Gladiator

The One That Leaves The Ring

Brawler ○ Armsman

“I’m a giver. I give the people what they want. And that’s bone-crushing violence; what else would they have to cheer for?”

~ Jera Bindi, Armistician Gladiator

The roar of the ring is a hit like no other, and countless fighters would die to taste it. It invigorates the heart and refreshes the soul in a way that can’t be replicated. Checking the local ring, arena, or fighting pit is a top way to scope out raw physical talent. The Gladiator puts their life on the line pursuing honor, fame, and fortune on the battlefield.

As the hybridization of the Brawler and Armsman Base Classes, the Gladiator represents the pinnacle of melee combat, dominating the battlefield with a flurry of powerful armed and unarmed strikes. The trademark of a Gladiator is to be deadly in all circumstances, turning whatever is around into a deadly weapon. A Gladiator is an indomitable bruiser, imposing enforcer, and ruthless executioner common among the various arenas, competitive circuits, and blood money contracts.

Historically Speaking

Early Gladiators trace their history to the first contact of Axian Merchants with an Armistician Estate. Upon witnessing how the Armisticians "settled in court,” the Axians began taking increasingly risky bets on anything and everything about the Sparrus Court process. Throughout Armistice, there came exponential incentives for the capable Empire soldiers to engage in duels over the offers of Merchants and Gamblers. Gambling and chemical abuse proved troublesome to the thrill-seeking Armisticians. They caused disruptive ripples throughout the Empire, provoking citizens to call on Emperor Mako to act, with an outright ban followed by a brutal crackdown. Mako declared conspiracy of the courts as an offense punishable by demotion, fueling the foundation of illegal fighting rings throughout the Empire. These rings began to sprout through the Axian boroughs and in more downtrodden areas of the Holy City, growing in popularity and eventually being legalized and regulated as the now incredibly popular Arena Circuit. Krones often refuse to participate, viewing such combat for sport as unnecessary.

The Modern Gladiator

With widespread popularity, every fitness fanatic that could swing steel would spend their days in training, envisioning the coming days when they could test their might in the Arena. Gladiators often pick up tips and tricks from their comrades and opponents alike. The rare Gladiator that lives to thrive in their experience becomes the perfect blend of dedicated training and natural talent. A modern Gladiator doesn't go far before some Company offers work to meet the need for muscle, as Gladiators are unmatched combatants, impressive athletes, and formidable fighters. A Gladiator that survives to the end of their career falls into an officer, mercenary, or prizefighter role. Unscrupulous Gladiators are a force of reckoning, tearing through their opponents without discrimination.

Class Features

The Gladiator's Class Features are focused on inflicting punishment with Melee Weapons, building strength as the battle rages, and staying focused on the fight. In addition, the Gladiator Class benefits from having high Power, Grit, and Skill Attributes.

Vitals

Hit Points Per Rank: +10

Action Points Per Rank: +3

Equipment Training

Weapons: Blade, Greatblade, Hammer, Polearm, Staff, Thrown, Unarmed, Warhammer

Armor: Heavy Armor, Light Armor, Plate Armor, Heavy Shield, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Gladiator Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Athletics/Intimidation

They gain a bonus to Class Ability Checks equivalent to half (½) of their Gladiator Rank. An additional Class Ability from the following list is chosen at Gladiator Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Culture, Investigation, Perception, Stealth

Gladiator Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

The Gladiator gains the most benefit from a high Power Attribute, enhancing their Class Features such as Momentum, intensifying Melee Attacks and Damage, improving effectiveness with Maneuvers, number of inventory slots, and increasing their Athletics Ability Checks. In addition, Gladiator players greatly benefit from a high Grit Attribute, improving their Class Features such as Battle Fury, pumping up their pool of Hit Points and total Essence, and increasing their overall survivability. Gladiator players also benefit from high Skill, enhancing their Ranged Attacks, their Physical Armor, their Initiative and Speed, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Power (+2), Skill (+1), Charm (+1)—Beatdown, Versatile Combatant

Rank Two (2). Pick (+1), Focus (+1)

