Alexander Martin (order #5574938)
CREDITS
Designed & Written by: Brian Berg
Additional Content by: Skip Twitchell, Joshua Slick, David Miller
Editing: Skip Twitchell
Cover Design: Brian Berg
Layout: Jay Wallis
Artwork: Cover by Miguel Coimbra; Interior art by Terry Pavlet, Sarah Angel Toffoli, ‘Gladiator’ art ©Jazbee
2012, Rick Hershey and Empty Room Studios.
A special thanks to our playtesters: David A. Hill, Joshua Slick, John W. Roberts, Tony Ruden, Adam Koča, Joe
Ulmer, Jim Toms, Trevor Youngberg, David Miller, Rick Cox, Skip Twitchell, Luke A. McManamon, PJ Harn,
Dana Roberts, Nathan Sherrets, and James Olchak.
LEGALESE
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Published by Total Party Kill Games, LLC. 1st printing, February 10, 2014.
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Alexander Martin (order #5574938)
2
Alexander Martin (order #5574938)
The gladiator is quick on his feet and hates
being hindered by armor. Despite being an
alternate fighter, he is only allowed light
armor and shields (but not tower shields).
The gladiator is also used to enduring the
bloody confrontations of arena combat, and
as such gains a d12 hit die. This (along with
some gladiator talents) helps mitigate their
low armor capabilities.
Lastly, the gladiators have a flexible talent
system that will allow a player the
opportunity to tailor their gladiator to their
favorite style of combat.
Lastly, the gladiator does all of this with style
and panache. Many of his abilities will wow
and inspire others, be it the crowd or
companions.
INTRODUCTION
In almost every major city, and several
minor ones, there exists a form of
entertainment based on arena combat.
These battles are fought by warriors trained,
and often raised, for the fighting pits.
Typically slaves, though some have earned
"Nos morituri te salutant!"
their freedom, these warriors are called
gladiators.
“We, who are about to die, The gladiator (or gladiatrix, if female) exists
salute you.” only to die gloriously in the arena for the
entertainment of the mob. Few free men are
gladiators. Those that are not slaves typically
-originator unknown once were, or simply have very little else to
live for. Most gladiators learn to love the
The gladiator alternate class is a charismatic attention fawned on them by those they
warrior that tightens up some of the fighter’s entertain. In fact, few slaves enjoy a better
abilities, while making him a viable class lifestyle if they can deliver an impressive
both in and outside of the arena. While show.
having a more specialized area of focus
Well-known and popular gladiators are
(pure melee combat), the gladiator is
often pampered with fine foods, wine,
capable of slightly more damage output than
women, and parties. They become
a typical fighter. For it is he from which the
showpieces for their masters, as well as
gladius takes its name after all…
serving as bodyguards in public.
Alexander Martin (order #5574938)
Adventurers: While Gladiators do much of these have little to no impact on the life of
their combat within the confines of an an entertainer.
arena, that is not to say that some are not Hit Die: d12.
granted the freedom to hone their talents on
challenges found outside the pits. Some are Starting Wealth: 2d6 x 10 gp (average 70
seen as heroes, and called upon as such. gp.) In addition, each character begins play
with an outfit worth 10 gp or less.
Class Skills
GLADIATORS IN YOUR
The Gladiator’s class skills are Acrobatics
CAMPAIGNS: (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Heal (Wis), Intimidate (Cha), Knowledge
Role: Most Gladiators are melee combatants, (local, nobility) (Int), Perform (act, comedy,
capable of dealing great amounts of damage dance) (Cha), Profession (gladiator) (Wis),
all the while humiliating and punishing their Survival (Wis), and Swim (Str).
opponents.
Skill Ranks at Each Level: 2 + Int modifier.
Alignment: Many gladiators are neutral.
They often care little for good or evil, as
Table: Gladiator
Level BAB Fort Ref Will SPECIAL
1 +1 +2 +2 +0 Bonus Feat, Performance Weapon Mastery
2 +2 +3 +3 +0 Bonus Feat, Gladiator Talent (Tier I)
3 +3 +3 +3 +1 Gladiator Talent
4 +4 +4 +4 +1 Flexible Bonus Feat
5 +5 +4 +4 +1 Gladiator Talent
6 +6/1 +5 +5 +2 Bonus Feat
7 +7/2 +5 +5 +2 Gladiator Talent (Tier II)
8 +8/3 +6 +6 +2 Flexible Bonus Feat
9 +9/4 +6 +6 +3 Gladiator Talent
10 +10/5 +7 +7 +3 Bonus Feat
11 +11/6/1 +7 +7 +3 Gladiator Talent
12 +12/7/2 +8 +8 +4 Flexible Bonus Feat
13 +13/8/3 +8 +8 +4 Gladiator Talent (Tier III)
14 +14/9/4 +9 +9 +4 Bonus Feat
15 +15/10/5 +9 +9 +5 Gladiator Talent
16 +16/11/6/1 +10 +10 +5 Flexible Bonus Feat
17 +17/12/7/2 +10 +10 +5 Gladiator Talent
18 +18/13/8/3 +11 +11 +6 Bonus Feat
19 +19/14/9/4 +11 +11 +6 Gladiator Talent
20 +20/15/10/5 +12 +12 +6 Flexible Bonus Feat, God of the Arena
Alexander Martin (order #5574938)
ABILITIES 12th, and so on), a gladiator can choose to
learn a new bonus feat in place of any other
Weapons and Armor flexible bonus feat he has already learned by
Gladiators are proficient with light armor spending at least one full week in combat
and shields (but not tower shields), along training. In effect, the gladiator loses the
with all simple and martial weapons. bonus feat in exchange for the new one. The
old feat cannot be one that was used as a
A gladiator is not proficient with medium prerequisite for another feat, prestige class,
armor, heavy armor or tower shields.
or other ability. These bonus feats must be
Instead he gains the Performance Weapon
Mastery feat at 1st level as a bonus feat. This selected from those listed as Combat,
bonus feat is in addition to the bonus feat a Performance, or Teamwork feats.
gladiator gains at 1st level. God of the Arena (Ex): At 20th level, you
Furthermore, a gladiator using piecemeal have faced hundreds, if not thousands, of
armor is considered to be wearing a suit of opponents in the ring. You know how to
armor as long as he is wearing two or three kill with deadly grace and efficiency. You
armor pieces, gaining the +1 to armor automatically confirm all critical threats and
bonus, but still taking the +5% chance of increase your critical damage multiplier by
arcane spell failure if the pieces are mixed. +1 on all critical hits. In addition, you add
your CHA bonus as a deflection bonus to
Performance Weapon Mastery (Ex): You AC.
treat all weapons you are proficient in as if
they had the performance weapon quality.
TIER I TALENTS
Bonus Feat: At 1st level, and at every even
level thereafter, a gladiator gains a bonus "Una salus victis nullam
feat in addition to those gained from normal
advancement (meaning that the gladiator sperare salutem."
gains a feat at every level). These bonus feats
must be selected from those listed as “The one well-being of the defeated
Combat, Performance, or Teamwork Feats.
is to not hope for well-being."
Gladiator Talent: As a gladiator gains
experience, he learns a number of talents -Virgil
that aid him in the arena. Starting at 2nd
level, a gladiator gains one gladiator talent
chosen from the Tier I talent pool. He gains Active Defense (Ex): The gladiator gains a +1
another talent at 3rd level and then again at dodge bonus to AC when wielding a shield
every odd level. At 7th level, a gladiator and also fighting defensively, using Combat
may choose talents from the Tier II talent Expertise, or using total defense. As a swift
pool, and at 13th level the gladiator may action, he may share this bonus with one
choose abilities from the Tier III talent pool. adjacent ally, or half of the bonus (minimum
A gladiator cannot select an individual talent + 0) with all adjacent allies, until the
more than once unless specified in the beginning of his next turn. This talent may
talent’s description. be selected more than once, but not more
than once per 4 levels. Each additional time
Flexible Bonus Feat (Ex): Upon reaching 4th it is selected, the bonus increases by +1.
level, and every four levels thereafter (8th,
Alexander Martin (order #5574938)
Additional Skill Training: The gladiator gains armor master is stunned, unconscious, or
5 additional skill points, which must be spent helpless.
on class skills. This does not allow the
gladiator to exceed the normal maximum Be Quick or Be Dead (Ex): The gladiator
number of ranks in a skill. This is a one-time may add his WIS modifier to his initiative
bonus, not an increase to the number of skill checks.
points the gladiator gains at each level
(though the talent may be taken more than Beast Handler (Ex): Once per day, a
once, granting +5 skill points each time it is gladiator with this talent can roll two dice
taken). while making a Handle Animal check, and
take the better result. He must choose to
Agility (Ex): The gladiator gains a +1 bonus use this talent before making the skill check.
on saving throws made against effects that A gladiator can use this ability one
cause him to become paralyzed, slowed, or additional time per day for every 5 fighter
entangled. This bonus increases to +2 at 6th levels he possesses. In addition, when within
level, and by +1 for every four levels 30’ of their handler, any trained creatures
beyond 6th. gain a +1 morale bonus to attacks.
Armor Training (Ex): Whenever the Bloodthirsty (Ex): When you deal a wound
gladiator is wearing armor, he reduces the to an opponent, you temporarily gain a +1
armor check penalty by 1 (to a minimum of morale bonus to damage against that
0) and increases the maximum Dexterity opponent per wound you personally
bonus allowed by his armor by 1. In inflicted. If a wound is removed, your
addition, a gladiator can also move at his morale bonus is also reduced by a like
normal speed while wearing medium armor amount.
(if proficient). A 6th level or higher
gladiator can take this talent a second time, OPTIONAL RULE: WOUNDS
increasing its bonuses by +1 and allowing Sometimes combat can seem too abstract
him to move at his normal speed in heavy and unrealistic. To combat this, we have
armor (if proficient). It can be taken a third added the optional wound mechanic.
time at 11th level and a 4th time at 16th Wounds represent taking damage in combat
level, with its bonuses increasing by +1 each and being hindered from the injury.
time.
Whenever a target is dealt damage greater
Armored Defense (Ex): The gladiator gains than their CON score, they may attempt a
DR 1/— when wearing light armor, DR 2/— FORT save with a DC equal to the damage
when wearing medium armor, and DR 3/— dealt. If they fail, they take a wound
when wearing heavy armor. If the gladiator penalty of -1. This penalty applies to all
also has the armor mastery advanced talent, attacks, saves, skill checks and damage.
the combination instead provides damage Multiple wound penalties stack.
reduction of DR 5/— when wearing light
armor, DR 8/— when wearing medium Wounds can be removed with a DC 20 Heal
armor, and DR 12/— when wearing heavy check, or one per die of curative magic
armor. applied.
