a variant for Gladiator class

Post/Author/DateTimePost
#1

netherek

Mar 05, 2006 2:29:54
While Athas.org has done a tremendous job keeping DS alive, the gladiator class just didn't feel right to me. So I spent a little time and made a few variations, based off .org or other official classes. This is the one I liked best, so here it is for those interested.

Base HD: d10

Saves: Fortitude(good), Reflex and Will (poor).

Skills: 2pts/lvl Balance, Climb, Craft, Intimidate, Jump, Perform, Tumble

Weapons and Armor: Light armor, Medium armor, Shield (excluding tower shields), Simple weapons, Martial Weapons, and 3 Exotic Weapons.

Abilities:
1. Unarmed Combat,
2. Grace +2
3. Improved Feint
4. Uncanny Dodge, Exotic Weapon
5. Elaborate Defense +1
6.
7. Insightful Feint +2
8. Imp. Uncanny Dodge, Exotic Weapon
9.
10. Special Ability, Elaborate Defense +2
11. Grace +2, Insightful Feint +4
12. Exotic Weapon
13. Special Ability
14.
15. Elaborate Defense +3
16. Special Ability, Exotic Weapon
17.
18.
19. Special Ability
20.Elaborate Defense +4, Grace +3, Exotic Weapon

Unarmed Combat: Counts as Improved Unarmed just like the Monk.

Grace: Bonus to Reflex save when in Medium Armor or less.

Elaborate Defence: Provides a bonus to Defensive Fighting/Total Defense, and opposed rolls for Trips, grapples, and overruns when in Medium armor or less. At 5th level this counts as a virtual Combat expertise feat.

Insightful Feint: as Athas.org

Special Ability: May take these abilities, Defensive roll, Opportunist, Evasion, or a bonus fighter feat (plus elusive target, minus formation feats and the added athas.org fighter feats).

I plan to add an ability similar to 2e Find Weakness, and a variation of Arena Guile (toned down a bit).

I also modified Imp. Feint so that you use your BAB+Cha or Bluff to Feint in Combat.

I'd appreciate any feedback, this is still in the rough yet.
#2

ruhl-than_sage

Mar 05, 2006 11:41:58
Gladiator (Netherek's Version)
Hit Die: d10

Class Skills

The gladiator's class skills (and the Key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (Cha), and Tumble (Dex)
Skill Points at 1st Level: (2+Int modifier) x4
Skill Points at Each Additional Level: 2+ Int modifier

[b]The Gladiator<br /> Level BAB Fort Ref Will Special[/b]<br /> 1st +1 +2 +0 +0 Unarmed Strike<br /> 2nd +2 +3 +0 +0 Grace +1, Arena Guile +1<br /> 3rd +3 +3 +1 +1 Improve Feint<br /> 4th +4 +4 +1 +1 Uncanny Dodge, Exotic Weapon<br /> 5th +5 +4 +1 +1 Elaborate Denfense +1<br /> 6th +6/+1 +5 +2 +2 <br /> 7th +7/+2 +5 +2 +2 Insightful Feint +2, Arena Guile +2<br /> 8th +8/+3 +6 +2 +2 Improve Uncanny Dodge, Exotic Weapon,<br /> 9th +9/+4 +6 +3 +3 <br /> 10th +10/+5 +7 +3 +3 Special Ability, Elaborate Defense +2<br /> 11th +11/+6/+1 +7 +3 +3 Insightful Feint +4, Grace +2<br /> 12th +12/+7/+2 +8 +4 +4 Exotic Weapon, Arena Guile +3<br /> 13th +13/+8/+3 +8 +4 +4 Special Ability<br /> 14th +14/+9/+4 +9 +4 +4<br /> 15th +15/+10/+5 +9 +5 +5 Elaborate Defense +3<br /> 16th +16/+11/+6/+1 +10 +5 +5 Special Ability, Exotic Weapon<br /> 17th +17/+12/+7/+2 +10 +5 +5 Arena Guile +4<br /> 18th +18/+13/+8/+3 +11 +6 +6<br /> 19th +19/+14/+9/+4 +11 +6 +6 Special Ability<br /> 20th +20/+15/+10/+5 +12 +6 +6 Grace +3, Exotic Weapon, Elaborate Defense +4
#3

ruhl-than_sage

Mar 05, 2006 11:46:57
I wasn't sure if you want the gladiator to have the unarmed damage of a Monk.... that seemed a bit excessive. The 1st level of the class is pretty unappealing, with one fixed ability and no real skill points. I think your elaborate defense ability might be a little over powered as well. I like the addition of the Special Ablities :D .

Anyway hope you appreciate the facelift, it should get more responces this way ;)
#4

netherek

Mar 05, 2006 14:38:10
Thanks for the touch up. Looks good.

