Gnorman
2011-10-02, 06:24 AM
The Gladiator
http://farm3.static.flickr.com/2256/2460352586_7bd5e8815c_o.jpg
HD: d10
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Spot, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Archetype, Combat Versatility
2nd|+2|+3|+0|+0|Lesser Archetype Power
3rd|+3|+3|+1|+1|Weapon of Choice, Combat Versatility Bonus Feat
4th|+4|+4|+1|+1|Moderate Archetype Power
5th|+5|+4|+1|+1|Fancy Footwork, Combat Versatility Bonus Feat
6th|+6/+1|+5|+2|+2|Greater Archetype Power, Riddle of Steel[/table]
Proficiencies: The gladiator is proficient with light armor, medium armor, and shields. He is proficient with simple weapons, martial weapons, and three exotic weapons of his choice.
Archetype: At 1st level, the gladiator chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Combat Versatility: The gladiator qualifies for feats as if he was a fighter of his own level. He also gains bonus fighter feats at 1st, 3rd, and 5th level. Once every twenty-four hours, the gladiator may swap any of these bonus feats for another feat he qualifies for, even all three - he must still fill the prerequisites of any feat he selects.
Lesser Archetype Power: At 2nd level, the gladiator gains the appropriate power for his archetype.
Weapon of Choice: At 3rd level, the gladiator chooses a single weapon. He gains a bonus on attack and damage rolls with that weapon equal to half his level. That weapon may not be sundered and the gladiator may not be disarmed of it while he is wielding it. Once per encounter, he may reroll a failed attack when using this weapon. Once every twenty-four hours, the gladiator may select a different weapon.
Moderate Archetype Power: At 4th level, the gladiator gains the appropriate power for his archetype.
Fancy Footwork: At 5th level, the gladiator may take an extra 5 foot step each round as an swift action. In addition, when taking the 5 foot step he may take normally, he may move 10 feet instead.
Greater Archetype Power: At 6th level, the gladiator gains the appropriate power for his archetype.
Riddle of Steel: Three times per day after a full attack, the gladiator may immediately make a separate, second full attack as a swift action. He may target another opponent within reach and may take an additional five-foot step during the second full attack action. He may only do this once per encounter.
Archetypes:
Brute
http://www.wizards.com/dnd/images/tob_gallery/99661.jpg
Lesser Archetype Power: A brute may Rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) as a barbarian of his level, three times per day, and may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10 foot bonus to his base land speed, and is no longer encumbered or slowed by medium armor.
Moderate Archetype Power: A brute may charge over difficult terrain and may make one direction change of up to 90 degrees during a single charge.
Greater Archetype Power: A brute gains Pounce and no longer suffers a penalty to armor class when charging.
Kensei
http://www.wizards.com/dnd/images/DrowUnderdark_Gallery/104452.jpg
Lesser Archetype Power: A kensei gains the ability to initiate maneuvers as if he were a warblade of his own level. His maneuver progression (both known and readied) are the same as a warblade of his level. The disciplines available to him are Diamond Mind, Iron Heart, Stone Dragon, and two of the following: Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037), Storm Soul (http://www.giantitp.com/forums/showthread.php?t=137838), Tiger Claw, or White Raven. His weapon of choice is always considered an associated weapon for all his disciplines.
Moderate Archetype Power: A kensei becomes immune to fear and demoralization.
Greater Archetype Power: Whenever a kensei rolls a natural twenty on a melee attack with his weapon of choice, if he subsequently confirms the critical hit, the damage is maximized.
Master at Arms
http://www.wizards.com/dnd/images/hoh_gallery/91966.jpg
Lesser Archetype Power: A master at arms may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects.
Moderate Archetype Power: A master at arms may change his Weapon of Choice as a swift action, and gains a +4 bonus to all combat maneuvers while using it. He may also ignore up to 20% of any concealment his opponent possesses while wielding a chosen weapon.
Greater Archetype Power: The threat range of the master at arm's weapon of choice is doubled, and the critical multiplier increased by one - this ability cannot, however, increase the critical multiplier of a weapon beyond x4.
Pit Fighter
http://www.wizards.com/dnd/images/hoh_gallery/91982.jpg
Lesser Archetype Power: Anytime a pit fighter is able to make an attack of opportunity, he may also immediately take a five-foot step, even if he has already used one for the round. Additionally, opponents provoke attacks of opportunity from a pit fighter even during a five-foot step.
Moderate Archetype Power: Opponents may not cast defensively if threatened by a pit fighter, and lose their spell if the pit fighter's attack of opportunity causes damage - any Concentration check made to focus on the spell automatically fails.
Greater Archetype Power: A pit fighter may make a full attack action as an attack of opportunity.
Vindicator
http://www.wizards.com/dnd/images/tob_gallery/99678.jpg
Lesser Archetype Power: A vindicator gains the favored enemy ability of a ranger of his level, gaining a second at level 5 and increasing the bonuses to +4/+2.
Moderate Archetype Power: A vindicator gains a bonus on attack and damage rolls against a particular opponent equal to the number of times that encounter he has been attacked by that opponent (to a maximum of +3).
