WARRIOR-FIGHTER KIT Gladiator Description: The gladiator is a showman-warrior from a society where public combat competitions are popular sport. The gladiator is a professional warrior with some emphasis on versatility and showmanship and flair as well as brutal efficiency. The appearance of these strong, capable warriors appeals to different circles within the crowd. Some professional Gladiators are loved for their mastery and artful use of weapons, others for the brutality they employ to crush the life from their opponents. Professional Gladiators are at the pinnacle of their field, having learned the arts of flashy combat and spending considerable time and effort on becoming the best. In some ways, Gladiators represent the dreams and difficulties of the lives in cultures where they are popular. The harshness of daily life is seen reflected in the dangers that Gladiators face every time they enter the arena. The ability to overcome adversity and to earn glory and riches are the very same things the common citizen can dream about, and in the days leading up to their arena matches they are considered celebrities, with their prominence usually growing in direct proportion to the amount of money bet on their matches. They are shown off at parties given in their honor, and it is not unusual to find children's drawings of their favorite gladiators on the city walls and in back alleys. The names of some are spoken with a reverence usually reserved for kings. Requirements: Gladiators can be of any alignment, but in addition to standard Fighter requirements a Gladiator must have Charisma and Dexterity scores of at least 13. Gladiators may be humans, half-orcs, half-elves, half-ogres, dwarves, or tieflings. Weapons & Armor: Gladiators can wear any armor and use any type of shield, though they most often wear light armor to enable them freedom of movement. Gladiators do not become proficient in the use of individual melee weapons; instead, they learn the use of Narrow and Broad Weapon Groups (at a reduced cost, as described under Special Benefits). a Gladiator cannot begin play with proficiency in any missile fire device, though hurled weapons may be known (also, see Special Hindrances). Special Benefits: Gladiators may train free of charge in their home city as long as he or she is not currently being sought for any crimes in that city and as long as there is a gladiator at the arena at least 2 levels higher than his or her own level. In addition, they gain an array of special abilities that relate their combat abilities and showmanship. Arena Acting: This ability allows a Gladiator to feign weakness in combat to trick his or her opponent, requiring a successful Charisma check. If actually fighting in an arena situation, a Gladiator gains a +1 bonus to this check for every three levels of experience (rounding up), while it is halved if a Gladiator attempts to use it against another Gladiator (who is often wise to the tricks used in Arena Acting). If the check is successful, the Gladiator has been able to fake a weakness that he or she does not really possess (e.g., that his or her left side is overexposed or that his or her weapons are unfamiliar). If the enemy attacks the Gladiator's assumed weakness, the PC can attack his or her foe with a +3 bonus to hit and damage for the first round of combat, reflecting the surprise that the target feels upon realizing that he or she has been duped. Arena Acting can only be used once against any given opponent; thereafter, the enemy is far more cautious in his or her attacks. Using Arena Acting applies a penalty of +1d6 to the Gladiator's initiative roll. Armor Optimization: Gladiators are trained to fight with little in the way of armor protection, often no more than a buckler or one or two sections of piecemeal armor. They therefore learn a great deal about defensive positioning and narrowly avoiding blows when in light armor. Hence, a Gladiator wearing studded leather or lighter armor (or equivalent piece armor granting no better than AC 7) can improve his or her armor class by 1 for every five levels (rounding up; e.g., +1 at 1st-5th level, +2 at 6th-10th level), in addition to his or her Dexterity bonus and any other adjustments. Attacks of Opportunity: As a standard Fighter. Continuous Conditioning: As a standard Fighter, save that a Gladiator is more able to focus his or her training. As a result, instead of rolling 2d10 and adding to each of Strength, Dexterity, and Constitution each time a Gladiator gains a level, he or she assign his or her six ten-sided dice as desired. Thus, a Gladiator might choose to apply 5d10 to Strength, 1d10 to Constitution, and nothing to Dexterity at 2nd level, and then a different combination at 3rd level. In any event, no more than 6d10 can be rolled at each level, and the number of dice assigned to each stat must be decided before dice are rolled. Massage: This ability allows a Gladiator to help partners maintain their form longer during matches. By applying this therapy between matches, a Gladiator ensures that the muscles of the subject remain loose and relaxed, essential for good combat. Any Gladiator who receives Massage in between