The unarmed combat functions as improved unarmed, but like the monk can apply to any limb. Damage stays 1d4 as per rules.

The elaborate defense may seem a little over the top, but it actually is well balanced. The defense bonus is only applicable in defensive styles and when doing that the numbers to roll to hit between equal level warrior is between 10-15, depending on if both defensive/expertise or not. The bonus to the grapple, trip, and overun seem high, but match up with Parry/Imp. Parry of .org.

When you look at the Duelist's elaborate parry, defense is much more toned down, as they get a bonus equal to duelist levels.

I was thinking that I was going to put Arena Guile on level 1, or start Defense at level 1 and be +5 at 20.

Like I said, it's still in the rough and would appreciate further suggestions, including ideas for Gladiator specials.

If one chooses to use Weapon Group options, Gladiators have Basic, Exotic or exotic double, and 3 others of choice.

One other option I was considering was a variation of Conan's Barbarian rules of Versatility. In this you would not have any exotic weapon proficiences...

Instead you would have versatility -2 at first level, Versatility -0 at seventh, and versatility double threat range at 14th.

Versatility gives a penalty reduction to weapons that you have no proficiency in, once at -0 you considered proficient in all weapons and at 14th considered to have improved crit in all weapons. Once you have -0 you lose access to feats that focus on a single weapon, i.e. Focus, specialization, improved crit, etc. etc.

I dropped this as it seemed while fitting to 2e, was way over the top for 3.5.
#5

Pennarin

Mar 05, 2006 15:13:21
You got quite the Table Thumb, Sage! Way to go! I now know who I should go to next time I have a table that need straightening out!
#6

ruhl-than_sage

Mar 05, 2006 15:26:08
You got quite the Table Thumb, Sage! Way to go! I now know who I should go to next time I have a table that need straightening out!

Thank you :D , just rinse and repeat. ;)
#7

ruhl-than_sage

Mar 05, 2006 15:47:08
Thanks for the touch up. Looks good.

The unarmed combat functions as improved unarmed, but like the monk can apply to any limb. Damage stays 1d4 as per rules.

Sweet...I don't need to edit it.

The elaborate defense may seem a little over the top, but it actually is well balanced. The defense bonus is only applicable in defensive styles and when doing that the numbers to roll to hit between equal level warrior is between 10-15, depending on if both defensive/expertise or not. The bonus to the grapple, trip, and overun seem high, but match up with Parry/Imp. Parry of .org.

Yah, I guess it just seemed like a lot to load into one ability. In terms of overall balance in the context of the class. it isn't too powerful.

When you look at the Duelist's elaborate parry, defense is much more toned down, as they get a bonus equal to duelist levels.

I was thinking that I was going to put Arena Guile on level 1, or start Defense at level 1 and be +5 at 20.

The duelist didn't make it to 3.5 did it? Hmmm...

Starting Elaborate Defense at 1st level would make the class more appealing at lower levels. You could break up the ability and just grant Combat Expertise at level one and leave the Elaborate Defense the way it is now. That would make for a more tidy ability as well ;)
#8

darksoulman

Mar 05, 2006 16:40:19
Like the touch-up. However, I think that both this version and the original one lacks in one department: offensive abilities.

From the description in the Prism Pentad, you get the feeling that gladiators have a huge bag of unorthodox tricks (like the ones you've included), but also offensive ones. Giving offensive bonuses of some sort wouldn't be out of line I think (or allow weapon specialization from the special abilities).
#9

netherek

Mar 06, 2006 1:36:49
The reason I don't have a list of offensive abilities is that there are so many feats that cover many of the tricks that they were good at. There are some though that should be specific to them, and I plan on adding them to the list of specials. This would allow one to tailor your style. Don't believe that Elaborate defense is only defensive, the bonus to trip, grapple, and overrun are for any opposed roll.

I like the arena guile ability, it's definately a nice trait. I was thinking if it gets put in it should be +1 per 3 levels to bluff/sense motive rolls, would that be fitting for level 1?

I plan on working up Find Weakness as a special, which would allow a gladiator to find a hole in the opponents fighting style and take advantage of it.

In addition, I am working on a variant for Feinting in combat, called shots, and dueling options.

By the way Ruhl, you are awsome at tables! :D

And yes, the Duelist is in DMG3.5 PrCs.
#10

ruhl-than_sage

Mar 06, 2006 8:20:38
The reason I don't have a list of offensive abilities is that there are so many feats that cover many of the tricks that they were good at. There are some though that should be specific to them, and I plan on adding them to the list of specials. This would allow one to tailor your style. Don't believe that Elaborate defense is only defensive, the bonus to trip, grapple, and overrun are for any opposed roll.

I like the arena guile ability, it's definately a nice trait. I was thinking if it gets put in it should be +1 per 3 levels to bluff/sense motive rolls, would that be fitting for level 1?

