Slave Gladiator (D&D class)

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Any warrior can fight in the arena. The drow gladiator does so with style and flair, and lives for the thrill of combat and the roar of the crowds.

The elite gladiators of House Drazhar are picked among the best drow and slave warriors. They must display remarkable speed and agility, as well as a talent for unorthodox weapons. They train in a wide variety of weapons and use their skills in the arena, on the battlefield and on slave raids. Some gladiators serve as bodyguards or companions to drow nobles, and are sometimes used as hitmen.

Accordding to House Drazhar legends, the first gladiator masters were a group of seven monks, each of whom specialized in one of the gladiator weapons listed below. In time, their teachings evolved into the gladiator fighting style.

Requirements

Requirements: Must be trained in a gladiator school.

Skills: Perform 4 ranks, Tumble 4 ranks.

Feats: Mobility, Combat Reflexes, Exotic Weapon (see list).

Features

Hit Die: d8.

Weapon and armour proficiencies: The gladiator is proficient with light armor and the weapons in her combat style.

Class Skills: Balance (Dex), Diplomacy (Cha), Escape Artist (Dex), Healing (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Level  BAB   Fort  Ref  Will  Dmg   Spd   Special
   1   +1     +0    +2   +0    d6    +0   Gladiator training, Armed Strike, Unarmed Strike
   2   +2     +0    +3   +0    d6    +0   Trick
   3   +3     +1    +3   +1    d6   +10   Trick, Evasion
   4   +4     +1    +4   +1    d6   +10   Trick
   5   +5     +1    +4   +1    d6   +10   Trick, Improved Evasion

Unarmed Strike: This is the same ability as the monk's Unarmed Strike. The damage is d6 for a Medium sized gladiator.

Speed: Speed increasde as for monk.

Armed Strike: The gladiator can use any part of his armor to strike (same damage as unarmed strikes). In game terms, use the enchantment bonus of armor spikes or gauntlet. This damage is bludgeoning or piercing.

Gladiator Training: Gladiators train with a variety of exotic or versatile weapons. At first level, the gladiator has a pool of two gladiator weapons. These are armed strike (i.e. armor bits) and the qualifying exotic weapon. At each level after the first, the gladiator adds a new weapon to the pool. These gladiator weapons counts as a single weapon for Weapon Specialization, Focus and similar feats. The gladiator can do lethal or subdual damage with her gladiator weapons without penalty.

Trick: Select a trick from the list below:

Armor Focus: Add +2 to the Maximum dexterity of any light armor, and decrease the armor penatly by 2. This can only be picked once.
Gladiator Weapon Mastery: You gain a +4 bonus to any opposed roll to trip or disarm an oppoent or avoid this when you are using your gladiator weapons.'
Gladiator Weapon Finesse: You can use your Dexterity instead of Strength for to attack with your gladiator weapons (even two-handed weapons).
Two Weapon Mastery:. The penalty for attacking with a primary and secondary weapon are each reduced by 2.
Feat: Select one of the following feats (you must meet any prerequisite): Combat Expertise, Improved Disarm, Improved Sunder, Improved Grapple, Improved Initiative, Improved Trip, Quickdraw, Two Weapon Fighting (Improved, Greater), Spring Attack, Whirlwind Attack.

Weapons

Weapons marked (x) are exotic. The gladiator must have proficiency in order to qualify for training.

  • Glaive. This long bladed weapon is used to keep the opponent at bay.
  • Fellblade (x). A heavy cutting weapon (equivalent to a bastard sword). The fellbalde is used in two hands and are or in combination with a secondary weapon.
  • Net (x) is throw in order to entangle an opponent and keep him from moving away.
  • Trident. This forked spear is usually used in combination with the net. It can be thrown.
  • Razorsnare (x) Commonly used with the Fellblade. This is a one-handed spiked chain. It is a light weapon, d6 damage, can be used at 5' and 10'. useful for attacking an opponent at range and tripping him.
  • Dagger. This light and versatile weapon can be thrown or used in grapple.
  • Hydraknife (x). A Z-shaped bladed weapon that can be thrown and used in close combat. d6

damage, crit 18+, range 30. Commonly used in pairs.

  • Armour: Used for showing off and as a weapon of last resort, you can

strike with any part of your armor for d6 piercing damage (a spiky bit) or d6 bludgeoning damage (a blunt part). Technichally, this is armour spikes or gauntlet, or possibly slashing damage (clawed gauntlet). In game terms, use the bonuses from spikes or gauntlet.