bouts gains +2 to Endurance proficiency checks during the next hour. This ability can only be used on others. Specialization: As a standard Fighter, but a Gladiator who wishes to begin with Specialization in a weapon can begin with one Narrow Group proficiency (see Weapons Expertise) and Skilled Specialization in one weapon. They cannot gain Specialization or proficiency in other weapons until later. Strike to Injure: A Gladiator is a consummate warrior who is skilled at maiming and injuring his or her opponents in a variety of ways, not always involving lethal force. As a result, any time a Gladiator hits an opponent by a margin of 10 or more, the target must save vs. petrification (modified by the difference between the Gladiator's level and the target's level) or suffer one of the following effects: d10 roll Effect 1-2 Scarred (-2 to Charisma if scar not covered or disguised) 3-4 Crippled (movement halved and -2 attack roll penalty until wound healed) 5-6 Vital organs hit (weapon damage doubled) 7-8 Bleeding wound (internal or external, lose 1 hp/round for 1d6 rounds) 9-10 Dazed (dizzy for 1d12 rds, +2 to be hit, lose DEX bonuses, further hits force DEX check or fall over) This need not be declared as an action and is an automatic function of a Gladiator's weapons training and skill in flashy fighting techniques and vital spots, but normally it only applies against basically humanoid targets of up to size L. It is possible, however, for a Gladiator to spend a weapon or non- weapon proficiency slot to learn the anatomy and weak points of a single size H creature or a non-humanoid creature of any size (up to size H) and thereby gain the ability to Strike to Injure such foes. Style Specialization: As a standard Fighter, except a Gladiator is first and foremost a melee combatant who fights alone and cannot learn any mounted or missile-oriented styles. Unarmed Expertise: Gladiators are highly skilled in unarmed combat, reducing the speed factor of their weaponless attacks by 1 for every four levels of experience (rounding up), to a minimum of 0. They are able to ignore the 'weapons in defense' rule and therefore do not suffer any special penalties when fighting a creature with a weapon when they themselves are unarmed. When attacking with their bare hands, Gladiators can use their Unarmed Expertise to inflict 1d4 points of damage plus one point per three levels of experience (rounding down) with a successful attack roll, in addition to their Strength bonus (if any). In addition, if the attack roll is 5 or more higher than that needed to score a hit (or a natural 20 in any event), the target must save vs. paralyzation or be stunned for 1d6 rounds. Creatures more than twice the Gladiator's body weight cannot be stunned and suffer only half damage from the Gladiator's blows. Half of the damage inflicted by these blows is only temporary and will be healed immediately if the target spends a full turn at rest. A Gladiator who learns the Brawling Style Specialization can substitute this unarmed attack for a standard punching attack, and he or she can apply Punching specialization bonuses to hit and damage for this special unarmed attack. Gladiators can also become highly skilled in the more usual realms of unarmed combat if they elect to spend slots on Punching and Wrestling Specialization. When attempting to learn such specialization, it takes them only one-half the normal amount of time to learn and they gain a +20% bonus to their chance of success. In addition, by making a 'called shot' (including the usual penalties of -4 to hit and +1 to initiative) with a punching or wrestling attack they can choose the result of their attack on the Punching/Wrestling chart (e.g., a Combination, Headlock, or Bear hug), regardless of the result of their attack roll. They can also roll to hit normally and apply any 'chart bonus' that might accrue based on their level of specialization. Weapons Expertise: Gladiators train in a wide variety of weapons, and as a result their non-proficiency penalty with melee weapons is reduced to -1 to hit and damage (though they still cannot gain multiple attacks with non-proficient weapons). In addition they can learn Narrow Group proficiency with melee weapons at a cost of one weapon proficiency slot and Broad Groups at a cost of two slots; hence, they never become proficient in individual melee weapons. This benefit does not apply to missile weapon groups (see Special Hindrances). When training for new melee weapon group proficiency, a Gladiator gains a +10% bonus to the chance of success. When fighting with a weapon, a Gladiator's habitually flashy combat style results in automatic use of the Display Weapon Prowess proficiency (other Gladiators are immune to this effect). In addition, when wielding a weapon in which he or she is specialized, a Gladiator adds a bonus to his or her proficiency score equal to his or her level of specialization. If a Gladiator chooses to spend an entire round using Display Weapon Prowess rather than attacking (as per the normal use of the proficiency), he or she can add an additional bonus equal to one-third his or her level (rounding up). Creatures who fail their