I plan on working up Find Weakness as a special, which would allow a gladiator to find a hole in the opponents fighting style and take advantage of it.

In addition, I am working on a variant for Feinting in combat, called shots, and dueling options.

By the way Ruhl, you are awsome at tables! :D

And yes, the Duelist is in DMG3.5 PrCs.

I keep on forgeting how many more PrCs are in the DMG3.5, than were in the 3.0 book.

I think that the previously suggested weapon specialization would make a good edition to the list of special abilities. Gladiators in 2nd ed. were the masters of weapon spec. afterall, they might as well at least be able to aquire it. ;)
#11

netherek

Mar 06, 2006 14:54:38
I don't have a problem with adding Weapon Specialization to the list of specials, they were indeed masters of specialization. Then again, they were also proficient in all weapons as well and I haven't heard anyone mention that on the boards yet and was the reason for considering the Versatility ability.

I should have a list of new specials for the gladiator in the week or two, I am in finals week so it's a little tight at the moment.

If anyone has some cool ideas they would like to see feel free to mention them.

I am about half complete with my rough on called shots/tactics options, so I hope to have that up soon.
#12

netherek

Mar 14, 2006 17:28:42
Here are some offensive abilities for the Specials:

Find Weakness: Experienced gladiators are adept at finding holes in an opponents combat techniques. During combat a gladiator may spend a move action to detect flaws in the opponent's fighting ability.This is performed by making an opposed roll, the attacker uses BAB + Int bonus, and the defender uses BAB + (Int, Wis, or Cha). If the gladiator wins, he may at anytime later in that encounter make a called shot to hit at a -2, if the hit is successful the blow counts as an automatic threat, (check for critical as normal with the -2). This technique may only be performed once successfully per opponent, per encounter as the opponent will correct his flaw after being taken advantage of.

Arena Acting: At the start of combat a gladiator may make a bluff check to create a false weakness in his/her fighting technique, those who fail to see through the trick will believe there is an opening that provides a +2 hit/dam. Those who attack this "opening" will be caught flat-footed and provoke an attack of opportunity. If this attack succeeds, the opponent will be staggered from the blow for one round. A gladiator who loses the bluff by 10 or more will expose his true flaw and the opening will be real to that opponent. This ability will only work once per battle. Those with Find Weakness who attempt it on a gladiator who is acting and fails to win, will see the "flaw" as real and fall victim to it.

I haven't tested these abilities yet so input on them would be very helpful.
#13

netherek

Mar 14, 2006 17:46:24
I've been going over some of the abilities and found some changes are needed.

1. Arena Guile: +1 to combat related Bluff/Sense Motive rolls at every 4 levels.

2. Remove combat expertise. Under Elaborate Defense put: This ability counts as having combat expertise for obtaining feats that require Expertise.

3. Include Armor Optimizing to the list of fighter and gladiator bonus feats, and the list of general feats.

Armor Optimizing: Choose a class of armor you are proficient in (light, medium, or heavy). When wearing that type of armor your armor check penalty is reduced by one, and you max dex is increased by one.
#14

ruhl-than_sage

Mar 15, 2006 7:32:46
Both of the special abilities look good, but I would assign a particular attribute to the defenders roll for Find the Weakness; probably Wisdom.

Adding in Arena Guile at 4th, 8th, 12th, 16th, and 20th level causes a glut of abilities at every level added except for 12th. I would suggest fitting it in on 2nd level and the ability-less levels: 6th, 9th, 14th, and 17th
#15

netherek

Mar 15, 2006 13:58:45
That's an interesting proposal, by staggering on the empty levels prevents it from getting out of hand in the epic levels. Though starting at 2nd and every 5 levels would work as well. What do you think?

As to the defender roll in find weakness, I left it open on the attribute due to the line of thought that a fighting style could reflect knowlege, intuition, or force of personality. Though I suppose that becomes a little combersome for the DM as you might not have write out each stat. If I were to limit it to one stat Wis would be it. Works for me.
#16

bengeldorn

Mar 15, 2006 17:24:26
Elaborate Defense: Gladiators are highly trained in defensive combat maneuvers and special combat techniques. At 5th level a gladiator gains a +1 bonus to their AC when using the Defensive Fighting or Total Defense actions, and a +1 bonus on opposed rolls for trips, grapples, and overruns attempts when in Medium armor or less. This bonus increases to +2 at 10th level, +3 at 15th, and +4 at 20th. This ability counts as Combat Expertise for the purposes of qualifying for feats and prestiege classes.

I have two question about this ability?
1. Does the bonus stack with the bonus of Combat Expertise?
2. Why does this ability count as Combat Expertise? This ability looks like a weaker version of the monk's AC Bonus and the even the monk's AC Bonus doesn't count as combat expertise.