This damage reduction stacks with that Bravado (Ex): The gladiator may spend a
provided by adamantine armor, but not standard action to call out his
with other forms of damage reduction. This accomplishments and generally brag his
damage reduction does not apply if the omnipotence, grandeur, and “manhood,” all
Alexander Martin (order #5574938)
the while criticizing and mocking his part of an attack of opportunity.
opponent. Opponents within 60’ who Additionally, the maximum number of
understand the gladiator’s bravado must attacks of opportunity the gladiator may
make WILL saves DC 10 + ½ the gladiator’s make each round increases by +2.
level + CHA modifier. If they fail, they
suffer a -1 attack penalty until they Combat Positioning (Ex): The first time each
successfully deal damage to the gladiator. round the gladiator scores a critical hit
against a foe, he gains a bonus to his AC
Bravery (Ex): The gladiator gains a +1 bonus against that foe equal to 1 + his weapon’s
on Will saves against fear. This bonus critical multiplier. This bonus lasts until the
increases to +2 at 6th level, and by +1 for beginning of the gladiator’s next turn.
every four levels beyond 6th.
Combat Training (Ex): The gladiator gains a
Buckler Catch (Ex): When wielding a bonus feat. This feat must be a combat feat
buckler, the gladiator can catch his (also sometimes called “fighter bonus feats”).
opponent’s weapon between his buckler and The gladiator must meet all the feat’s
his forearm, effectively wedging the hafts of prerequisites. This talent may be taken more
polearms and hammers or the flats of blades. than once. Each time it is taken, it grants the
This functions as a disarm combat maneuver, gladiator a new bonus combat feat. These
and the gladiator gains a +4 bonus on the bonus feats are fixed, and may not be
roll. If the gladiator’s maneuver check fails retrained as per the Flexible Bonus Feat
by 10 or more, he suffers a –2 penalty to his ability.
AC until the start of his next turn.
Cruelest Cut (Ex): The gladiator may expend
Close Control (Ex): The gladiator becomes a victory point as an immediate action to
skilled at forcefully moving his opponent add 1d6 points of damage to any attack.
around the battlefield, gaining a +1 bonus
on bull rush, drag, and reposition combat Deceptive Strike (Ex): When he is using a
maneuver checks. The gladiator also gains a one-handed weapon and carrying nothing in
+1 bonus to CMD when attacked with the his other hand, the gladiator gains a +1
bull rush, drag, and reposition maneuvers. bonus to CMB and CMD on disarm checks
These bonuses increase to +2 at 6th level, and on Bluff checks to feint or create a
and by +1 for every four levels beyond. diversion to hide. This bonus increases to +2
at 6th level, and by +1 for every four levels
Combat Maneuver Defense (Ex): Choose a beyond 6th.
combat maneuver. The gladiator gains a +2
bonus to your CMD when defending against Defensive Flurry (Ex): When wielding two
that particular combat maneuver check. melee weapons or a double weapon in two
Each time you choose this ability, you must hands, if the gladiator makes a full attack
choose a new maneuver. (including offhand attacks) he gains a +1
shield bonus to AC until the beginning of his
Combat Maneuver Mastery (Ex): Choose a next turn. This ability increases to +2 at 6th
combat maneuver. You gain a +2 bonus level, and increases an additional +1 again at
when attempting a particular combat 12th and 18th level.
maneuver check. Each time you choose this
ability, you must choose a new maneuver. Defensive Stance (Ex): When fighting
defensively, if an opponent attacks you and
Combat Opportunist (Ex): The gladiator misses, you gain a +2 competence bonus to
gains a +2 bonus on attack rolls made as your next attack against that opponent. This
Alexander Martin (order #5574938)
ability stacks with itself each time an attacks. This bonus increases to +3 at 11th
opponent misses, but only applies to your level and to +4 at 17th level.
first attack on the following round.
Fame (Ex): When the gladiator begins a
Defensive Strikes (Ex): When fighting performance combat, he always starts with
defensively or using Combat Expertise, the at least 1 victory point. If he already has
gladiator suffers one less penalty to attack victory points, he gains 1 extra victory point.
rolls. This bonus increases by +1 for every 6 At 10th level, the gladiator starts out with at
levels the gladiator has attained. least 2 victory points. If he already has
victory points, he gains 2 extra victory
Disarming Strike (Ex): When the gladiator points.
successfully disarms a target he also deals
normal damage to the target, but without Fancy Footwork (Ex): Your fighting style
the normal Strength bonus to damage. emphasizes mobility and nimble footwork
that puts your contemporaries to shame.
Doublestrike (Ex): When wielding two You may take an additional 5-foot step each
melee weapons or a double weapon in two round. You may combine your two
hands, as a standard action the gladiator available 5-foot steps into a single 10-foot
may make one attack with both his primary step or make two 5-foot steps at separate
and secondary weapons. The penalties for times during the round.
attacking with two weapons apply normally.
Fight Dirty (Ex): Once per round, the
Duck and Weave (Ex): Once per round the gladiator may attempt a dirty trick combat
gladiator may attempt a reposition combat maneuver in place of a melee attack (instead
maneuver in place of a melee attack (instead of as a standard action, as normal). The
of as a standard action, as normal). The CMB check takes any penalties the gladiator
CMB check takes any penalties the gladiator would have applied to the melee attack.
would have applied to the melee attack.
Filthy Blows (Ex): The gladiator maintains
Elusive (Ex): When he is using one-handed his weapons in a state of constant filth,
weapons and wearing light or partial armor, never cleaning them, and allowing them to
the gladiator gains a +1 dodge bonus to AC. sit in the festering blood and tissue of
This bonus increases to +2 at 6th level, and previous foes. The first successful weapon
by an additional +1 for every 4 levels
beyond 6th. This bonus does not apply
when wearing medium or heavy armor or
carrying a medium or heavier load.
Evading Opportunity (Ex): Whenever an
opponent you threaten provokes an attack
of opportunity, you may instead take a 5-
foot step.
Exotic Weapon Proficiency (Ex): The
gladiator gains proficiency in an exotic
weapon (except pistols).
Evasive Fighter (Ex): The gladiator gains a
+2 dodge bonus to AC against ranged
Alexander Martin (order #5574938)
attack the fighter makes in each combat, and Infuriating Taunt (Ex): As a standard action,
all critical weapon attacks, exposes the target you hurl your worst biting insults at an
to a specific form of filth fever. This affliction opponent as part of an Intimidate check to
has an onset of 1 hour, is cured by a single demoralize an opponent. If you are
save, and the save DC is 10 +1/2 gladiator successful, they are not shaken, but instead
level. must immediately move to engage you in
melee combat until they strike at least one
Flashy Move (Ex): The Gladiator knows a blow.
flashy combat maneuver. Choose one
combat maneuver. Whenever you perform Inspiring Kill (Ex): As a free action, a
this maneuver, you add your CHA bonus to gladiator who gets the killing blow on an
the roll and do not provoke attacks of opponent can choose to grant a +1 morale
opportunity when performing this bonus to all allies within 30ft who can hear
maneuver. and see him. This bonus can be applied to
attack rolls, damage, or saving throws.
Flexible Flanker (Ex): The gladiator may Subsequent uses of this ability do not stack
choose any square adjacent to him and treat with each other, but the gladiator may add
that square as his location for determining the bonus to another of the listed benefits.
who he is flanking, even if that square is These benefits last for one minute or until
occupied by a creature, object, or solid the gladiator is knocked unconscious or dies,
barrier. whichever comes first.
Heavy Armor Proficiency (Ex): The gladiator Inspiring Showmanship (Ex): When not
gains proficiency with heavy armor. You fighting for a crowd, the gladiator still
must have chosen the Medium Armor entertains and inspires those around them.
Proficiency talent prior to choosing this The gladiator may expend a number of
talent. victory points (up to their CHA bonus,
minimum of 1) to grant all allies within 30’ a
Heightened Reflexes (Ex): The gladiator’s +1 morale bonus (per victory point spent) to
honed reflexes grant him a +2 bonus to attack rolls for 1 round.
initiative checks and a +1 bonus to attack
rolls on attacks of opportunity. Knock Off Balance (Ex): When the gladiator
scores a critical hit against a foe, he may
Hurling Charge (Ex): The gladiator makes a choose to not deal critical damage (instead,
volatile charge toward an opponent, dealing damage as a normal successful
throwing himself at his foe. The gladiator attack), and cause the target to provoke an
deals increased damage at the expense of attack of opportunity from all creatures
accuracy. You may choose to alter your threatening it other than the gladiator
charge action benefits and hindrances, himself.
instead suffering a -2 to hit, but gaining a +2
to damage, with no penalty to your AC. Leaping Attack (Ex): If the gladiator moves
at least 5 feet prior to attacking he gains a +1
Ignore Pain (Ex): You may ignore a wound bonus on attack and damage rolls. This
penalty of -1. You may choose this talent bonus increases to +2 at 9th level, and by +1
multiple times, to a maximum of your CON for every four levels beyond 9th.
bonus. You may not choose this talent more
times than your CON bonus, and must have Medium Armor Proficiency (Ex): The
at least a +1 bonus to choose this talent. gladiator gains proficiency with medium
armor.
Alexander Martin (order #5574938)
Meteoric Onslaught (Ex): When you strike in fancy moves. As a move-equivalent action,
the first round of combat, you deal twice make a Perform check (DC 15). If you
your base weapon dice of damage. succeed, you gain a +1 morale bonus to
attacks and damage for the duration of the
Opportune Strike (Ex): When making attacks fight. Spectators must be noncombatants,
of opportunity, you may add your CHA and there must be at least four of them.
bonus to your attack roll.
Shattering Strike (Ex): When wielding a two-
Overhand Chop (Ex): When wielding a two- handed melee weapon, the fighter gains a
handed melee weapon, if the gladiator +1 bonus to CMB and CMD on sunder
makes only a single attack (with the attack attempts and on damage rolls made against
action or a charge) he adds double his objects. These bonuses increase to +2 at 6th
Strength bonus on damage rolls. level, and by +1 for every four levels
beyond 6th.
Paired Combat (Ex): The gladiator receives a
teamwork feat as a bonus feat. He must Singleton (Ex): The gladiator gains a +1
meet the prerequisites for this feat. As a bonus on attack and damage rolls when
standard action, the gladiator can grant this wielding a melee weapon in one hand and
feat to a single ally within 30 feet who can leaving his other hand free.
see and hear him. Allies retain the use of this
bonus feat for 3 rounds plus 1 round for Stand Firm (Ex): When wielding a shield
every two levels the gladiator possesses. (other than a buckler), the gladiator gains a
Allies do not need to meet the prerequisites +1 bonus to CMD against bull rush, overrun,
of these bonus feats. The gladiator can use and trip attempts. This bonus also applies on
this ability once per day at 1st level, plus one saves against trample attacks. This bonus
additional time per day at 5th level and for increases to +2 at 6th level, and by an
every 5 levels thereafter. additional +1 for every 4 levels beyond 6th.
Pole Fighting (Ex): When wielding a hafted Strong Swing (Ex): When wielding a light or
reach weapon, as a swift or immediate one-handed melee weapon in one hand and
action the gladiator can shorten the grip on a buckler in the other, the gladiator may
the weapon and use it against adjacent apply any bonus he has to either weapon
targets. This action results in a –4 penalty on from the weapon training talent to attacks
attack rolls with that weapon until he spends made by either hand. With a full-attack
another immediate or swift action to return action, the gladiator may alternate between
to the normal grip. The penalty is reduced using his weapon or his buckler for each
by 1 at 6th level, and by an additional 1 for attack. This does not grant additional attacks
every four levels beyond 6th to a minimum or incur penalties as two-weapon fighting
of -0. does.