morale check when confronted with a Gladiator's flashing blades must immediately flee at least 10' from the Gladiator and will attempt to keep that distance for the remainder of the combat, seeking out other opponents if possible or fleeing in panic if the Gladiator is the only available combatant, and suffer a -1 penalty to all die rolls if within 10' of the Gladiator for the remainder of the battle. The ability automatically fails if the Gladiator has been struck by his or her opponent previously during the encounter. Finally, Gladiators are experts at parrying and similar combat maneuvers. When they Parry for a full round, a Gladiator gains the normal AC bonus but also gains an additional +1 bonus vs. device-launched missiles, +2 vs. hurled weapons, and +3 vs. melee attacks. When rolling to hit for a Block, Disarm, Expert Disarm, or similar maneuver (DM's discretion), a Gladiator gains a +2 bonus to hit, doubled to +4 if his or her opponent is not a Warrior (note that against other Gladiators he or she gains no bonus). Special Hindrances: Because Gladiators are trained to prolong combat rather than going for the quick kill, they suffer a -1 penalty to all damage rolls (minimum of 1 point per hit). As a Gladiator gradually becomes more acclimated toward the lethal combat usually seen in the adventuring life, this penalty tends to disappear. Each time a Gladiator gains a level, he or she has a chance equal to 5% times the new level (e.g., 10% upon reaching 2nd, 15% at 3rd) to be able to overcome this ingrained habit to pull their blows slightly and negate this damage penalty. For the obvious reason that missile weapons are considered hazardous to crowds (as well as arena managers), Gladiators receive almost no instruction in the use of missiles. Hence, Gladiators suffer a -2 penalty to hit with missile weapons, and this penalty is cumulative with non-proficiency penalties. In addition, for a Gladiator to become proficient in a missile weapon or weapon group including missile weapons (either missile fire devices or hurled missiles) requires double the normal amount of weapon proficiency slots. If a Gladiator does not pay this extra cost for 'dual-purpose' weapons or weapon groups (i.e., weapons usable in melee or as missiles), he or she is considered proficient in such weapons only for melee use; if using them as missiles, he or she is considered non- proficient. Gladiators focus on individual combat, particularly one-on-one duels. As a result, they are less expert at fighting large groups than are other Fighters. Thus, they do not gain the ability to engage in a Heroic Fray. They also project an image of dedication to their particular art of single combat, rather than battlefield leadership, and as a result they gain none of the usual Stronghold benefits of other Fighters, though a Gladiator can of course build a stronghold or fortress if he or she wishes. Likewise, they can gain only half the normal number of henchmen allowed for their Charisma. Gladiators love the adulation of the crowds, and their general mannerisms reflect this. Hence, Gladiators tend to have a notable air about them; that is, they are very recognizable in a crowd. If a Gladiator is involved in any sort of situation where he or she might attempt to go incognito, he or she will have a very hard time escaping notice unless his or her appearance is magically disguised. Gladiators must also spend at least 10% of all earnings must be spent on special equipment, training materials, lessons and contacts from other warriors that they may meet (to learn new tricks to use in the arena), and publicity and promotion of themselves and their fighting career. Despite their efforts at self-promotion, Gladiators have little time or inclination for social graces and tend to be gruff and direct in their manner and very unrefined, and thus they incur a -1 reaction penalty. Gladiator PCs are generally from areas outside the main campaign area, and so may need to spend proficiency slots to learn the local language. They may not begin play with the Reading/Writing proficiency, though this may be gained later. Gladiators begin play little in the way of wealth or equipment. They can choose any single melee weapon at no cost (a gift from their trainers), but gain only 1d4+1 x 10 g.p. with which to make their other purchases. Finally, a Gladiator focuses so much on the study of combat that they gain only half the normal number of non-weapon proficiency slots (rounding down) and gain new slots only every four levels. In addition, all of a Gladiator's initial non-weapon proficiency slots must be spent on the Preferred Proficiencies listed below or for Style Specialization or learning special creature types for use of the Strike to Injure ability. Bonus Proficiencies: Display Weapon Prowess, Endurance Preferred Proficiencies: Animal Care, Animal Handling, Animal Lore, Animal Training, Armor Optimization, Armorer, Blind-fighting, Charioteering, Drinking, Etiquette, Gaming, Immovability, Instant Stand, Prone Fighting, Tactics, Tumbling, Weapon Improvisation, Weaponsmithing Forbidden Proficiencies: Agriculture, Boat Building, Boating, Fishing, Mining, Seamanship, Tunneling