Find Weakness: Experienced gladiators are adept at finding holes in an opponents combat techniques. During combat a gladiator may spend a move action to detect flaws in the opponent's fighting ability.This is performed by making an opposed roll, the attacker uses BAB + Int bonus, and the defender uses BAB + (Int, Wis, or Cha). If the gladiator wins, he may at anytime later in that encounter make a called shot to hit at a -2, if the hit is successful the blow counts as an automatic threat, (check for critical as normal with the -2). This technique may only be performed once successfully per opponent, per encounter as the opponent will correct his flaw after being taken advantage of.

Does this mean that this ability only works with ranged weapons?

If I were to limit it to one stat Wis would be it. Works for me.

I agree. IMO intelligence and charisma doesn't seem appropiate for this opposed roll.
#17

netherek

Mar 15, 2006 18:09:50
I have two question about this ability?
1. Does the bonus stack with the bonus of Combat Expertise?
2. Why does this ability count as Combat Expertise? This ability looks like a weaker version of the monk's AC Bonus and the even the monk's AC Bonus doesn't count as combat expertise.

1. No, it only applies to defensive fighting and total defense. Though if you took Combat Expertise, you can apply it and defensive fighting to gain the full benefit.

2. It counts as expertise as Elaborate Defense is a defensive style that in many ways reflects Combat Expertise, and a gladiator should be able to gain Imp. Disarm and the like with out burning a feat they really don't need. A monks AC benefit is better, though it doesn't help in other ways as Elaborate Defense does, such as in trips and stuff. You are correct about the Monks Ac not counting for Expertise, but the monk doesn't have to reduce his BAB to gain the benefit and it isn't effected by flat-footed issues as Combat Expertise and Elaborate Defense are. The monk also can take Imp. Trip and the like with out Combat Expertise. So in a way, Monks AC does count as Combat Expertise, although in a very vague kind of way.

Does this mean that this ability only works with ranged weapons?

Actually, this should only apply in melee. I forgot to put that in my write up. Rhul has been a great help cleaning up my work for me. I thank you for your comments, I don't think I'd have notice that I'd left that out.
#18

bengeldorn

Mar 15, 2006 21:02:12
2. It counts as expertise as Elaborate Defense is a defensive style that in many ways reflects Combat Expertise, and a gladiator should be able to gain Imp. Disarm and the like with out burning a feat they really don't need.

Actually, I can't see the connection between Combat Expertise and Elaborate Defense. It's true, both are defensive styles, but the mechanics are completly different. The one grants a bonus to AC by reducing the base attack bonus for one round. The other grants a level based bonus to certain actions or reactions. The fact that these bonuses stack, make it IMHO very obvious that Elobarete Defense and Combat Expertise are two different abilities/feats. Therefore I can't see why Elobarte Defense should count as Combat Expertise.

A monks AC benefit is better, though it doesn't help in other ways as Elaborate Defense does, such as in trips and stuff.

True, but there is nowhere indicated that it counts as Combat Expertise.

You are correct about the Monks Ac not counting for Expertise, but the monk doesn't have to reduce his BAB to gain the benefit and it isn't effected by flat-footed issues as Combat Expertise and Elaborate Defense are.

As far I understand it, to get the benefits of Elaborate Defense you don't have to reduce the BAB neither. It's a bonus to special actions or to reactions against special actions.

The monk also can take Imp. Trip and the like with out Combat Expertise. So in a way, Monks AC does count as Combat Expertise, although in a very vague kind of way.

Well, it's true that the monk could take Imprved Trip as a Bonus Feat, without having Combat Reflexes, but I wouldn't make any connections between the monk's AC Bonus and Combat Reflexes. A monk still can't take Improved Feint without having its preriquisites. He still can't take prestige classes, that have Combat Expertise as one of its requirements (unless he choosed to take Combat Expertise as a feat or as a Bonus Feat at 2nd level).

It wouldn't bother me, if there would be an entry, that would say that the gladiator can take this or that feat at this or that level as bonus feat, and that the gladiator doesn't need to have any of the prerequisites normally required for these feats to select them.
But saying that Elaborate Defense counts as Combat Expertise, without being mechanically close to it just seems wrong to me.
#19

ruhl-than_sage

Mar 16, 2006 0:05:36
I though this feat may be of interest to you as it is similar to some of the abilities granted by the Elaborate Defense ability.

ADVANCED EXPERTISE [General]
You are trained at resisting special combat manuevers.
Prerequisites: BAB +3, Combat Expertise, Dodge
Benefit: When using Combat Expertise, add the number subtracted from your attack rolls to any opposed checks to resist being bull rushed, feinted, or tripped. Additionally, you add, rather than subtract, the number to your opposed rolls against disarm or sunder attempts. Finally, when using Combat Expertise, you can choose to avoid an overrun even if your opponent has the Improved Overrun feat.
Special: A fighter can choose Advanced Expertise as one of his fighter bonus feats.