Push Them Back (Ex): Once per round, the Subduing Strikes (Ex): The gladiator can deal
gladiator may attempt a bull rush combat subdual damage with any strike without
maneuver in place of a melee attack (instead taking a penalty on attack rolls.
of as a standard action, as normal). The
CMB check takes any penalties the gladiator Swift Positioning (Ex): The gladiator may
would have applied to the melee attack. position his tower shield to provide cover as
a move action, rather than a standard
Roar of the Crowd (Ex): You can appeal to action. You must have the tower shield
spectators with flourishes, trash-talking, and proficiency to choose this talent.
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Alexander Martin (order #5574938)
Swift Striker (Ex): The gladiator gains a +1 Too Pretty To Die (Ex): The Gladiator adds
bonus to attacks and a +1 dodge bonus to his CHA bonus to stabilization checks.
AC whenever he moves more than 10’ in a
round. Tower Shield Proficiency (Ex): You gain
proficiency with tower shields.
Team Player (Ex): When determining the
benefit they gain from a teamwork feat, the Twin Blades (Ex): When wielding two melee
gladiator’s allies may treat him as if he had weapons or a double weapon in two hands,
the same teamwork feat. The gladiator does the gladiator gains a +1 bonus on attack and
not gain any benefit from such feats unless damage rolls when making a full attack that
he actually has the teamwork feat in includes offhand attacks. This bonus counts
question. as (and does not stack with) weapon
mastery. This talent may be taken more than
Threaten (Ex): As a swift action the gladiator once, but not more than once per 4 levels.
can make it clear he intends to harm a foe
that is able to see and hear him. If that foe War Face (Ex): Once per day, a gladiator
does not respond to this threat (see below) with this talent can roll two dice while
by the beginning of the gladiator’s next turn, making an Intimidate check, and take the
the gladiator may make an Intimidate check better result. He must choose to use this
to demoralize that foe as a swift action. talent before making the Intimidate check. A
gladiator can use this ability one additional
A foe can respond to the gladiator’s threat time per day for every 5 gladiator levels he
by attacking him, including him in an attack possesses.
(using the definition of attack in the
invisibility spell), taking at least a move Weapon Familiarity (Ex): The gladiator is
action worth of movement directly away familiar with a wide array of weapons, and
from the gladiator, getting out of the now suffers only a -1 penalty for using any
gladiator’s line of sight, or taking the total weapon with which they are not proficient.
defense action.
Weapon Training (Ex): A gladiator can select
Thrust Kick (Ex): Whenever you are one group of weapons and gain a +1 to hit
presented with an attack of opportunity and damage bonus as per the fighter ability.
against a foe you threaten, you may instead You may choose this ability once per 5
kick that target, dealing 1d6 points of gladiator levels. A gladiator can select one
damage, plus Strength bonus. In addition, group of weapons, as noted below.
you initiate a bull rush maneuver. This does Whenever he attacks with a weapon from
not in turn provoke an attack of this group, he gains a +1 bonus on attack
opportunity. and damage rolls.
Timely Tip (Ex): When he is using a one- Each additional time this ability is chosen,
handed weapon and carrying nothing in his the gladiator becomes further trained in
other hand, as a move action the gladiator another group of weapons. He gains a +1
can make a disarm combat maneuver against bonus on attack and damage rolls when
a target he threatens, to push aside the using a weapon from this group. In addition,
target’s shield. If successful, the target loses the benefits granted by previous weapon
its shield bonus to AC against the gladiator’s groups increase by +1 each (as per the fighter
next attack. ability).
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Alexander Martin (order #5574938)
Bonuses granted from overlapping groups scizore, shortsword, sica, sickle,
do not stack. Take the highest bonus granted starknife, swordbreaker dagger,
for a weapon if it resides in two or more sword cane, wakizashi, and war
groups. razor.
A gladiator also adds this bonus to any Bows: composite longbow,
combat maneuver checks made with composite shortbow, longbow, and
weapons from this group. This bonus also shortbow.
applies to the gladiator’s Combat Maneuver
Defense when defending against disarm and Close: bayonet, brass knuckles,
sunder attempts made against weapons from cestus, dan bong, emei piercer,
this group. fighting fan, gauntlet, heavy shield,
iron brush, katar, light shield, madu,
Weapon groups are defined as follows (GMs mere club, punching dagger, rope
may add other weapons to these groups, or gauntlet, sap, scizore, spiked armor,
add entirely new groups): spiked gauntlet, spiked shield, tekko-
kagi, tonfa, unarmed strike, wooden
Axes: bardiche, battleaxe, dwarven stake, and wushu dart.
waraxe, greataxe, handaxe, heavy
pick, hooked axe, knuckle axe, light Crossbows: double crossbow, hand
pick, mattock, orc double axe, pata, crossbow, heavy crossbow, launching
and throwing axe. crossbow, light crossbow, heavy
repeating crossbow, light repeating
Blades, Heavy: Aldori dueling sword, crossbow, and tube arrow shooter.
bastard sword, chakram, double
chicken saber, double walking stick Double: bo staff, chain spear, dire
katana, elven curve blade, falcata, flail, double walking stick katana,
falchion, flambard, greatsword, great double-chained kama, dwarven
terbutje, katana, khopesh, klar, urgrosh, gnome hooked hammer,
longsword, nine-ring broadsword, kusarigama, orc double axe,
nodachi, scimitar, scythe, seven- quarterstaff, and two-bladed sword.
branched sword, shotel, temple
sword, terbutje, and two-bladed Flails: battle poi, bladed scarf, chain
sword. spear, dire flail, double chained
kama, flail, flying blade, heavy flail,
Blades, Light: bayonet, butterfly kusarigama, kyoketsu shoge, meteor
knife, butterfly sword, chakram, hammer, morningstar, nine-section
dagger, gladius, hunga munga, kama, whip, nunchaku, sansetsukon,
katar, kerambit, kukri, madu, pata, scorpion whip, spiked chain, urumi,
quadrens, rapier, sawtooth sabre, and whip.
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Alexander Martin (order #5574938)
rhomphaia, tepoztopilli, and tiger
fork.
Spears: amentum, boar spear, chain
spear, javelin, harpoon, lance,
longspear, pilum, shortspear, sibat,
spear, tiger fork, and trident.
Thrown: aklys, amentum, atlatl,
blowgun, bolas, boomerang,
chakram, club, dagger, dart, halfling
sling staff, harpoon, hunga munga,
javelin, lasso, kestros, light hammer,
net, poisoned sand tube, rope dart,
Shoanti bolas, shortspear, shuriken,
sling, sling glove, spear, starknife,
throwing axe, throwing shield,
Hammers: aklys, battle aspergillum, trident, and wushu dart.
club, greatclub, heavy mace, light
hammer, light mace, mere club,
taiaha, tetsubo, wahaika, and TIER II TALENTS
warhammer.
Monk: bo staff, brass knuckles, "Multi famam, conscientiam
butterfly sword, cestus, dan bong,
double chained kama, double
pauci verentur."
chicken saber, emei piercer, fighting
fan, hanbo, jutte, kama, kusarigama,
kyoketsu shoge, lungshuan tamo, “Many fear their reputation,
monk's spade, nine-ring broadsword, few their conscience.”
nine-section whip, nunchaku,
quarterstaff, rope dart, sai,
sansetsukon, seven-branched sword, -Pliny
shang gou, shuriken, siangham,
temple sword, tiger fork, tonfa, tri-
point double-edged sword, unarmed Arena Legend (Ex): The gladiator is a well-
strike, urumi, and wushu dart. known commodity, and their reputation
crushes opponent’s morale. Add ½ your
Natural: unarmed strike and all gladiator level to Intimidate checks to
natural weapons, such as bite, claw, demoralize a foe.
gore, tail, and wing.
Armor Piercing (Ex): When the gladiator
Polearms: bardiche, bec de corbin, scores a critical hit against a foe, he may
bill, glaive, glaive-guisarme, choose to not deal critical damage (instead,
guisarme, halberd, hooked lance, dealing damage as a normal successful
lucerne hammer, mancatcher, monk's attack), and also deal his normal weapon
spade, naginata, nodachi, ranseur, damage against the target’s armor.
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Backswing (Ex): When wielding a two- Challenge Foe (Ex): The gladiator declares a
handed melee weapon, if the fighter makes challenge to a foe, his target must pay
a full attack he adds double his Strength attention to the threat he poses. As long as
bonus on damage rolls for all attacks after the target is within the threatened area of
the first. the gladiator, it takes a –2 penalty to its AC
from attacks made by anyone other than the
Beast Master (Ex): A gladiator with this gladiator.
talent grants all beasts trained by him a +1
morale bonus to AC when within 30’. Champion’s Zeal (Ex): As a swift action the
gladiator can expend a victory point to end
Bladescarred (Ex): Your experience in the any bleed effect or remove one wound
arena has earned you many scars and your point.
skin is toughened to the rigors of combat.
You gain a +1 natural armor bonus to AC. Cheap Shot (Ex): The gladiator is both
You may choose this ability once per six willing and able to smash his opponents’
gladiator levels. most tender parts, when they allow those
areas to be exposed. When the gladiator
Bladework (Ex): If a foe attempts a disarm, scores a critical hit against a foe, he may
grapple, or sunder maneuver against the choose to not deal critical damage (instead,
gladiator, and the maneuver fails, the foe dealing damage as a normal successful
provokes an attack of opportunity from the attack), and force the target to make a
gladiator. This is separate from any attack of Fortitude save (DC 10 +1/2 gladiator level +
opportunity that might be provoked from Str bonus) or be exhausted for 1d4 rounds. A
attempting the maneuver, and is not creature already fatigued or exhausted is not
avoided by foes with Improved Disarm, knocked unconscious by this effect.
Improved Grapple, or Improved Sunder.
Chopping Blow (Ex): As a standard action,
Bleeding Strike (Ex): Any time an opponent the gladiator can make a single melee attack.
is denied their DEX bonus to AC and the If the attack hits, he may make a sunder
gladiator strikes that foe, they suffer 1 bleed. combat maneuver against the target of his
attack as a free action that does not provoke
Brute (Ex): The gladiator is a master of an attack of opportunity.
getting the most out of unassuming
weapons. When wielding a weapon he is Combination Strike (Ex): When performing a
proficient with that normally has a threat full-round attack, the gladiator gains a
range of 20 and a x2 critical damage combo point for each successful attack after
multiplier, the gladiator may choose at the the first. Each combo point must be spent in
beginning of the round to either increase the the following round or they are lost.
weapon’s threat range to 19-20, or to Combo points may be traded in for a +1
increase its damage multiplier to x3. This bonus to attack, damage, or as a dodge
talent works normally with weapons that bonus to AC.
have had their threat range or critical
multiplier increased by some other ability or Counterattack (Ex): When he is using a one-
effect. For example, a gladiator with brute handed weapon and not wearing medium
selects a sickle, allowing him to either have or greater armor, nor encumbered, the
the sickle be 19-20/x2, or x3. If a keen edge gladiator can make an attack of opportunity
spell is cast on the sickle, the gladiator may as an immediate action against an opponent
choose between 18-20/x2, or 19-20/x3 for who hits him with a melee attack, so long as
the spell’s duration.
