their even stronger offense.

Weapon Proficiency: A murmillo is proficient with all shields (including tower shields).

Bonus Feat: At 1st level a murmillo may select any combat feat. A murmillo counts his gladiator level as his fighter level for the purpose of qualifying for combat feats.

Specialty: A murmillo gains bonus combat feat at 2nd level and every 4 levels thereafter.

### Retiarius

Representative of fishermen, retiarius were armed with a net and trident. They would entangle or bind their opponent with their net and deliver the killing blow from a safe distance with their trident.

Weapon Proficiency: A retiarius is proficient with tridents and nets.

Bonus Feat: At 1st level a retiarius gains the Net Adept bonus feat.

Specialty: A retiarius may wield a net as a one-handed weapon. If wielding a net with a trident, they suffer no two-weapon fighting penalty. The DC to escape a retiarius’ net is DC 20 + 1/2 gladiator level. Finally, when wielding a trident a retiarius gains an insight bonus on damage rolls equal to 1/4th his gladiator level (minimum +1).

### Sagittarius

Archers who survive the pit are often some of the more cunning combatants the world has ever seen.

Weapon Proficiency: A sagittarius is proficient with all non-exotic bows, but not any crossbows.

Bonus Feat: At 1st level a sagittarius gains the Shot on the Run bonus feat.

Specialty: A sagittarius gains an insight bonus on damage rolls with bows equal to 1/4th their gladiator level. In addition a sagittarius gains a 5 foot bonus to their movement speed at 4th level and every 4 levels thereafter.

### Scissor

Quick with a blade, daring of disposition, and a master of the scizore, the scissor was a deadly gladiator who could finish a fight as quickly as it started.

Weapon Proficiency: A scissor is proficient with the scizore and all non-exotic light martial blades.

Bonus Feat: At 1st level a scissor gains the Weapon Focus (scizore) bonus feat.

Specialty: A scissor gains an insight bonus on damage rolls with scizores equal to 1/4th their gladiator level. Furthermore, his scissor levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specify the scizore, such as Weapon Specialization. Finally, wielding a light bladed weapon, gladius, or second scizore in the offhand while wielding a scizore in the main hand imposes no two-weapon fighting penalty for a scissor.

### Venator

Trained to hunt the beasts that hunt men, venators are masters of their craft and slayers of beasts.

Weapon Proficiency: A venator is proficient with one martial melee and one martial ranged weapon of his choice.

Bonus Feat: At 1st level a venator gains Skill Focus (Stealth) and Skill Focus (Survival) as bonus feats.

Specialty: A venator may move at his full speed while in stealth. In addition, at 10th level he can use the Stealth skill to hide in any natural (non-urban) terrain, even if the terrain doesn't grant cover or concealment. Finally, a venator gains an insight bonus on damage rolls against animals and magical beasts equal to 1/4th his gladiator level.

## Crowd Pleaser (Ex):

At 2nd level, any weapon wielded by the gladiator is considered to have the performance quality. In addition, a gladiator can attempt to make a performance combat check; they may add their full gladiator level in place of their ranks in Perform (it is now Charisma + BAB + gladiator level rather than Charisma + BAB + ranks in Perform).

## Pit-Fighter (Ex):

At 3rd level, a gladiator selects one of the following combat maneuvers to become exceptionally proficient in. At 6th level and every 3 levels thereafter he may select another. Bonuses provided by an “advanced” ability stack with the bonus provided in the basic version of the feat.

* Bull Rush: The gladiator gains the Improved Bull Rush bonus feat. In addition, he may spend 1 gladiatorial point to bull rush opponents larger than him at no penalty (and they gain no bonus for their size) for the remainder of the combat.

* + Advanced Bull Rush: The gladiator gains the Greater Bull Rush bonus feat. A gladiator must be at least 6th level and have the bull rush pit-fighter ability in order to qualify for this. Creatures so bullrushed take 1 damage per level of gladiator and can only move at half speed until the start of the gladiator’s next turn.
* Dirty Trick: The gladiator gains the Improved Dirty Trick bonus feat. In addition, as an immediate action after gains a gladiatorial point he may spend it to perform a dirty trick combat maneuver at his highest BAB.