I can't take credit for the idea, a guy on the Skills and Feats boards came up with it, but I can take credit for fixing it up a bit and ironing out the details.
#20

netherek

Mar 16, 2006 1:51:21
Rhul, that is an interesting idea, though kind of messy. I don't follow the logic of reducing you ability to hit that gives a bonus to hit in some circumstances. It's definately inspired to round out ones fighting potential. I think I'll look at some possibilities out of that, and see how it fits.

Bengeldorn, you might not see a correllation between the various abilities, but they are there. Certainly mechanics are different, as they are different styles. You are correct in that Elaborate Defense applies to certain combat actions, but mechanically Expertise is an improved version of Defensive Fighting. Both reduce your to hit for a bonus to AC. The description of Combat Expertise is "you are trained at using your combat skill for defense as well as offense." This is essential the same as for Elaborate defense. A 4th level Gladiator with 5 ranks in tumble fighting defensively will have a -4BAB and a +4AC. Also you state that you wouldn't have a problem with stating that the Gladiator qualifies for some feats without the pre-requisite, isn't that what "qualifies as having Combat Expertise" basically says?

I will give you this though, I didn't intend the ability to qualify for a prestige class. I don't see a real problem with it either though. Is this where you have the issue with it? Or am I missing something?

Thanks again for the feedback, I hope I understand your position correctly.
#21

bengeldorn

Mar 16, 2006 14:43:26
Bengeldorn, you might not see a correllation between the various abilities, but they are there. Certainly mechanics are different, as they are different styles. You are correct in that Elaborate Defense applies to certain combat actions, but mechanically Expertise is an improved version of Defensive Fighting.

The bonus of Fighting Defensively and Combat Expertise stack. In addition you can decide how much you trade when you use Combat Expertise. You can't do that with Elaborate Defense or with Fighting Defensivly.
Both reduce your to hit for a bonus to AC. The description of Combat Expertise is "you are trained at using your combat skill for defense as well as offense."

It's a different thing to allow someone to choose how much he wants to trade than having a fixed number you have substract to you attack in order to get a fixed number to your AC.
This is essential the same as for Elaborate defense. A 4th level Gladiator with 5 ranks in tumble fighting defensively will have a -4BAB and a +4AC.

Again you have a fixed numbers and not the option to choose the ratio.
Also you state that you wouldn't have a problem with stating that the Gladiator qualifies for some feats without the pre-requisite, isn't that what "qualifies as having Combat Expertise" basically says?

It's one thing to say "the ability qualifies as having Combat Expertise" and another to say "You can take Feat X and Feat Y without having the required prerequisites".
When you say the first thing, you'll allow to take every feat, that has combat expertise as a prerequisite. You also allow the character to take certain Prestige Classes, without actually having the required feat. Let's say the DM allows other sources then the PHB and there would be about 5 feats the have Combat Expertise as prerequisite, then you this ability would allow you take all these feats. Now let's say there is one feat that allows you to trade more points from your BAB to your AC. You could take this feat although you never have been able to trade points from BAB to your AC. Odd isn't it? Or let's say you have a prestige class that allows you with increasing levels to trade mor points from your BAB to your AC. Certainly this PrC would require Combat Expertise, but you could take it without ever been able to trade points from BAB to AC.
I will give you this though, I didn't intend the ability to qualify for a prestige class. I don't see a real problem with it either though. Is this where you have the issue with it? Or am I missing something?

Well...
This ability counts as Combat Expertise for the purposes of qualifying for feats and prestiege classes.

This just say, that it would qualify for prestige classes!?

Thanks again for the feedback, I hope I understand your position correctly.

I understand you position, I just see things differently. I also like good discussions, even if everybody has a fixed position. ;)
#22

netherek

Mar 16, 2006 15:20:43
I see your point, it is a problem with the PrC requirements, and looking at certain Expertise related feats like superior expertise it is a problem. It definately should not apply for feats requiring the reduction of BAB. I'll have to look at the feats and pick the ones that fit, or improve the wording of the ability. You have won me over and will edit it soon.

By the way if you look over my posts, I only had ED apply for feat acquisition. Rhul must have misunderstood me in transfering it to the nice clean example, which since I didn't specify very clearly I can see how that'd happen. I didn't see a problem with it so never asked to have it changed.

Thank you for the good debate. Are there any other areas you see could use some improvements?
#23

bengeldorn

Mar 16, 2006 16:29:44
I see your point, it is a problem with the PrC requirements, and looking at certain Expertise related feats like superior expertise it is a problem. It definately should not apply for feats requiring the reduction of BAB. I'll have to look at the feats and pick the ones that fit, or improve the wording of the ability. You have won me over and will edit it soon.

