Gladiator

For the most part banned in the Terran Alliance, and the very thought of it is a joke among the Teuthidoids, gladiatorial combat holds a prominent place in Proximan culture.  In order to satisfy their inner warrior urges, the Proximans hold massive wargames on a routine basis, but between the wargames they satisfy their urges with nonlethal gladiatorial combat.  Some gladiators are former soldiers, some are current soldiers, some are civilians, and some are professionals.

REQUIREMENTS

To qualify to become a gladiator, a character must fulfill the following criteria.

  • Minimum Level: 7th
  • Species: Proximan
  • Minimum Base Attack Bonus: +7
  • Feats: Improved Damage Threshold

GAME RULE INFORMATION

Gladiators have the following game statistics.

HIT POINTS

At each level, gladiators gain 1d10 hit points + their Constitution modifier.

HERO POINTS

Gladiators gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +1 Defense bonuses, talent
2nd +2 Unflinching (1/encounter)
3rd +3 Talent
4th +4 Unflinching (2/encounter)
5th +5 Talent
6th +6 Unflinching (3/encounter)
7th +7 Talent
8th +8 Unflinching (4/encounter)
9th +9 Talent
10th +10 Unflinching (5/encounter)

CLASS FEATURES

The following are features of the gladiator prestige class.

DEFENSE BONUSES

At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.

TALENTS

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent.  The talent can be selected from the Awareness talent tree (Scout Base Class) or Armor Specialist talent tree (Soldier Base Class), or from the Gladiatorial Combat talent tree, below.  You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

GLADIATORIAL COMBAT TALENT TREE

You have learned the tricks of fighting in the gladiatorial arena. These talents represent your knowledge of this specialized combination of combat and showmanship.
Brutal Attack: Choose a single exotic weapon or weapon group you are proficient with.  Attacks with such weapons that deal damage that exceeds an opponent’s damage threshold deal +1 die of damage on that attack.  You can select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.  You determine damage (including doubling damage from a critical hit) and compare it to your target’s damage threshold first, then add the extra die of damage when applicable.
Prerequisite: Weapon Focus with the chosen weapon.
Call Out: When you use the Personal Vendetta talent, you may designate one target of that talent to take a – 5 penalty to attacks against targets other than you instead of the normal -2.
Prerequisite: Personal Vendetta.
Distracting Attack: When you deal damage to a target with a melee or ranged attack, compare the attack roll to the target’s Will Defense.  If the attack roll also meets or exceeds the target’s Will Defense, the target takes a -2 penalty to Reflex Defense until the end of your next turn.
Prerequisite: Brutal Attack with the weapon used.
Exotic Weapons Master: You treat all exotic weapons as a single weapon group (exotic weapons).  If you already have feats that grant proficiency with or augment the use of one exotic weapon, those feats grant proficiency with or augment all exotic weapons. For example, if you already had Exotic Weapon Proficiency (Vibro-Saw) and Weapon Focus (Vibro-Saw) you now how Weapon Proficiency (exotic weapons) and Weapon Focus (exotic weapons), and the effects of both feats apply to all exotic weapons.
Prerequisite: Proficiency in at least one exotic weapon.
Lockdown Strike: When you hit a moving opponent that is one size category larger than you or smaller with an attack of opportunity, you immediately end its current movement.
Multiattack Proficiency (exotic weapons): Whenever you make multiple attacks with exotic weapons as a full attack action, you reduce the penalty on your attack rolls by 2.  You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.
Prerequisite: Exotic Weapons Master.
Personal Vendetta: As a swift action, you can taunt all enemies within 12 squares and line of sight; on their next turn, these enemies take a -2 penalty on attack rolls made against any target other than you.  This is a mind-affecting effect.
Unstoppable: You can sometimes shrug off the effect of debilitating attacks. Once per encounter, if you are hit by an attack that would normally knock you down the condition track, you can reduce the number of steps you move down the condition track by 1 step (to a minimum of 0).

UNFLINCHING

At 2nd level your training as a gladiator has made you very difficult to intimidate or deter.  Once per encounter, you may add your gladiator level to your Fortitude Defense (and damage threshold) or Will Defense until the start of your next turn as a reaction; you choose which defense to apply the bonus to when you use the ability, but you must declare the use of this feature before you know the outcome of the effect targeting you.  At each even-numbered class level thereafter, you gain one additional use of this ability per encounter