Rank Three (3). Power (+1), Grit (+1)—Battle Fury

Rank Four (4). Pick (+1), Will (+1)

Rank Five (5). Power (+1), Grit (+1), Charm (+1)—Enrage

Rank Six (6). Pick (+1), Focus (+1)

Rank Seven (7). Power (+1), Grit (+1)—Momentum

Rank Eight (8). Pick (+1), Will (+1)

Rank Nine (9). Skill (+1), Charm (+1)

Rank Ten (10). Power (+2), Grit (+1), Focus (+1), Charm (+1)—Battle Royale

Beatdown

Beginning at Gladiator Rank One (1), the Gladiator retains all Melee Equipment bonuses earned through Training even when fighting Unarmed or using an Improvised Weapon. Additionally, the Gladiator combines the Daily Uses of their Wound and Knockout Class Features into a shared pool. The Gladiator can expend two (2) Daily Uses to apply both Wound and Knockout to a single Attack roll, adding the Stunned Injury in addition to Injury from Wound. When the Gladiator uses both Class Features in tandem, an adversary can attempt a Physical Save against the Gladiator's Attack roll to negate the injuries. Daily Uses are only restored after an eight (8) hour Rest Period. 

Versatile Combatant

Beginning at Gladiator Rank One (1), any time the Gladiator equips a new Melee Weapon, the Gladiator can immediately attempt a Melee Attack or Maneuver against an adjacent target as a Free Action.

Battle Fury

Beginning at Gladiator Rank Three (3), while engaged in combat, at the end of each Round, the Gladiator gains a Rally Enhancement bonus (+1) to their Power Attribute, up to a limit equivalent to half (½) of their Grit Attribute. Battle Fury fades to zero (0) as soon as combat ends.

Enrage

Beginning at Gladiator Rank Five (5), for as long as the Gladiator has accumulated at least three (≥3) charges of Battle Fury, the Gladiator gains the unique Enraged Enhancement. The Enraged Enhancement grants Immunity to all Miscognition Effects and is required to utilize specific Gladiator Heroics. If the Gladiator reduces their charges of Battle Fury to two or less (≤2), they immediately lose Enrage.

Momentum

Once at Gladiator Rank Seven (7), the Gladiator gains a Precision Enhancement bonus (+2) to their Attack and Damage Rolls any time they inflict Damage on a new target during combat, up to a number of times equivalent to half (½) of their Grit Attribute. Momentum's Attack and Damage bonuses immediately fade to zero (0) outside combat.

Battle Royale

As a Master Gladiator, at Gladiator Rank Ten (10), while adjacent to two or more (≥2) opponents, their successful Manuevers inflict Damage as though it were a successful Melee Attack, in addition to typical results of the Maneuver. Battle Royale also applies to any Heroics that include a Maneuver as part of the action.

Gladiator Perks

Whooping Stick

Prerequisite: Beatdown

Improvised Weapons in your hands no longer have Durability. You can choose to destroy an Improvised Weapon as a part of a Melee or Thrown Ranged Attack to gain One(1) Splash Radius to your Attack.

Brutality

Prerequisite: Versatile Combatant

Your successful Wound or Knockout attempts during an Attack as a part of Versatile Combatant do not expend a Daily Use. 

Fury Rising

Prerequisite: Battle Fury

If you begin a Turn with Zero(0) charges of Battle Fury, you instead gain plus Two(+2) Power. 

Instant Rage

Prerequisite: Enrage

You begin each Combat with Three(3) Charges of Battle Fury. 

High Velocity

Prerequisite: Momentum

Your Momentum Attack and Damage Bonus Capacity is Doubled(2*). 

Master Of The Mountain

Prerequisite: Battle Royale

Battle Royale now applies to any of your Maneuvers, regardless of Enemy positioning. 

Gladiator Heroics

Snap Off

Prerequisite: Gladiator(Rank 1) 

AP Cost: 10

Action Type: Move Action

Range: Adjacent

As a Move Action, you can inflict the Broken Condition to an Adjacent Object to fashion an Improvised Melee Weapon of your choice. Your Improvised Weapon has the Durability to withstand a number of uses such as Attacking and Parrying equal to Half(½) of your Power Attribute before shattering into debris.