How about this?
Elabortae Defense: Gladiators are highly trained in defensive combat maneuvers and special combat techniques. At 5th level a gladiator gains a +1 bonus to their AC when fighting defensively or taking the Total Defense action. In addition, when she wears no, light or medium armor, the gladiator gets a +1 bonus on opposed rolls against attempts to trip, grapple, or overrun her. These bonuses increases to +2 at 10th level, +3 at 15th, and +4 at 20th.
In addition, if a gladiator takes Combat Expertise or Improved Trip a feat, she doesn't need to have the required prerequisites.

I wasn't sure if the bonuses for the opposed roles do only apply if the gladiator takes the Fighting Defensively or Total Defense action, or if they apply allways. If these bonuses apply allways, then it should proberbly like this:
Elabortae Defense: Gladiators are highly trained in defensive combat maneuvers and special combat techniques. At 5th level a gladiator gains a +1 bonus on opposed rolls against attempts to trip, grapple, or overrun her. This bonus only applies when the gladiator wears no, light or medium armor.
In addition, the gladiator gets a +1 bonus to he AC when she fights defensively or when she takes Total Defense action.
These bonuses increases to +2 at 10th level, +3 at 15th, and +4 at 20th.
In addition, if a gladiator takes Combat Expertise or Improved Trip a feat, she doesn't need to have the required prerequisites.

By the way if you look over my posts, I only had ED apply for feat acquisition. Rhul must have misunderstood me in transfering it to the nice clean example, which since I didn't specify very clearly I can see how that'd happen. I didn't see a problem with it so never asked to have it changed.

You're right, it wasn't in your post. I assumed you exchanged your views with Rhul-Tan Sage, when he was formating it.

Thank you for the good debate.

Ditto.

Are there any other areas you see could use some improvements?

Well, I think this one could use some improvement in its wording.
Arena Acting: At the start of combat a gladiator may make a bluff check to create a false weakness in his/her fighting technique, those who fail to see through the trick will believe there is an opening that provides a +2 hit/dam. Those who attack this "opening" will be caught flat-footed and provoke an attack of opportunity. If this attack succeeds, the opponent will be staggered from the blow for one round. A gladiator who loses the bluff by 10 or more will expose his true flaw and the opening will be real to that opponent. This ability will only work once per battle. Those with Find Weakness who attempt it on a gladiator who is acting and fails to win, will see the "flaw" as real and fall victim to it.

I'm not sure what this is doing. Maybe you could explain it to me step by step, please?

Besides that, I'm missing (Ex), (Su), etc. for the abilities.
#24

ruhl-than_sage

Mar 16, 2006 18:19:41
I'm sorry, I just assumed that if it was going to count as Combat Expertise for gaining feats then it would for prestiege classes as well. I've never seen those seperated before.

Personally I've got to agree with Bengeldorn, it is a little messed up. Why not just grant Expertise as a bonus feat and eliminate the whole issue. Like I said before I think it would make a good addition at 1st level to make the class more appealing at lower levels.
#25

netherek

Mar 17, 2006 14:37:14
@Bengeldorn: Your second take on the defense is the correct one. The opposed roll ability is always available.

About the Arena Acting, that is based off the 2e proficiency. The feat is to represent a Gladiator appear overexposed on a flank, using unfamiliar weapons, inexperienced, etc. If an opponent attempt to take advantage of this and attack the weak point, believing that he had a bonus hit/damage would be in for a surprise. So with this feat you bluff the opponent, if you succeed the opponent would perceive a weakness that isn't there. If he attacks the weakness (should be describe by the player), the trap is sprung. When the gladiator fails horribly in the attempt to deceive he will expose himself in a way he didn't intend. When you apply Find Weakness into this, if the find weakness attempt fails the gladiator will believe the acting is a real weakness. It's still in the rough, I may apply the failure on a roll of 1.

I'll have more input tonight, I am going over everthing checking balance and working on whether to give them CE or allow them trip and disarm without pre-reqs. I'll have that done soon.

Rhul, I am begining to agree that giving CE at first may be the way to go, I just want to check the balance issues before I go that route. Part of me wants to give them 4 skill points a level and allow Imp. trip/disarm without CE.
#26

netherek

Mar 18, 2006 0:56:18
Here are some edits that I've noticed.

1. Under Weapons and Armor proficiencies: Remove Heavy armor. Like a Barbarian they rely on finese and agility over heavy protection.

2. Under Elaborate Defense: Remove counts as Expertise. It doesn't work as has been pointed out.

3. Under Find Weakness: defender uses BAB+Wis as has been pointed out, K.I.S. (keeps it simple).

4. Was going to say something about Arena Guile, but you already beat me to it Rhul! :D

After these changes that still leaves a little to play with. Here are a couple I am looking at.