* + Advanced Dirty Trick: The gladiator gains the Greater Dirty Trick bonus feat. A gladiator must be at least 6th level and have the dirty trick pit-fighter ability in order to qualify for this. In addition you may inflict 1 bleed damage for every 4 gladiator levels that lasts as long as the penalty applied from the dirty trick maneuver.
* Disarm: The gladiator gains the Improved Disarm bonus feat. In addition, as an immediate action after he gains a gladiatorial point he may spend it to perform a disarm combat maneuver at his highest BAB.

* + Advanced Disarm: The gladiator gains the Greater Disarm bonus feat. A gladiator must be at least 6th level and have the disarm pit-fighter ability in order to qualify for this. In addition if you have a free hand you may throw the weapon you disarmed as though you had the Throw Anything feat at your highest BAB.
* Drag: The gladiator gains the Improved Drag bonus feat. In addition, he may spend 1 gladiatorial point to make a free attack at his highest BAB against a target he dragged at least 5 feet. This attack deals the gladiator’s unarmed damage and he must have at least 1 hand free.

* + Advanced Drag: The gladiator gains the Greater Drag bonus feat. A gladiator must be at least 6th level and have the drag pit-fighter ability in order to qualify for this. Creatures so dragged take 1 damage per level of gladiator and can only move at half speed until the start of the gladiator’s next turn.
* Grapple: The gladiator gains the Improved Grapple bonus feat. In addition, he may spend 1 gladiatorial point to grapple opponents larger than him at no penalty (and they gain no bonus for their size) for the remainder of the combat.

* + Advanced Grapple: The gladiator gains the Greater Grapple bonus feat. A gladiator must be at least 6th level and have the grapple pit-fighter ability in order to qualify for this. In addition you may make one attack with a light or one handed weapon at your highest BAB as a free action after successfully grappling your target.
* Overrun: The gladiator gains the Improved Overrun bonus feat. In addition, he may spend 1 gladiatorial point to overrun opponents larger than him at no penalty (and they gain no bonus for their size) for the remainder of the combat.

* + Advanced Overrun: The gladiator gains the Greater Overrun bonus feat. A gladiator must be at least 6th level and have the overrun pit-fighter ability in order to qualify for this. A creature so overrun takes bludgeoning damage equal to the gladiator’s level and is knocked prone if the gladiator exceeds his CMD by 3 or more, rather than 5.
* Reposition: The gladiator gains the Improved Reposition bonus feat. In addition, he may spend 1 gladiatorial point to perform a reposition combat maneuvers as a swift actions (rather than a standard) for the remainder of combat.

* + Advanced Reposition: The gladiator gains the Greater Reposition bonus feat. A gladiator must be at least 6th level and have the reposition pit-fighter ability in order to qualify for this. A creature so repositioned takes bludgeoning damage equal to the gladiator’s level and moves at half-speed until the start of the gladiator’s next turn.
* Steal: The gladiator gains the Improved Steal bonus feat. In addition, he may spend 1 gladiatorial point to gain the ability to steal two items at a time. He suffers a -2 penalty on the check to attempt this.

* + Advanced Steal: The gladiator gains the Greater Steal bonus feat. A gladiator must be at least 6th level and have the steal pit-fighter ability in order to qualify for this. If the creature attempts to use the stolen item(s) the gladiator gain 1 gladitorial point and the creature is flat-footed against him until the end of the gladiator’s next turn.
* Sunder: The gladiator gains the Improved Sunder bonus feat. In addition, the gladiator can spend 1 gladiatorial point as part of a sunder maneuver to deal double damage to objects.

* + Advanced Sunder: The gladiator gains the Greater Sunder bonus feat. A gladiator must be at least 6th level and have the sunder pit-fighter ability in order to qualify for this. In addition the gladiator reduces the hardness of objects he sunders by ½ his gladiator level.
* Trip: The gladiator gains the Improved Trip bonus feat. In addition, he may spend 1 gladiatorial point to trip opponents larger than him at no penalty (and they gain no bonus for their size) for the remainder of the combat.