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the attacking creature is within the level. If he should lose his morale bonus
gladiator’s reach. and regain it again, he does not gain
additional temporary hit points. These
Deflection (Ex): The gladiator becomes more temporary hit points do not stack with
adept at turning blows from their armor, temporary hit points gained from other
and treats their AC as two higher when foes sources.
attempt to confirm critical hits. A gladiator
must wear at least one piece of partial armor Fleet Footed (Ex): The gladiator’s speed
or wield a shield for this ability to be in use. increases by 10 feet. He can take 10 on
Acrobatics checks even while distracted or
Deft Doublestrike (Ex): When wielding two threatened, and can take 20 on an
melee weapons or a double weapon in two Acrobatics check once per day for every five
hands, if the gladiator hits an opponent with gladiator levels he possesses.
both primary and off-hand attacks he can
make a disarm or sunder attempt (or trip, if Follow Through (Ex): The first time each
one or both weapons has the trip property) round the gladiator scores a critical hit
against that opponent as an immediate against a foe, he gains a bonus to attack rolls
action that does not provoke attacks of equal to his weapon’s critical multiplier. This
opportunity. bonus lasts until the beginning of the
gladiator’s next turn.
Expert Weapon Trainer (Ex): You may
temporarily grant an ally a weapon
proficiency that you know. As a standard
action, the gladiator can grant this
proficiency to a single ally within 30 feet
who can see and hear him. Allies retain the
use of this proficiency for 3 rounds plus 1
round for every two levels the gladiator
possesses. The gladiator can use this ability
once per day at 1st level, plus one additional
time per day at 5th level and for every 5
levels thereafter.
Exotic Weapon Mastery (Ex): Any critical
hits with an exotic weapon have their critical
modifier increased by +1. In addition, you
gain a +4 bonus to your CMD against
opponents using a weapon of this type Fortification (Ex): The gladiator can use his
against you. armor to shield critical areas from injury. He
treats any armor he wears as if it had the
Exotic Weapon Specialization (Ex): The light fortification special ability. At 13th
gladiator gains a +1 to hit and damage on level, his armor gains the moderate
any attacks while wielding an exotic fortification special ability. This fortification
weapon. does not stack in any way with armor that
has these special abilities. In these cases the
Fervor of the Crowds (Ex): When the gladiator takes the better of the two
gladiator first gains a morale bonus from any fortifications.
performance combat, he gains a number of
temporary hit points equal to his Gladiator
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Gaping Wound (Ex): When the gladiator using a one-handed weapon in the off-hand
scores a critical hit against a foe, he may as a light weapon).
choose to not deal critical damage (instead,
dealing damage as a normal successful Improved Feint (Ex): The gladiator has
attack), and for the next minute, all critical learned sneaky tactics such as kicking dirt in
threats against the target gain a +4 bonus to a foe's face, pretending to be badly
confirm. wounded, or forcing an opponent to stare
into the sun. You can use the feinting in
Glimpse of Elysium (Ex): Once per day, as a combat Bluff technique as a move-equivalent
standard action, the gladiator heals 1d8 action.
points of damage + her Constitution
modifier. For every four levels the gladiator Improved Ignore Pain (Ex): You may ignore
has attained above 4th, this amount of up to -2 points of wound penalties.
damage healed increases by 1d8, to a
maximum of 5d8 at 20th level. Improved Inspiring Kill (Ex): As a free action,
a gladiator who gets the killing blow on an
Greater Aid (Ex): When taking the aid opponent can choose to grant a +2 morale
another action to help an ally attack or bonus to all allies within 30ft who can hear
defend by distracting or interfering with an and see him. This bonus can be applied to
opponent, the bonus the gladiator grants is attack rolls, damage, or saving throws.
equal to his total attack roll divided by 5. Subsequent uses of this ability do not stack
with each other, but the gladiator may add
Greater Singleton (Ex): The gladiator gains a the bonus to another of the listed benefits.
+1 bonus on attack and damage rolls when These benefits last for one minute or until
wielding a melee weapon in one hand and the gladiator is knocked unconscious or dies,
leaving his other hand free. This stacks with whichever comes first.
the bonus from the Singleton talent. A
gladiator must have the Singleton talent in Intercept (Ex): The gladiator gains a bonus
order to choose this talent. equal to 1/2 his class level on combat
maneuver checks when using the Stand Still
Head Butt (Ex): The gladiator may attempt a feat, and gains the same bonus to his CMD
head butt against another target they when an opponent attempts an Acrobatics
threaten in melee combat. This provokes an check to move through a square he
attack of opportunity unless the gladiator threatens. A gladiator must have the Stand
also has improved unarmed strike. If Still feat to select this talent.
successful, their opponent must make a
Fortitude save equal to 10 + ½ the Interference (Ex): When he is wielding a
gladiator’s level + STR bonus or be dazed one-handed weapon and in light or no
for 1 round. armor, as a move action the gladiator can
make a disarm or trip combat maneuver
Improved Balance (Ex): The gladiator’s against a target he threatens to push his
attack penalties for fighting with two opponent off balance. If successful, the
weapons are reduced by –1. Alternatively, target becomes flat-footed. This condition
the gladiator may use a one-handed weapon lasts until the target takes damage from a
in his off-hand, treating it as if it were a light melee or ranged attack or until the
weapon with the normal light weapon beginning of the gladiator’s next turn,
penalties. This talent may be taken a second whichever comes first.
time, reducing all two-weapon fighting
penalties by an additional –1 (even when
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Alexander Martin (order #5574938)
Irresistible Advance (Ex): When wielding a must hit his AC, but on a successful hit, the
shield, the gladiator gains a bonus on bull shield takes the damage instead. If the
rush and overrun CMB checks. This bonus damage is enough to give his shield the
depends on the type of shield used: +1 with broken condition or destroy it, the gladiator
a buckler, +2 with a light shield, +3 with a also takes half the damage.
heavy shield, or +4 with a tower shield.
Piledriver (Ex): As a standard action, the
Kick-Up (Ex): As a swift action, the gladiator gladiator can make a single melee attack
may kick an item on the ground into one of with a two-handed weapon. If the attack
his free hands. The item is readied for use, hits, he may make a bull rush or trip combat
and this does not provoke an attack of maneuver against the target of his attack as a
opportunity. Only unattended items the free action that does not provoke an attack
gladiator could hold in one hand may be of opportunity.
picked up in this way.
Poison Use (Ex): The gladiator knows how
Knock Off Guard (Ex): When the gladiator to use poison and does not risk accidentally
scores a critical hit against a foe, he may poisoning themselves, as per the assassin
choose to not deal critical damage (instead, ability.
dealing damage as a normal successful
attack), and force the target to make a Razor’s Edge (Ex): When you gain a critical
Reflex save (DC 10 + 1/2 gladiator level + threat with any weapon you are proficient
Str bonus) or be flat-footed for 1 round. in, you deal an additional amount of
damage equal to the critical modifier.
Menacing Stance (Ex): The gladiator has
learned to constantly harry and distract his Resiliency (Ex): Once per day, a gladiator
enemies. While adjacent to the gladiator and with this ability can gain a number of
threatened by a weapon he is wielding, temporary hit points equal to the gladiator’s
enemies take a –1 penalty on attack rolls and level. Activating this ability is an immediate
a –4 penalty on concentration checks. action that can only be performed when he
These penalties increase to -2/-5 at 11th is brought to below 0 hit points. This ability
level, and by 1 more for every four levels can be used to prevent him from dying.
after 11th level (to a maximum of –4 on These temporary hit points last for 1 minute.
attack rolls and –7 on concentration checks If the gladiator’s hit points drop below 0
at 19th level). Creatures do not take these due to the loss of these temporary hit points,
penalties if the gladiator is dazed, helpless, he falls unconscious and is dying as normal.
staggered, stunned, or unconscious.
Shatter Defenses (Ex): Your mighty blows
No Escape (Ex): Taking a 5-foot step out of can crush and cleave even the densest and
the area of the gladiator’s menacing stance most comprehensive defenses. Each time you
or moving out of the area of the menacing hit an adversary possessing any kind of
stance with a withdraw action provokes an Damage Reduction and deal at least one
attack of opportunity from the gladiator. A point of damage, you reduce that
gladiator must have the menacing stance opponent’s Damage Reduction by one
talent to select this talent. point. This reduction remains until the end
of the encounter.
On the Board (Ex): If wielding a shield, once
per round, when the gladiator is the target Shield Buffet (Ex): As a move action, the
of an attack of opportunity, he may make gladiator may make a combat maneuver
his shield the target of the attack. The attack check to use his shield to impede an adjacent
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Alexander Martin (order #5574938)
enemy. If successful, the target suffers a –2 looking for weaknesses. As a standard
penalty on its attack rolls against the action, you may attempt a Profession
shielded gladiator and a –2 penalty to AC (gladiator) check, with a DC of 10 + the CR
on attacks made by the shielded gladiator of your opponent. If you succeed, you gain
until the beginning of his next turn. a +2 dodge bonus against your opponent
until he switches weapons. You must be
Shield Guard (Ex): When wielding a shield, within 30’ of your opponent to successfully
the gladiator may designate one square study them.
adjacent to him. He may designate two
squares if using a heavy shield or three Throat Punch (Ex): When the gladiator
squares if using a tower shield, but these scores a critical hit against a foe, he may
squares must be contiguous. Enemies in these choose to not deal critical damage (instead,
squares cannot flank the shielded gladiator dealing damage as a normal successful
and do not count for flanking with other attack), and cause the target to be unable to
creatures. This effect lasts until he moves speak for 1 round. (The target cannot fulfill
from his position or uses another swift verbal components of spells, invoke
action to change the affected squares. command words, or make any intelligible
noises.)
Situational Awareness (Ex): The gladiator
can track the chaos of combat, and make Tough Beasts (Ex): A gladiator with this
flexible plans that adjust to changing talent grants beasts they have trained a
situations. When the gladiator takes the number of temporary hit points equal to
ready action, rather than specify a single their HD when within 30’ of their trainer at
action he will take, and the conditions under the beginning of combat.
which he will take it, the fighter may specify
a number of possible actions equal to 1 + his Unavoidable Assault (Ex): When not
Int bonus (each with its own triggering mounted, the gladiator’s charge is not
condition). The gladiator can still only take a blocked by friendly creatures or difficult
single readied action, he just has a broader terrain.
range of possible options.
Vital Combat (Ex): The gladiator selects one
Stand Still (Ex): The gladiator gains Stand weapon with which he is proficient. If the
Still as a bonus feat, even if he does not have first attack he makes in a round is made with
the Combat Reflexes feat. Furthermore, he this weapon, he may add the bonus damage
gains a bonus equal to 1/2 his gladiator level dice from Vital Strike to that attack. He may
on combat maneuver checks when using the also use this ability with Devastating Strike,
Stand Still feat. Greater Vital Strike, Improved Devastating
Strike, and Improved Vital Strike if he has
Step Aside (Ex): When a creature threatened those feats. The gladiator cannot benefit
by the gladiator takes a 5-foot step into a from these feats more than once per round.
square adjacent to him, the gladiator can This overrides Vital Strike’s normal limitation
take a 5-foot step as an immediate action. that it may only be used with an attack
This 5-foot step must be subtracted from his action.
movement on the next turn. He also gains a A gladiator must have the Vital Strike feat
+2 dodge bonus to his AC against that prior to taking vital combat.
opponent until the end of his next turn.