1. 4 skill points a level and add Sense Motive and Bluff. Have ED start at 1st with a +1 at 5,10,15,20.

2. Add a bonus feat (possibly at 6th), and Under ED put may take Improved trip and Disarm without Combat expertise with the possibility of starting at 1st as well.

With either change the Gladiator balances out in comparison to fighter and Barbarian. So which sounds best. I like #2, though they both have merit.
#27

ruhl-than_sage

Mar 18, 2006 13:59:10
Why not just make the bonus feat a choice between Improved Disarm and Improved Trip and leave it at that? If they really want the other feats that build off of Combat Expertise, they can just take it with one of their normal feats, it would be a good feat for a Gladiator to have anyway.

Also, do you mind if I post this over on the Classes boards for feedback; and post a link to that thread here? The additional feedback might be helpful.
#28

netherek

Mar 19, 2006 1:43:54
Please do, the extra feedback would be nice.

It would be simple enought o make the bonus feat a choice between the two. I'll think about it, though what did you think of the other option?

By the way, what would you think of changing the Exotic Weapon Proficiencies into partial proficiency at 1st, and eventual proficiency at a later level in all exotic weapons, kind of like the Exotic Master in Masters of the Wild? It is definately more toned down than the Versatility that I previously considered. This would make them proficient in all weapons at some point like the 2e were.

The feedback has been great!
#29

bengeldorn

Mar 19, 2006 4:54:51
Please do, the extra feedback would be nice.

It would be simple enought o make the bonus feat a choice between the two. I'll think about it, though what did you think of the other option?

By the way, what would you think of changing the Exotic Weapon Proficiencies into partial proficiency at 1st, and eventual proficiency at a later level in all exotic weapons, kind of like the Exotic Master in Masters of the Wild? It is definately more toned down than the Versatility that I previously considered. This would make them proficient in all weapons at some point like the 2e were.

The feedback has been great!

What do you mean with partial proficiency (I don't have Masters if the Wild)?

But I have an idea (although I don't know if this is balanced or not). What about reducing the gladiators penalties for using weapons he isn't proficient with? Somthing like this:
At 5th level the Gladiator reduces the penalty for wielding a weapon without proficiency from -4 to -3.
At 10th level the Gladiator reduecs the pealty from -3 to -2.
At 15th level from -2 to -1.
At 20th level from -1 to 0. The gladiator is now proficient with all weapons.
#30

ruhl-than_sage

Mar 19, 2006 11:07:45
Ok so I posted it on the Classes Boards, here is The Link .

I think that's kindof what he's talking about Bengaldorn. I wouldn't wait all the way until 20th level to give the full ability though. Just replacing the Exotic Weapon Proficiencies listed it could start at 4th and be done by 16th.

The downside to doing it that way of course, is that the Gladiator would really be good at any exotic weapons until he was pretty high level.

It might make more sense to only do it in two steps... but personally I would just lean toward leaving the exotic weapon proficiencies in their.

Oh wait! here's an idea. Why not have them be specials you can take.

Exotic Weapon Mastery: You only take half the penalties normally incrued for wielding a weapon you are not proficient in, -2 instead of -4. This also applies to throwing weapons, that aren't normally designed to be thrown, such as a longsword and improvised weapons.

Improved Exotic Weapon Matery: You are considered proficient in all weapons, even ones you have never seen before, as long as you have a minute to study them. Until you've had a change to study them for a minute you only take a -2 penalty for non-proficiency. This ability extends to improvised weapons and throwing weapons, that aren't designed to be thrown.

Or, maybe just one, if you don't think their worth two specials.
#31

zombiegleemax

Mar 19, 2006 22:17:40
I'm sure that you would like to hear more about your proposed Elaborate Defense ability (which I like) but...

I would be tempted to split the bonus to defensive fighting and full defense into one ability, and the bonus to trip, grapple, and overrun into a second. The word "defense" suggests a well, defensive ability.

One thing that struck me as odd originally was that you provided a bonus to overrun, but not to bull rush. (not that bull rush is that fantastic a combat ability). And there are other special attacks that could get a bonus, as well. Obviously Feint is well covered in the class. But there is also Disarm and Sunder, both of which I think could fit in a gladiator's fighting style.

I thought that maybe a good solution would be to give the gladiator the choice between a bonus to three of Trip, Grapple, Overrun, Bull Rush, Disarm and Sunder. While I'm not saying all three of the latter are good choices, I would think at least allowing the choice would be good.

While it's already been discussed, combining this with the "counts as combat expertise" makes for a rather confusing ability. Honestly, I would either give the gladiator combat expertise in light/medium armor or just drop it entirely.
#32

zombiegleemax

Mar 19, 2006 23:07:09
Here's an idea I had a while back. Not saying you should use it, but I'm just throwing it out there...