* + Advanced Trip: The gladiator gains the Greater Trip bonus feat. A gladiator must be at least 6th level and have the trip pit-fighter ability in order to qualify for this. The gladiator gains a +1 bonus on damage rolls against prone opponents, this bonus increases by +1 for every 4 levels of gladiator he has.

## Favor of the Gods (Su):

At 4th level, a gladiator can spend his party’s unused victory points at the end of combat in a number of ways. A gladiator may only select one benefit. If there are multiple gladiators in a party, there may be differing or similar effects but they all draw from the same pool of victory points. For more information on victory points refer to the section on performance combat in Paizo’s Ultimate Combat book.

* Glory to the Victor: All party members are healed a number of hp equal to the number of victory points spent x 1/2 gladiator’s level.
* Carry Over: The next combat the gladiator enters into a combat, the crowd’s starting attitude is raised by 1 level (what would normally be indifferent starts as friendly for example). This costs 2 victory points. If multiple gladiators select this or a single gladiator selects this multiple times combats per day, the effects do not stack.

## Pollice Verso (Su):

At 5th level, a gladiator who renders a creature unconscious may flip a coin (or roll a dice). This indicates the will of the gods. If the result is tails (or an odd number) the creature has not performed adequately and the gladiator may spend a gladiatorial point as a free action to deliver a free coup de grace attack on the unconscious creature using his highest BAB. Should this attack kill it, the creature’s body turns to dust and blows away.

If the coin lands heads (or the dice rolls even) the gladiator gains 2 gladiatorial points and this is given as a sign that the gods do not wish this creature to be killed at this time. A gladiator should not attack said creature further if he presents no threat and should advise his comrades of the situation. Further acts of overt hostility from the spared creature allow the gladiator (or his allies) to kill him without penalty.

Should a gladiator himself kill a creature (or encourage the killing of a creature) the gods of war asked him to spare or fail to finish off a creature he was asked to kill in a timely fashion, he loses access to all supernatural abilities other than bloodsport, and any fight begins with the crowd being hostile towards his side until he spends 2 unspent victory points to redeem himself.

## Violent Retort (Ex):

At 7th level, a gladiator gains the ability to deliver a telling blow against a creature who has struck him. Critical threats against creatures that attacked the gladiator during their last turn have a +1 morale bonus on the confirmation roll. This bonus improves by +1 at 10th level and every 3 levels thereafter to a maximum of +5 at 20th level.

## Rush (Ex):

“Finish it quickly and you’ll survive. Finish it slowly and you’ll die a favorite of the crowd... but you’ll still be dead.”

At 8th level, a gladiator gains a +1 morale bonus on Initiative checks and on damage rolls made during the first two rounds of combat. At 11th level every 3 levels thereafter the bonus this class feature provides improved by 1 to a maximum of +5 at 20th level.

## Crowd Favorite (Ex):

At 10th level, a gladiator’s mere presence is enough to whip crowds into a frenzy. Any morale bonuses imparted by a crowd’s attitude in favor of his side are doubled (a +2 becomes a +4) and any penalty against an opposing side is doubled as well (a -2 becomes a -4). This does not apply to morale penalties against his side or to morale bonuses to his enemies. If two gladiators with this class feature are on the same sides of a combat the effects do not stack.

## Rudiarius:

At 20th level, when a gladiator takes the field even the gods cannot help but cheer. A crowd’s attitude automatically starts out as being helpful towards the gladiator’s side. In addition, a gladiator automatically gains a gladiatorial point at the start of every even numbered round.

## Sidebar: Similar Classes

As introduced in the beginning of this book, some exotic classes fill roles that would normally be the purview of other classes. A gladiator fills a role similar to a fighter or monk and as such multiclassing into one of these classes is discouraged.

## Section 15 OGL Copyright Declaration:

• System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
• Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
• The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
• Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
• Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
• Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
• Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
• Politics and Power © 2014, Little Red Goblin Games LLC; Author: Scott Gladstein
• Alternate Paths: Martial Characters © 2015, Little Red Goblin Games LLC; Author: Scott Gladstein, Christos Gurd, Caleb Alysworth, and Dayton Johnson.