Uncanny Dodge (Ex): The gladiator can
Study Opponent (Ex): You circle your react to danger before his senses would
opponent and study his combat style,
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Alexander Martin (order #5574938)
normally allow him to do so. He cannot be only on a critical hit do not activate if this
caught flat-footed, nor does he lose his Dex critical hit is confirmed.
bonus to AC if the attacker is invisible. He
still loses His DEX bonus to AC if Disabling Blow (Ex): When the gladiator
scores a critical hit against a foe, he may
immobilized. A gladiator with this ability can
choose to not deal critical damage (instead,
still lose his DEX bonus to AC if an opponent
dealing damage as a normal successful
successfully uses the feint action against him. attack), and force the target to make a
Fortitude save (DC 10 +1/2 gladiator level +
Str bonus) or one limb of the gladiator’s
TIER III TALENTS choice is disabled. If an arm is disabled, the
arm cannot be used to hold items or make
Armor Mastery (Ex): The gladiator gains attacks. If a wing is disabled, the creature
Damage Reduction 5/— whenever he is cannot fly (though it can land without
wearing armor or using a shield. A gladiator falling). If a leg is disabled, the creature’s
must have selected the armor training or movement rate is reduced by 5 feet (if all a
armored defense talent before selecting creature’s legs on one side of its body are
armor mastery. disabled, its move rate is reduced to 5 feet
total). The disabled limb is restored when
Counterattack (Ex): If a foe that you all the damage dealt by the disabling blow is
threaten in melee combat misses an attack healed, or when the creature receives a
against you, this grants you an attack of lesser restoration or similar spell.
opportunity against them.
Equal Opportunity (Ex): When wielding two
Cut Arrows (Ex): Whenever targeted by a melee weapons or a double weapon in two
missile attack from a weapon no larger in hands, if the gladiator makes an attack of
size than the gladiator, you may make an opportunity he may attack once with both
attack roll. If the attack roll is greater than his primary and secondary weapons. The
the missile’s attack roll, you destroy the penalties for attacking with two weapons
missile and it misses. This ability only works apply normally.
when you are aware of an attack and not
denied your DEX bonus.
Exhaust Opponent (Ex): As combat
continues, you can tire out your foe. You
Deadly Defense (Ex): When wielding two must threaten and attack the same opponent
melee weapons or a double weapon in two for at least 3 consecutive rounds. After your
hands, if the gladiator makes a full attack third set of attacks, your opponent must
that includes offhand attacks, every creature make a Fortitude save to avoid taking 1d6
that hits him with a melee attack before the subdual damage from exhaustion. The DC
beginning of his next turn provokes an for this save starts at 15 and increases by 1
attack of opportunity from the gladiator. for every round beyond the third you
continue to attack the same foe. Many
Deep Wound (Ex): If you roll max damage gladiators fight defensively while employing
on a weapon, it is treated as a critical threat. this attack. If you do not attack for one
round, the count resets to zero.
Devastating Blow (Ex): As a standard action,
the gladiator may make a single melee attack
Evasion (Ex): The gladiator gains evasion, as
with a two-handed weapon at a –5 penalty.
the rogue class feature, when in light armor
If the attack hits, it is treated as a critical
or no armor.
threat. Special weapon abilities that activate
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Alexander Martin (order #5574938)
Greater Inspiring Kill (Ex): As a free action, a Indestructible (Ex): The gladiator gains
gladiator who gets the killing blow on an Moderate Fortification against critical hits
opponent can choose to grant their and sneak attacks while he is wearing at least
Charisma modifier as a morale bonus to all medium armor. In addition, unless his armor
allies within 30ft who can hear and see him. has the fragile armor quality, it cannot be
This bonus can be applied to attack rolls, sundered while he is wearing it.
damage, or saving throws.
Subsequent uses of this ability do not stack Invincible (Ex): The gladiator gains Heavy
with each other, but the gladiator may add Fortification against critical hits and sneak
the bonus to another of the listed benefits. attacks while he is wearing heavy armor.
These benefits last for one minute or until The gladiator must first have chosen the
the gladiator is knocked unconscious or dies, Indestructible talent to choose this talent.
whichever comes first.
Make Them Bleed (Ex): You are skilled at
Greater Power Attack (Ex): When using dealing wounds that cause extra blood loss.
Power Attack with a two-handed melee When you deal damage with a slashing or
weapon, the gladiator’s bonus damage from piercing weapon, the wound bleeds for one
Power Attack is doubled (+100%) instead of point of damage per round thereafter until a
increased by half (+50%). A gladiator must Heal check (DC 15) is made, any cure spell is
have the Power Attack feat to select greater applied, or 10 rounds minus the opponent's
power attack. Constitution modifier elapse. Multiple
wounds are cumulative, but creatures
Hard Maneuvers (Ex): Whenever the without discernible anatomies such as
gladiator successfully performs a combat constructs, undead, and plants are immune
maneuver against a foe, he may also deal to this effect.
weapon damage with any weapon he is
wielding.
Improved Coup de Grace (Ex): You dispatch
fallen foes quickly, or with great flair. You
may use a melee weapon to deliver a coup
de grace attack as a standard action. If you
are being showy, you can take a full-round
action to deliver the coup de grace attack,
but gain a +2 morale bonus to attack rolls
for the remainder of the combat.
Improved Uncanny Dodge (Ex): This defense
denies a rogue the ability to sneak attack the
character by flanking him, unless the attacker
has at least four more levels than the target
does.
If a character already has uncanny dodge
(see above) from another class, the levels Open the Neck (Ex): If the Gladiator strikes
from the classes that grant uncanny dodge an opponent successfully three times in one
stack to determine the minimum level round, the third attack is treated as if it were
required to flank the character.
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Alexander Martin (order #5574938)
a vital strike, dealing twice the weapon’s gladiator may make a special opposed check
base damage and deals 1d4 bleed. to take an attack of opportunity anyway.
The gladiator rolls 1d20 + his total attack
Over the Top (Ex): The gladiator may use bonus, opposed by the foe’s Acrobatics
the Climb skill with just one hand, allowing check or attack roll (whichever is higher). If
him to carry and wield a weapon in his the gladiator’s result is higher, he may make
other hand. Additionally the gladiator adds an attack of opportunity against the foe.
half his gladiator level to climb checks made
to keep from falling if damaged while Reversal (Ex): When he is using a one-
climbing. handed weapon and carrying nothing in his
other hand, if the gladiator is the target of a
Pain Mastery (Ex): The gladiator has almost melee weapon attack made by a creature
completely overcome the effects of pain. the gladiator is threatening, he may make a
You may ignore a number of wound special disarm combat maneuver as an
penalties up to your CON modifier. You immediate action. If successful, rather than
must have the Improved Ignore Pain talent disarm the target, the gladiator can redirect
to choose this talent. the melee attack to target any creature
within reach of the attacker (other than the
Polearm Parry (Ex): When the gladiator is attacker itself). The attacker makes his attack
using a reach weapon to threaten an roll normally and, if it exceeds the new
opponent and that opponent makes a melee target’s AC, deals damage normally.
attack against an ally within reach, the
gladiator may take an immediate action to Running Parry (Ex): The gladiator may make
grant his ally a +2 shield bonus to AC and an attack roll versus an opponent’s CMD
DR 5/— against that attack. He may use this with a weapon is he wielding, rather than an
ability to protect himself, but only if the acrobatics check, to move through
attacking creature is not adjacent to him. threatened spaces without provoking an
attack of opportunity. He may do this even
Rapid Attack (Ex): The gladiator can when his speed is reduced due to carrying a
combine a full attack action with a single medium or heavy load or wearing medium
move. He must forgo the attack at his or heavy armor.
highest bonus but may take the remaining
attacks at any point during his movement. Savage Blow (Ex): Once per day as an
This movement provokes attacks of immediate action, you may treat your
opportunity as normal. weapon as though its critical modifier is one
point higher. You may take this talent
Relentless Assault (Ex): Once per round, multiple times and gain multiple uses of this
when a foe performs an action that would ability.
normally provoke an attack of opportunity,
and the foe manages not to provoke (by Shield Buffet II (Ex): The gladiator can now
making an Acrobatics check, or having a feat use the Shield Buffet ability as a swift action.
or special ability that prevents it, such as A gladiator must have Shield Buffet to select
Improved Disarm or Spring Attack), the Shield Buffet II.
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Alexander Martin (order #5574938)
increases by +1, and this ability stacks with
keen or the Improved Critical feat. You also
gain a +4 bonus to critical confirmation
checks made with this weapon. Each time
this is chosen, you must choose a new
weapon.
Whirlwind Blitz (Ex): The gladiator can
make a full-attack action as a standard
action. He may also use the Whirlwind
Attack feat as a standard action, if he has
that feat.
Shield Ward (Ex): The gladiator gains
evasion (as a rogue) while wielding a shield,
and adds his shield bonus to his AC (not
including enhancement bonuses) on Reflex
saves and to his touch AC. In addition, his
shield cannot be disarmed or sundered.
Signature Move (Ex): Once per combat, as a
standard action, make an Acrobatics check.
You may use this skill check as your attack
roll. If you successfully deal damage with
this attack, you may immediately make a
performance combat check and you also
gain a victory point, regardless of whether
or not the performance combat check was
successful. You may take this talent multiple
times, and each time it grants an additional
use per combat.
The Crowd Goes Wild (Ex): With each blow
you strike, the spectators cheer more loudly.
If you have already engaged the spectators
with roar of the crowd, you gain a +2
morale bonus to damage on your first
successful blow. This bonus increases by +2
for each successive consecutive blow that
deals damage to your opponent. The bonus
resets to +2 if you miss.
Weapon Mastery (Ex): Choose one weapon
type. Your threat range with this weapon
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GLADIATOR FAVORED HALF-ELVES
CLASS BONUSES +1/6 bonus teamwork feat
HALFLINGS
AASIMAR +1/4 dodge bonus to AC when threatened
+1/4 bonus to performance combat checks. by 2 or more opponents.
CATFOLK HALF-ORCS
+1/4 to perform or resist trip and steal +1/4 bonus to critical confirmation checks
maneuvers. (max +4) with a single weapon.
DHAMPIR HOBGOBLIN
+1/4 to perform or resist dirty trick and +1/4 to perform or resist bull rush and
grapple maneuvers. sunder maneuvers.
DROW HUMANS
+1/4 to perform or resist dirty trick and steal +1/4 bonus to performance combat checks.
maneuvers.
IFRIT
DUERGAR +1/5 increase to movement rate.
+1/4 to perform or resist trip and grapple
maneuvers. KOBOLD
+1/4 to perform or resist dirty trick and steal
DWARVES maneuvers.