Battle Prowess

Prerequisite: Gladiator(Rank 2) 

AP Cost: 20

Action Type: Versatile Combatant

As an Alternate Use of your Versatile Combatant Class Feature, if your Free Attack from Versatile Combatant is successful, you can also perform a Maneuver of your choice against your Target.

Ruinous Strike

Prerequisite: Gladiator(Rank 3) 

AP Cost: 30

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target using an equipped Improvised Weapon. If successful, in addition to your normal Weapon Damage, your Improvised Weapon shatters, inflicting 5D6 Physical Damage for each remaining Use of your Improvised Weapon to your Target. Ruinous Strike reduces your current Battle Fury by One(1).

Harness Fury

Prerequisite: Gladiator(Rank 4) 

AP Cost: 40

Action Type: Move Action

As a Move Action, you automatically reach your Power Capacity for Battle Fury.

Dirt Nap

Prerequisite: Gladiator(Rank 5) 

AP Cost: 50

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action or part of your Versatile Combatant Class Feature, you can attempt a Melee Weapon Attack against an Adjacent Target by smashing them overhead with a heavy strike. If successful, in addition to your normal Weapon Damage, your Target suffers an additional 1D10 for every Two(2) Points of your Power Attribute and every Point of your Battle Fury. If you attempt Dirt Nap with an Improvised Weapon, the Weapon shatters on impact, inflicting an additional 5D6 Physical Damage for every remaining Use of your Improvised Weapon to the Target. Dirt Nap reduces your Battle Fury to Zero(0).

Furious Strike

Prerequisite: Gladiator(Rank 6) 

AP Cost: 60

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action or part of your Versatile Combatant Class Feature, you can attempt a Melee Weapon Attack against an Adjacent Target. If successful, in addition to your Normal Weapon Damage, your Target suffers 1D10 Physical Damage and is Knocked Back a single Space for every Two(2) Points of your Power Attribute and every Point of your Battle Fury. If your Target’s Path of Travel were to be prematurely halted by striking a solid surface, such as a tree, wall, or pillar, your Target instead suffers Maximum Damage. In addition, furious Strike reduces your current Battle Fury by One(1). 

Final Smash

Prerequisite: Gladiator(Rank 7) 

AP Cost: 70

Action Type: Reaction

As a Reaction to attempting an Attack with the final Use of an Improvised Weapon, if successful, your Weapon Attack will inflict Double(2*) Damage. Final Smash reduces your current Battle Fury by One(1).

Rumbler

Prerequisite: Gladiator(Rank 8) 

AP Cost: 80

Action Type: Stance

Effect Duration: Minutes

As a Move Action, you can adopt a Stance to dominate your positioning and control on the battlefield. In addition, you can take a Free; Immediate Sidestep any time you win a contested Maneuver for the Effect Duration.

Brutal Assault

Prerequisite: Gladiator(Rank 9) 

AP Cost: 90

Action Type: Melee Weapon Attack

Range: Adjacent

As Standard Action or as a part of your Versatile Combatant Class Feature, you can attempt a Melee Weapon Attack against an Adjacent Target with a vicious assault of wounding blows. If successful, in addition to your normal Weapon Damage, your Target immediately suffers a number of Wounds equal to your current level of Battle Fury. The Target can attempt a Physical Save against your Attack Roll for each Wound inflicted to Negate the Injury. Brutal Assault reduces your Battle Fury to Zero(0).

Finisher

Prerequisite: Gladiator(Rank 10) 

AP Cost: 100

Action Type: Full Action

Range: Adjacent

As a Full Action, you can mercilessly execute a Wounded Adjacent Target with a single devastating blow, instantly Killing your Target. The Target can attempt a Physical save against your Physical Impact to Negate dying. Your Physical Impact receives a plus Two(+2) bonus for every Point of your Battle Fury. Your Target must be suffering an Injury to be affected by Finisher. Finisher reduces your Battle Fury to Zero(0).