Gloryhound:
Once per day, when fighting with an audience (This can be in a gladiatorial arena, in the streets of Urik, or anywhere that a gladiator fights with noncombatant spectators) a gladiator can give himself over to the crowd. This ability lasts a number of rounds equal to 3 + Charisma modifier, or until voluntarily ended, or there ceases to be an audience.

While under the influence of gloryhound, she recieves or loses a morale bonus or penalty to attack and damage depending on the audience's attitude.

Hostile: -2
Unfriendly: -1
Indifferent: -1
Friendly: +2
Helpful: +3

These bonuses supercede those bonuses and penalties listed on page 131 of the Complete Warrior.

The default attitude is indifferent, but may be different depending on circumstances.

A gladiator can make a Perform (weapon drill) skill check any time during the combat (not only at the beginning) to try to influence the crowd.

Also, performing certain actions during the combat may raise or drop the crowd's reactions. These actions are found on page 132 of the Complete Warrior.

It should be noted, that the audience's attitude may still influence the crowd's actions: a particularly helpful or hostile crowd may aid or oppose the gladiator in combat. (at which point they cease being an audience and become combatants.)

If the Gladiator is in actual arena combat, he may use this ability, or use the special rules as described on pages 131-132 of the complete warrior as normal.
#33

netherek

Mar 20, 2006 1:59:03
Phoenix, the elaborate defense bonus applies to Trip/Grapples/Overruns because all three involve take downs, and many martial defense techniques are offensive as well as defensive. Bull Rush on the other hand is about moving the opponent and except under special circumstances doesn't involve a take down. This is the mindset I am working from, I hope that answers your question about why I chose these conditions.

Now your proposal of offering a selection is interesting, I can see gladiators having a variety of styles. I will take it under consideration.

As to "counting as Expertise," it's dropped. It did make it confusing, and had many conflicts.

Glory Hound seems interesting, I will play around with the idea.

Bengeldorn, you are close, but Rhul was on the right track. I was thinking of two steps.

Rhul, I like the special ability Idea, though I'd do it in one step and remove the improvised and thrown weapon ability.
#34

netherek

Mar 20, 2006 2:11:38
Just checked the link...

Not a lot of constructive feedback so far. I think I'll have to address the comment on the stronger than a fighter, as until I add the last feat it's actually one ability low, since I don't stock much credit on weapon proficiencies. I use Weapon Groups my self, but I felt like adding them to the equation since they are so gladiator like.
#35

bengeldorn

Mar 20, 2006 4:08:55
I think that's kindof what he's talking about Bengaldorn. I wouldn't wait all the way until 20th level to give the full ability though. Just replacing the Exotic Weapon Proficiencies listed it could start at 4th and be done by 16th.

Well, I choosed it to be a 20th level ability, because with this ability you'd effectivelly have many feats (I can't even give a number because the amount of different exotic weapons varies).

The downside to doing it that way of course, is that the Gladiator would really be good at any exotic weapons until he was pretty high level.

It might make more sense to only do it in two steps... but personally I would just lean toward leaving the exotic weapon proficiencies in their.

What about this?
At 4th level the gladiator chooses a exotic weapon he now is proficient with. In addition all penalties on attack rolls that would apply for using a weapon, the gladiator is not proficient with (including improvised weapons) are reduced by 1 (-4 to -3).
At 8th the gladiator chooses another exotic weapon he now is proficient with. In addition all penalties on attack rolls that would apply for using a weapon, the gladiator is not proficient with are reduced by 1 (-3 to -2).
At 12th the gladiator chooses another exotic weapon he now is proficient with. In addition all penalties on attack rolls that would apply for using a weapon, the gladiator is not proficient with are reduced by 1 (-2 to -1).
At 16th the gladiator is proficient with any weapon including improvised weapons.

This way, at 16th level gladiator would have the full effect (allthoug I'd still suggest to keep it at 20th level), and in the time in between he'd be proficient with some exotic weapons.

Oh wait! here's an idea. Why not have them be specials you can take.

Exotic Weapon Mastery: You only take half the penalties normally incrued for wielding a weapon you are not proficient in, -2 instead of -4. This also applies to throwing weapons, that aren't normally designed to be thrown, such as a longsword and improvised weapons.

Improved Exotic Weapon Matery: You are considered proficient in all weapons, even ones you have never seen before, as long as you have a minute to study them. Until you've had a change to study them for a minute you only take a -2 penalty for non-proficiency. This ability extends to improvised weapons and throwing weapons, that aren't designed to be thrown.

Or, maybe just one, if you don't think their worth two specials.

Actually, I meant that improvised weapons are included, when I was saying "for wielding a weapon without proficiency", but I included this in my example above. If it is in two steps or in four is just a matter of how you like it better. I again choosed 4 step progression, because of the exotic weapon proficiency you'd get in the time in between.