+1/4 to perform or resist bull rush and trip
maneuvers. NAGAJI
+1/4 to perform or resist dirty trick and
ELVES disarm maneuvers.
+1/4 to perform or resist disarm and
reposition maneuvers. ORC
+1/4 damage on charge attacks.
FETCHLING
+1/4 to perform or resist dirty trick and steal OGRE
maneuvers. +1/2 to perform or resist bull rush or
overrun maneuvers.
GNOLL
+1/2 damage on all confirmed critical hits. RATFOLK
+1/2 to stabilization checks when dying.
GNOMES
+1/4 to perform or resist disarm and trip TIEFLING
maneuvers. +1/4 to perform or resist dirty trick and
disarm maneuvers.
GOBLIN
+1/4 to perform or resist dirty trick and steal
maneuvers.
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GLADIATOR This replaces the gladiator’s Performance
Weapon Mastery.
ARCHETYPES
Incredible Dodge (Ex): At 2nd level, the
andabata gains a +1 dodge bonus versus
attacks due to their uncanny senses. This
dodge bonus increases to +2 at 6th level and
increases by +1 every four levels beyond 6th
to a maximum of +5 at 18th level.
"Quemadmoeum gladis nemeinum
This replaces the gladiator’s 2nd level tier I
occidit, occidentis telum est" talent.
Uncanny Dodge (Ex): At 5th level, the
"A sword is never a killer, it is a andabata gains uncanny dodge.
tool in a killer's hand.”
This replaces the gladiator’s 5th level
gladiator talent.
- Seneca
Blindsight (Ex): At 8th level, the andabata
gains blindsight 30’.
ANDABATA (BLIND HELM This replaces the gladiator’s 8th level bonus
feat.
FIGHTER)
The andabata were blind fighters, which Improved Uncanny Dodge (Ex): At 9th level,
wore helmets that deprived them of sight. the andabata gains improved uncanny
Often, they were simple criminals who had dodge.
been sentenced to die horrifically in the
arenas. Sometimes though, a rare andabata This replaces the gladiator’s 9th level
would overcome their loss of sight and gladiator talent.
become a highly dangerous foe in their own
right. These devious gladiators used their BARBARIC SLAVE
other senses to a degree that no other
gladiator could. These slaves are often foreigners, captured in
battles or raids and then sold to slavers. The
Bonus Skill Training: The Andabata adds most promising of them are trained as
Perception to his list of class skills. potential gladiators. Those that do not
make the cut are simply blood for the sand.
Blind Fighting (Ex): At 1st level, the andabata The slave gladiator is branded, or otherwise
gains the blind-fighting feat. marked, usually with their ludus’ house
markings to prevent easy escape. Most slave
This replaces the gladiator’s 1st level bonus gladiators are barbarians and rage against
feat. their oppressors, just waiting to burst their
bonds. They slake their animosity and
Blindsense (Ex): At 1st level, the Andabata hatred on their opponents in the arena - just
gains blindsense 30’. as their masters intended.
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filled, animalistic killing machines; their
masters are no better, and some would say
worse.
Bonus Skill Training: The bestiarus adds
Handle Animal and Ride to his list of class
skills.
Whip Mastery (Ex): At 1st level, you gain the
whip mastery feat.
This replaces the gladiator’s 1st level bonus
feat.
Animal Companion (Ex): At 1st level, the
bestiarus forms a close bond with an animal
companion. A bestiarus who selects an
animal companion can choose from the list
on the druid class. This animal is a loyal
companion that accompanies the bestiarus
on his matches as appropriate for its kind.
Caged Animal (Ex): At 1st level, the slave
gladiator gains rage, as per the barbarian This ability functions like the druid animal
ability. At any level at which the gladiator is companion ability (which is part of the
able to choose a gladiator talent, he may Nature Bond class feature), except that the
substitute a barbarian rage power if he bestiarus’ effective druid level is equal to half
qualifies. He treats his gladiator level as his his gladiator level.
effective barbarian level.
This replaces the gladiator’s 2nd level
This replaces the gladiator’s first level bonus gladiator talent.
feat and Performance Weapon Mastery.
Crack of the Whip (Ex): At 3rd level, as a
Greater Rage (Ex): At 11 level, the slave
th
standard action, you can crack a whip
gladiator gains Greater Rage, as per the (either held or wielded) and inspire yours
barbarian ability. When the slave gladiator beasts to greater ferocity. If your animal
enters rage, the morale bonus to his Strength companion is within 30’, it gains rage (as the
and Constitution increases to +6, and the barbarian ability) for a number of rounds
morale bonus on his Will saves increases to equal to your Charisma bonus.
+3.
This replaces the gladiator’s 3rd level
This replaces the gladiator’s 11th level gladiator talent.
gladiator talent.
Beast Tactics (Ex): At 4th level, the bestiarus’
BESTIARUS (ANIMAL animal companion is treated as if it
possessed the same teamwork feats as the
TRAINER) bestiarus for the purpose of determining
whether the bestiarus or the companion
The ferocious beasts of the arena have receives a bonus from her teamwork feats.
always been feared greatly. Slavering, rage- The bestiarus and companion’s positioning
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and actions must still meet the prerequisites
listed in the teamwork feat for them to
CHAMPION
receive the listed bonus. Their names are evoked in tavern songs and
in private villas alike. The champion is the
quintessential gladiator that all others aspire
to be. They are the beloved of the crowd
and wield their fame like a weapon.
Bonus Skill Training: The champion adds
Diplomacy to his list of class skills.
BLADE-DANCER
The blade-dancers take performance combat
to a new level. These acrobats are armed
with wicked slashing blades on their arms
and legs, performing acrobatic dances
around and through their opponents,
carving them wickedly as they pass by
unfettered.
Acrobatics Focus (Ex): At 1st level, the
gladiator gains a bonus to all Acrobatics
checks equal to half his gladiator level
(minimum 1).
This replaces the gladiator’s 1st level
performance weapon mastery ability.
Acrobatic Strike (Ex): The gladiator gains
Improved Unarmed Strike as a bonus feat.
This replaces the gladiator’s 1st level bonus
feat.
Dance of the Blades (Ex): At 4th level, the
blade-dancer gains the Spring Attack feat,
even if he does not qualify for it.
This replaces the gladiator’s 4th level flexible
bonus feat.
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Victory is Mine (Ex): At 1st level, if the Marked : The criminal gladiator is branded,
champion draws first blood or vanquishes an tattooed or similarly marked so that all who
opponent, he gains an additional victory see him know that he is a criminal sentenced
point. In addition, when the champion wins to death in the arena. This mark designates
a bout, he earns an additional percentage him as an outlaw, and he receives a -4
equal to twice his gladiator level on the penalty to Diplomacy checks with any lawful
purse. or law-abiding citizens, while gaining a +2
Diplomacy bonus with any other criminals
This replaces the gladiator’s 1st level bonus or non-law abiding citizens.
feat.
In addition, the criminal gains Stealth as a
Signature Move (Ex): At 2nd level, you gain class skill.
the Signature Move talent, regardless of
whether or not you qualify for it. If you Sneak Attack (Ex): At 2nd level, the criminal
take the Signature Move talent again, you gains sneak attack, as per the rogue ability.
may use that ability an additional time. He gains 1d6 sneak attack at 2nd level, and
adds +1d6 sneak attack at 6th, 10th, 14th and
This replaces the gladiator’s 2nd level 18th level, to a maximum of 5d6 sneak
gladiator talent. attack.
Crowd’s Mercy (Ex): At 5th level, if defeated This replaces the criminals 2nd, 6th, 10th, 14th
in combat, and reduced to 0 hit points or and 18th level bonus feat.
below, the crowd will not ask for death so
long as the Champion has at least 1 victory
point.
GIGANTE (GIANT)
There are some men found throughout the
This replaces the gladiator’s 5th level world that are believed to have the blood of
gladiator talent. giants running through their veins. Others
are simply fed a vast amount more than a
normal gladiator. They often weigh four
times as much as a normal man and can be
up to twice as tall. Such a man is nearly
impossible to move and feels no pain. They
pick up other men with a single fist the size
of their opponent’s head, and their unarmed
blows crush skulls and ribcages alike.
Powerful Build: At 1st level, the physical
stature of the gigante allows them to
function in many ways as if they were one
size category larger. Whenever the gigante
is subject to a size modifer or special size
modifier for a Combat Maneuver Bonus or
Combat Maneuver Defense (such as during
CRIMINAL grapple checks, bull rush attempts, and trip
attempts), the gigante is treated as one size
Bonus Skill Training: The criminal adds larger if doing so is advantageous to him.
Stealth to his list of class skills.
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A gigante is also considered to be one size Lowered Guard (Ex): At 1st level, once per
larger when determining whether a combat, the gladiatrix can make an attack of
creature’s special attacks based on size (such opportunity against a foe that moves into
as grab or swallow whole) can affect him. any square threatened by the gladiatrix,
regardless of whether or not that movement
A gigante can use weapons designed for a would normally provoke an attack of
creature one size larger without penalty. opportunity.
However, his space and reach remain those
of a creature of his actual size. This replaces the gladiator’s first level bonus
feat.
The benefits of this racial trait stack with the
effects of abilities and spells that change the Amazonian Grace (Ex): At 2nd level, the
subject’s size category. gladiatrix adds her Charisma bonus as a
deflection bonus to AC. This only functions
In addition, the gigante gains a slam attack when wearing light or no armor.
that deals 1d6 points of damage plus their
strength modifier. This replaces the gladiator’s 2nd level
gladiator talent.
This replaces the gladiator’s 1st level bonus
feat and Performance Weapon Mastery. Moment of Weakness (Ex): As an immediate
action, once per day, the gladiatrix may
Improved Grapple (Ex): At 2nd level, the force an opponent to reroll an attack roll.
gigante gains the Improved Grapple feat. The use of this ability must be declared prior
to dealing damage.
This replaces the gladiator’s 2nd level bonus
feat. This replaces the gladiator’s 3rd level
gladiator talent.
Stability (Ex): At 2nd level, the gigante gains a
+4 racial bonus to his Combat Maneuver
Defense when resisting a bull rush or trip
attempt while standing on the ground.
This replaces the gladiator’s 2nd level
gladiator talent.
GLADIATRIX
Initially female gladiators existed only for
the titillation of the crowds. They were
laughable at first, but their prominence
grew. Eventually, the gladiatrix was born, a
beautiful and deadly warrior capable of
making men take pause, even in the ring.
They used their sexuality and deadly beauty
as a weapon in the arenas. The best of them
were entertained by the highest of
dignitaries and leaders.
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IMMORTAL
It has been speculated that you are the child
of a god, half-demon, or worse. Somehow,
you have lived through entirely too many
combats, too grievous of wounds, and the
rumors flow. No blade can stop you, and
you revel in the pain and bloodshed of
combat.
Hard to Kill (Ex): At 1st level, you gain the
Diehard feat. As per the feat, when your hit
point total is below 0, but you are not dead,
you automatically stabilize. You do not need
to make a Constitution check each round to
avoid losing additional hit points. You may
choose to act as if you were disabled, rather
than dying.
This replaces the gladiator’s Performance
Weapon Mastery.