Greater Archetype Power: A vindicator's weapon of choice is considered to be a bane weapon against his favored enemies. In addition, he may replace his favored enemies with different choices once every 24 hours.
http://farm3.static.flickr.com/2256/2460352586_7bd5e8815c_o.jpg
HD: d10
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Spot, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Archetype, Combat Versatility
2nd|+2|+3|+0|+0|Lesser Archetype Power
3rd|+3|+3|+1|+1|Weapon of Choice, Combat Versatility Bonus Feat
4th|+4|+4|+1|+1|Moderate Archetype Power
5th|+5|+4|+1|+1|Fancy Footwork, Combat Versatility Bonus Feat
6th|+6/+1|+5|+2|+2|Greater Archetype Power, Riddle of Steel[/table]
Proficiencies: The gladiator is proficient with light armor, medium armor, and shields. He is proficient with simple weapons, martial weapons, and three exotic weapons of his choice.
Archetype: At 1st level, the gladiator chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Combat Versatility: The gladiator qualifies for feats as if he was a fighter of his own level. He also gains bonus fighter feats at 1st, 3rd, and 5th level. Once every twenty-four hours, the gladiator may swap any of these bonus feats for another feat he qualifies for, even all three - he must still fill the prerequisites of any feat he selects.
Lesser Archetype Power: At 2nd level, the gladiator gains the appropriate power for his archetype.
Weapon of Choice: At 3rd level, the gladiator chooses a single weapon. He gains a bonus on attack and damage rolls with that weapon equal to half his level. That weapon may not be sundered and the gladiator may not be disarmed of it while he is wielding it. Once per encounter, he may reroll a failed attack when using this weapon. Once every twenty-four hours, the gladiator may select a different weapon.
Moderate Archetype Power: At 4th level, the gladiator gains the appropriate power for his archetype.
Fancy Footwork: At 5th level, the gladiator may take an extra 5 foot step each round as an swift action. In addition, when taking the 5 foot step he may take normally, he may move 10 feet instead.
Greater Archetype Power: At 6th level, the gladiator gains the appropriate power for his archetype.
Riddle of Steel: Three times per day after a full attack, the gladiator may immediately make a separate, second full attack as a swift action. He may target another opponent within reach and may take an additional five-foot step during the second full attack action. He may only do this once per encounter.
Archetypes:
Brute
http://www.wizards.com/dnd/images/tob_gallery/99661.jpg
Lesser Archetype Power: A brute may Rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) as a barbarian of his level, three times per day, and may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10 foot bonus to his base land speed, and is no longer encumbered or slowed by medium armor.
Moderate Archetype Power: A brute may charge over difficult terrain and may make one direction change of up to 90 degrees during a single charge.
Greater Archetype Power: A brute gains Pounce and no longer suffers a penalty to armor class when charging.
Kensei
http://www.wizards.com/dnd/images/DrowUnderdark_Gallery/104452.jpg
Lesser Archetype Power: A kensei gains the ability to initiate maneuvers as if he were a warblade of his own level. His maneuver progression (both known and readied) are the same as a warblade of his level. The disciplines available to him are Diamond Mind, Iron Heart, Stone Dragon, and two of the following: Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037), Storm Soul (http://www.giantitp.com/forums/showthread.php?t=137838), Tiger Claw, or White Raven. His weapon of choice is always considered an associated weapon for all his disciplines.
Moderate Archetype Power: A kensei becomes immune to fear and demoralization.
Greater Archetype Power: Whenever a kensei rolls a natural twenty on a melee attack with his weapon of choice, if he subsequently confirms the critical hit, the damage is maximized.
Master at Arms
http://www.wizards.com/dnd/images/hoh_gallery/91966.jpg
Lesser Archetype Power: A master at arms may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects.
Moderate Archetype Power: A master at arms may change his Weapon of Choice as a swift action, and gains a +4 bonus to all combat maneuvers while using it. He may also ignore up to 20% of any concealment his opponent possesses while wielding a chosen weapon.
Greater Archetype Power: The threat range of the master at arm's weapon of choice is doubled, and the critical multiplier increased by one - this ability cannot, however, increase the critical multiplier of a weapon beyond x4.
Pit Fighter
http://www.wizards.com/dnd/images/hoh_gallery/91982.jpg
Lesser Archetype Power: Anytime a pit fighter is able to make an attack of opportunity, he may also immediately take a five-foot step, even if he has already used one for the round. Additionally, opponents provoke attacks of opportunity from a pit fighter even during a five-foot step.
Moderate Archetype Power: Opponents may not cast defensively if threatened by a pit fighter, and lose their spell if the pit fighter's attack of opportunity causes damage - any Concentration check made to focus on the spell automatically fails.
Greater Archetype Power: A pit fighter may make a full attack action as an attack of opportunity.
Vindicator
http://www.wizards.com/dnd/images/tob_gallery/99678.jpg
Lesser Archetype Power: A vindicator gains the favored enemy ability of a ranger of his level, gaining a second at level 5 and increasing the bonuses to +4/+2.
Moderate Archetype Power: A vindicator gains a bonus on attack and damage rolls against a particular opponent equal to the number of times that encounter he has been attacked by that opponent (to a maximum of +3).
Greater Archetype Power: A vindicator's weapon of choice is considered to be a bane weapon against his favored enemies. In addition, he may replace his favored enemies with different choices once every 24 hours.