Hell-skinned (Ex): At 1st level, you are
granted DR 1/-. At 4th level, and every 4th
level thereafter, you gain another DR 1/- to
a maximum of DR 5/-.
This replaces the gladiator’s first level bonus
feat.
Immortal Furor (Ex): At 4th level, once per
encounter, if you are dealt a blow that
reduces your hit points to 0 or below, you
instantly regain 1d8 + ½ your gladiator level
in hit points. In addition, you gain a +2
morale bonus to attack rolls on your next
turn.
IRONBOUND
This replaces the gladiator’s 4th level flexible
Clad in the heaviest of armors, these
bonus feat.
gladiators’ defenses were nearly
impenetrable. Despite their lack of mobility,
Internal Fortification (Ex): At 7th level, the
they were great spectacles due to their
immortal gains fortification of 25%. At 14th
ability to keep the combats long and drawn
level, this increases to 50%.
out.
This replaces the gladiator’s 7th level
gladiator talent.
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Heavy Armor Proficiency (Ex): At 1st level, This replaces the gladiator’s 1st level combat
the ironbound gains the medium and heavy maneuver mastery ability.
armor proficiency feats.
Bribe the Crowds (Ex): At 1st level, you seed
This replaces the gladiator’s 1 st level the crowd with coin to cheer for you and
performance weapon mastery ability. your opponents find it nearly impossible to
gain favor against you in the ring. You
Deft Shield (Ex): At 1st level, the ironbound’s never risk failing a bribery check when
armor check penalty from a shield and the making Diplomacy checks while bribing the
attack roll penalty for using a tower shield crowd. If unsuccessful, you merely lose your
are reduced by –1, and his max Dex bonus gold but do not suffer any penalty for
to AC for using a tower shield is increased by cheating.
+1.
This replaces the gladiator’s 1st level bonus
This replaces the gladiator’s 1 level bonus
st feat.
feat.
Blessed of the Gods and State (Ex): At 2nd
Fortified Armor Training (Ex): At 4 level, th level, you do not need to make a
the ironbound gains the feat of the same performance combat check when drinking
name. If an opponent scores a critical hit potions in combat. You can never lose the
against you, you can turn the critical hit into crowd’s favor by doing so.
a normal hit. If you do, either your armor or
your shield gains the broken condition (your This replaces the gladiator’s 2nd level bonus
choice). feat.
This replaces the gladiator’s flexible bonus Master Statesman (Ex): At 5th level, the
feat at 4th level. noble gladiator treats all matches as
serialized combats, retaining all victory
points. He gains a +1 competence bonus on
NOBLE GLADIATOR all Diplomacy checks per victory point he
Occasionally, emperors and noblemen holds. In addition, he may expend any
would join the ranks of the Gladiator in number of victory points to gain an insight
order to fight for glory or fame. Some bonus equal to twice the number of victory
might call them mad, but their abilities in the points expended.
ring granted them great influence in the
political arenas as well. SAGITTARIUS
Bonus Skill Training: The noble gladiator There were a few gladiators that mastered
adds Diplomacy to his list of class skills. archery and thrown weapons. They were
often overwhelmed with large numbers of
Nobleman’s Attire: At 1st level, you begin common thugs and criminals and took great
play (and any match) with a masterwork pride in slaying them all before the bemused
weapon or suit of armor. You gain one cries of the crowd.
additional masterwork item at 5th level, and
every five levels thereafter. In addition, you Bonus Skill Training: The sagittarius adds
gain a +2 circumstance bonus on all Perception to his list of class skills.
performance combat checks.
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Whirling Death (Ex): At 1st level, when the
gladiator attacks with a thrown weapon he
may use his Strength bonus on the attack
rolls in place of Dexterity.
This replaces the gladiator’s Performance
Weapon Mastery.
Confident Shot (Ex): At 3rd level, the
sagittarius is no longer subject to attacks of
opportunity when making ranged attacks.
This replaces the gladiator’s 3rd level
gladiator talent.
Practiced Shot (Ex): At 5th level, when
making a called shot (Optional Rules:
Ultimate Combat), the sagittarius may add
his Charisma bonus to the attack roll. He
may only offset the penalty however, and
does not gain any net bonus on the attack
rolls.
This replaces the gladiator’s 5th level
gladiator talent.
VENATOR
make Knowledge skill checks untrained
(BEAST-SLAYER) when attempting to identify these creatures.
They were the only men alive who literally
At 5th level and every five levels thereafter
looked into the jaws of death unafraid.
(10th, 15th, and 20th level), the venator
They knew their foes’ every move, using
may select an additional non-humanoid
their animalistic instincts against them. They
favored enemy. In addition, at each such
wore grisly trophies of the beasts they had
interval, the bonus against any one favored
slain, and what manner of man wishes to
enemy (including the one just selected, if so
fight a man who killed lions with his bare
desired) increases by +2.
hands?
If the venator chooses outsiders as a favored
Favored Enemy (Ex): At 2nd level, a venator
selects a non-humanoid creature type from enemy, he must also choose an associated
the ranger favored enemies table. He gains a subtype, as indicated on the table below. If a
+2 bonus on Bluff, Knowledge, Perception, specific creature falls into more than one
Sense Motive, and Survival checks against category of favored enemy, the venator's
creatures of his selected type. Likewise, he bonuses do not stack; he simply uses
gets a +2 bonus on weapon attack and whichever bonus is higher.
damage rolls against them. A venator may
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Type (Subtype) Type (Subtype) the venator sees proof that his quarry is
dead, he can select a new quarry after
Aberration Magical beast waiting 1 hour.
Animal Humanoid (other This replaces the gladiator’s 11th level
subtype) gladiator talent.
Construct Monstrous
humanoid
Dragon Ooze
Fey Outsider (air)
Humanoid (aquatic) Outsider (chaotic)
Humanoid (dwarf) Outsider (earth)
Humanoid (elf) Outsider (evil)
Humanoid (giant) Outsider (fire)
Humanoid (goblinoid) Outsider (good)
Humanoid (gnoll) Outsider (lawful)
Humanoid (gnome) Outsider (native)
Humanoid (halfling) Outsider (water)
Humanoid (human) Plant
Humanoid (orc) Undead
Humanoid (reptilian) Vermin
This replaces the gladiator’s 2nd level
gladiator talent.
Slayer’s Quarry (Ex): At 11th level, a venator
can, as a standard action, denote one target
within his line of sight as his quarry.
Whenever he is following the tracks of his
quarry, a venator can take 10 on his Survival
skill checks while moving at normal speed,
without penalty. In addition, he receives a
+2 insight bonus on attack rolls made
against his quarry, and all critical threats are
automatically confirmed. A venator can
have no more than one quarry at a time and
the creature's type must correspond to one
of his favored enemy types. He can dismiss
this effect at any time as a free action, but he
cannot select a new quarry for 24 hours. If
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Prerequisite(s): Win ten combats against
animals or magical beasts of hit dice equal to
or greater than your own by dealing only
non-lethal damage and/or victory through
combat maneuvers (such as
grappling/pinning).
Benefit: You gain a +2 bonus on Handle
Animal checks and all combat maneuvers
against animals and magical beasts.
"Si vis pacem, para bellum."
Butcher of the Pits (Achievement)
"If you wish for peace, Killing is one of the few pleasures you have
left in life.
prepare for war." Prerequisite(s): Kill 20 gladiators outright,
without being commanded to execute them.
Benefit: Add your CHA bonus to all critical
-Flavius Vegetius Renatus hits as bonus damage and gain a +2 bonus
to Intimidate checks.
Am I not merciful? (Achievement) Canny Grappler (Combat)
Mercy has made you a crowd favorite, and
Prerequisite(s): Improved Grapple
their accolades push you further.
Benefit: You gain an additional +2 bonus
Prerequisite(s): Spare ten gladiator’s lives.
to perform and defend against grapple check
Benefit: Bolstered by the love of the
maneuvers and grab attempts. In addition,
crowd, once per day you may ignore one
attackers provoke attacks of opportunity
condition for a number of rounds equal to
when attempting to grapple or grab you,
your gladiator level.
even if they have a special ability (improved
grab, etc.) that normally allows them to
Avenge Me! bypass this.
When you fall in combat you rouse your
allies to great action. Cestus Hammer (Combat Style)
Prerequisite: Inspiring Kill class ability, Cha You are a master of beating your foes with
15 the weighted and spiked cestus.
Benefit: When a gladiator is knocked Prerequisite(s): BAB +5, Weapon Focus:
unconscious or killed in combat any morale Cestus
bonus granted by the gladiator to Attack, Benefit: Whenever you deal a successful
Damage, or AC granted to allies that see him critical hit with your cestus, your target is
fall are increased to the gladiator’s CHA also sickened for one round.
modifier and persist until the end of combat
or until the gladiator is revived. If the
gladiator had previously used the Greater Champion (Achievement)
Inspiring Kill ability, the morale bonuses are Prerequisite(s): Survive 25 fights against
now granted to all three effects. opponents of equal or greater rank.
Benefit: You gain a +4 bonus on
performance combat checks. Additionally,
Beast-Breaker (Achievement) once per combat, you may spend a victory
Even the fiercest creatures bow before your point to reroll a failed attack roll or saving
will. throw.
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Contender (Achievement) Dimacherus (Combat Style)
You are a known arena survivor and an You are a master of fighting with two short
opponent to be taken seriously. blades to deadly effect.
Prerequisite(s): Survive 10 fights against Prerequisite(s): Two-Weapon Fighting,
opponents of equal or greater rank. Weapon Focus (any)
Benefit: You gain a +2 bonus on Benefit: Whenever you make a standard
performance combat checks. Additionally, action to attack with the weapon with
once per combat, you may spend a victory which you have Weapon Focus, you may
point to reroll a failed attack roll. make an off-hand attack also.
Death by Beast (Combat Style) Extra Talent
You are a master of fighting side by side You know an extra gladiator talent.
with wild beasts. Prerequisite(s): Gladiator Talent class ability
Prerequisite(s): Handle Animal 5, Animal Benefit: You may choose one additional
Companion class feature gladiator talent that you qualify to take.
Benefit: Whenever you deal a critical hit,
your beast may make an attack of
opportunity against the same foe, providing
Funerary Fighter (Combat Style)
You are a master of the ancient funerary
that they also threaten the target.
rites and combat styles commemorating the
dead.
Death Dealer (Achievement) Prerequisite(s): Knowledge (religion) 5,
Your attacks are not for show, but rather the Weapon Focus: Sickle
theater of death itself. Benefit: When dealing a successful critical
Prerequisite(s): Execute 20 Gladiators. hit with your sickle, you may attempt a
Benefit: If you score a critical hit and roll Knowledge (religion) check as an immediate
maximum damage, you may attempt a coup action to demoralize your target (as per the
de grace as a swift action. Intimidate skill, but you use Knowledge
(religion) instead).
Deceptive Striker (Achievement)
Even unarmed, you are a dangerous Giant Grip
opponent. You are trained to use oversized weapons.
Prerequisite(s): Win ten fights against Prerequisite(s): BAB +1, Str 17
opponents of equal or greater level than you Benefit: You may use a weapon one size
after being disarmed by them during combat category larger than yourself, but suffer a -2
(purposefully, or not). penalty on all attacks made while wielding it
Benefit: You gain a +2 bonus on all (including other weapons).
Combat Maneuver checks while unarmed. Normal: Weapons one size category larger
increase the effort required to wield them by
Defiant (Achievement) one step: light becoming one-handed, one-
You are known to be unpredictably handed becoming two-handed, and two-
disobedient.
handed becoming un-wieldable. Two-
Prerequisite(s): Disobey the arena boss's
handed weapons may not be used one-
order to kill, or grant mercy to, an
opponent five times without being executed handed. Using a one-handed weapon in
for it. your off hand results in a −2 penalty to all
Benefit: You gain a +2 bonus to Will saves of your attacks (in addition to other off-
and Intimidate skill checks. hand penalties that may apply).
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Glory Hound (Achievement) an attack of opportunity. You also treat the
You can steal the fame and glory of your tower shield as a light weapon for the
allies. purposes of calculating two-weapon fighting
Prerequisite(s): Score the finishing blow on penalties when also wielding a gladius.
ten opponents who have been dealt more
damage from other opponents than you Nimble Charge
have inflicted upon them. You can change direction mid-charge.
Benefit: If you and an ally both threaten an Prerequisite(s): Dex 15, Acrobatics 5
opponent and your ally triggers a Benefit: When charging, you may make a
performance combat check, you may make turn of up to 90 degrees. After the turn
that check also, but with a -5 penalty. point, you must move at least an additional
10 feet to gain the benefits of the charge.
Hoplomachus (Combat Style)
You are a master of fighting with the Prone Fighter (Combat)
weapons of the hoplomachi and samnites. You are a master of fighting while prone.
Prerequisite(s): Weapon Focus (gladius), Prerequisite(s): Dex 13, Acrobatics 5
Weapon Focus (Spear). Benefit: You do not suffer any penalty to
Benefit: You may attack with a spear as a armor class, CMD or attacks while being
one-handed weapon at no penalty as long prone. In addition, if you successfully make
as you are wielding a gladius, small shield, or a DC 20 Acrobatics check as part of a move
buckler in your off-hand. action, you may stand from being prone
without provoking an attack of opportunity.
Laquearius (Combat Style)
You are a master of fighting with the lasso. Retiarius (Combat Style)
Prerequisite(s): Weapon Focus (Lasso), You are a master of fighting with net and
Improved Trip trident.
Benefit: As a standard action, you may Prerequisite(s): Weapon Focus (Trident)
make a lasso attack. If you hit, you also Benefit: When wielding a net and trident,
initiate a trip attempt. If you fail, you do you gain a +1 shield bonus to AC and only
not drop your lasso. suffer half the penalty for throwing an
unfolded net in combat. In addition, if you
strike an entangled foe with your trident,
Lorarius (Combat Style) you deal an additional +2 points of damage.
You are a master of fighting with the whip.
Normal: Throwing a net after its first use
Prerequisite(s): Whip Mastery, Weapon
incurs a -4 attack penalty.
Focus (Whip)
Benefit: When wielding a whip, you may
use your Dexterity modifier for damage Sagittarius (Combat Style)
instead of your Strength. You are a master of fighting with a bow in
the arena.
Prerequisite(s): Weapon Focus (Shortbow),
Murmillo (Combat Style) Mounted Archery
You are a master of fighting with the gladius,
Benefit: When firing your bow from atop a
heavy shield, and armor.
mount, the Sagittarius gains an additional +1
Prerequisite(s): Weapon Focus (Gladius),
to hit and damage.
Tower Shield Proficiency
Benefit: If an opponent you threaten
attacks you and misses, you may
immediately make a shield bash attempt as
35
Alexander Martin (order #5574938)
Scizore and Rock (Combat Style) consecutive strike that hits in a round. This
You are a master of fighting with the scizore bonus returns to +0 upon a miss and at the
and buckler. end of your turn.
Prerequisite(s): Two Weapon Fighting,
Weapon Focus: (Scizore) Unstoppable (Achievement)
Benefit: If you make a successful shield bash Prerequisite(s): Survive 50 fights against
followed by a scizore attack in the same opponents of equal or greater rank.
round against a single opponent, they suffer Benefit: You gain a +6 bonus on
1 bleed. performance combat checks. Additionally,
twice per combat, you may spend a victory
Secutor Style (Combat Style) point to reroll a failed attack roll or saving
You are a master of fighting while heavily throw.
armored.
Prerequisite(s): Heavy Armor Proficiency, Up and Comer (Achievement)
Tower Shield Proficiency Prerequisite(s): Win ten fights against
Benefit: You gain a +2 AC versus critical opponents of equal or higher rank.
confirmation checks when wielding a heavy Benefit: You become well-known in the
or tower shield and gladius. arena gaining a +2 bonus to all social
interactions with gladiators, arena staff and
Stands Alone (Achievement) performance combat checks.
You know how to fight in groups and live to
tell about it.
Prerequisite(s): Five times, be the sole
standing (at positive hit points) member of a
victorious team of three or more.
Benefit: Gain a +1 dodge bonus to AC
whenever you are threatened by more than
a single opponent and no allies are within
20 feet of you. In addition, your opponents
in this situation do not gain the standard +2 COMBAT TRAITS
bonus for flanking attacks against you.
Arena Opportunist
Tertiarus (Teamwork) You have learned to seize any moment of
You are trained to fight in an arena team of opportunity and turn it to your advantage.
three men. Benefit: You gain a +1 trait bonus to attack
Benefit: When you are fighting in a group, rolls when making attacks of opportunity
and must make a performance combat with any performance weapon.
check, you may use the highest modifier of
any gladiator on your team that has this
Fatalistic
feat.
You know death is coming for you all.
Benefit: You suffer a -1 trait penalty to
Thraex Style (Combat Style) stabilization checks, but gain a +2 trait bonus
You have mastered the wicked falcatta to all damage rolls made on attacks of
fighting style. opportunity.
Prerequisite(s): Weapon Focus (Falcatta)
Benefit: When wielding a falcatta, you gain
Foe Finisher
a +1 circumstance bonus on attacks for each
You waste no time finishing a downed foe.
36
Alexander Martin (order #5574938)
Benefit: You gain a +1 trait bonus to Benefit: By studying a fellow gladiator’s
damage against any prone target. combat style, you can sense and target their
weaknesses. You may attempt a Profession
Light On Your Feet (gladiator) check to find a gladiator’s weak
You dance around the ring, seeming to float spot (DC 10 + the target’s level). If you
on the sands. succeed, you gain a +2 trait bonus on rolls
Benefit: When wearing light or no armor to confirm critical hits against that target
and unencumbered, you treat the maximum until the end of the battle. This effect only
Dexterity modifier of your armor as works on humanoids.
effectively +1 higher.
Precise Deflection
Lurid Leaper You know how to twist and position in
You leap into combat situations, throwing combat in order to maximize the deflection
your opponent’s defenses into disarray. of blows upon your armor.
Benefit: When you charge, you gain a +1 Benefit: You gain DR1/- when wearing
trait bonus to attack rolls. armor you are proficient with.
Never Stop Swinging Quick
Even on death’s door your inner spirit keeps You burst with speed in combat.
you alive. Benefit: When charging or taking at least a
Benefit: If your hit point total drops to 0 or double move, your movement is increased
lower but you are not dead, you may act as by +5 feet.
if disabled rather than dying (as if you
possessed the Diehard feat). However, you Quick on the Draw
can use your actions only to draw a weapon You know that being the first one to strike is
or attack with a weapon. If you have the often necessary to being the last one
Diehard feat, this trait also allows you to standing.
substitute your Charisma score for your Benefit: You gain a +2 trait bonus to
Constitution score for the purpose of initiative checks.
determining the negative hit point total at
which you die. Surprise Reserve
You have learned to hold back until the
Performer most opportune moment.
You live for the adoration of the crowd. Benefit: Once per day, you gain a +4 trait
Benefit: You gain a +1 trait bonus to all bonus on a single attack roll.
performance combat checks.
Unexpressive
Practiced Grip You have learned to not show any tell-tale
Your years of drills and training have taught emotions during combat.
you not to let go of your weapons. Benefit: You gain a +1 trait bonus on all
Benefit: You gain a +1 trait bonus to CMD Bluff checks and gain a +1 trait bonus on
against disarm and steal combat maneuvers. attacks of opportunity.
Practiced Opponent Unimpressed
You have faced nearly every style of fighter, You have seen death in all its majesty and
and know their tricks. have no fear of any earthly opponent.
37
Alexander Martin (order #5574938)
Benefit: You treat your level as +2 higher Intense Training
when determining if you are demoralized by Your youth was spent under the tutelage of
opponents using Intimidate.
a combat master.
Benefit: You gain a +1 trait bonus on
SOCIAL TRAITS Strength checks and Acrobatics skill checks.
Adept Showman Mad
You can deal injuries that do not disable, but The constant exposure to death has left you
appear wounding to the crowds. quite traumatized and slightly insane.
Benefit: When choosing to do non-lethal
Because of your fractured mind, you are
wounds, you only suffer a -2 penalty to
harder to control.
attack rolls.
Benefit: You gain a +1 trait bonus on all
Will saves.
Benefactor
You have a benefactor that grants you Paegniarius
additional equipment in the arena.
You are exceptionally alluring to the
Benefit: You begin play with a masterwork
opposite sex because of your deadliness and
weapon or masterwork suit of light armor
physique.
or shield.
Benefit: You gain a bonus of +1 on all
Charisma-based checks with the opposite
Doctore sex.
You are a retired gladiator who teaches
others the craft of blood-letting. Pleasure Slave
Benefit: You gain a +2 bonus to Intimidate You serve your ludus’ masters as more than
and may choose to deal lethal damage with just a simple gladiator.
a whip.
Benefit: Your additional services curry you
additional favors. Diplomacy is a class skill
Favored for you and you gain +2 to all Diplomacy
You are beloved of the crowds and swell the checks when outside your ludus.
arenas.
Benefit: You begin each arena bout with an Power Hungry
additional victory point.
You’ve set your sights on greater things and
will do anything to get them.
Free Gladiator Benefit: You treat Bluff and Diplomacy as
You are not a slave, and choose when to class skills.
fight.
Benefit: You own a decree of freedom and Rudiarius
may own property. You gain a +1 trait
You’ve received the symbolic wooden
bonus on performance combat checks.
sword of the free gladiator.
Benefit: You gain a +2 bonus on
Gladiator’s Bastard Diplomacy checks made with any who know
You are the illegitimate child of a gladiator of your status.
secretly used for seed stock.
Benefit: You gain a +1 bonus on all Rumor-Monger
Charisma-based checks and +1 hp.
You have your ear to the arena, and know
everything that happens within it.
38
Alexander Martin (order #5574938)
Benefit: You gain a +2 trait bonus on
Knowledge (local) checks that affect schemes
and intrigue within the arenas.
Well-Fed
Your masters grant you extra rations of
nutritious food.
Benefit: You gain +2 hit points.
39
Alexander Martin (order #5574938)
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Alexander Martin (order #5574938)