Gladiator

Base Attack Progression : as Fighter
Saving Throw Progression : as V3.5 Fighter
Hit Die = D10
Skill Points Per Level = 2 + int.
Proficient with light armor and shields
Proficient with all simple and martial weapons

Level Class Features Per Level
1 Choose either Combat Mobility, or Improved Initiative
2
3 Choose Canny Defense or Tough as Nails
4 Choose Two Weapon Fighting or Exotic Weapon Proficiency : All
5
6 Choose Main Weapon Parry or Proficiency with Medium Armor
7 If chose Two Weapon Fighting, then Off-Hand Parry, else Spring Attack
8 If chose Canny Defense, then Insightful Strike, else Weapon Focus, any Single Weapon
9
10 If chose Two Weapon Fighting, then Improved Two Weapon Fighting, else Improved Critical
11 Choose Hamedo or Counterattack
12 If chose Canny Defense, then Precise Strike, else Master Brawler
13 If chose Two Weapon Fighting, then Greater Two Weapon Fighting, else Devastating Critical
14
15
16 If chose Two Weapon Fighting, then Superior Two Weapon Fighting, else Bonus Feat
17
18
19 If chose Two Weapon Fighting, then Perfect Two Weapon Fighting, else Ultimate Critical
20

Combat Mobility: Base speed increases by 10 ft. if wearing light or no armor. Normal prerequisites do not apply to Gladiator. Note: If wearing heavy or medium armor this feet has no effect.
Improved Initiative: As per the feat
Two Weapon Fighting: As per the feat, but with no prerequisites.
Off-Hand Parry: May opt to forgo all off-hand attacks and gain a parry bonus to AC vs. enemies that are to the non-dominant side or to the front equal to ½ the base attack bonus until next turn. Loose this bonus when caught flat footed or immobilized. Stacks with Main-Weapon Parry against enemies that are to the front.
Canny Defense: Gain a tactics bonus to AC equal to, either the intelligence modifier, or Fencer class level, whichever is lower. Loose this bonus when caught flat footed or immobilized.
Insightful Strike: Gain a bonus to hit equal to either the intelligence modifier, or Fencer class level, which ever is lower.
Main-Weapon Parry: When wielding a weapon in the dominant hand, gain a parry bonus to AC vs. enemies that are to the dominant side or to the front equal to ¼ the base attack bonus. Loose this bonus when flat-footed, immobilized, or otherwise unable to react to opponents. When fighting defensively, the bonus becomes ½ the base attack bonus. If total defense is selected, the AC bonus becomes the entire base attack bonus.
Uncanny Dodge: As per the rogue class ability
Improved Reaction: Bonus to initiative rolls. Stacks with improved initiative.
Spring Attack: As per the feat, but with no prerequisites.
Evasion: As per the rogue class ability
Precise Strike: Gain bonus to weapon damage equal to either the intelligence modifier, or Fencer class level, whichever is lower due to expert wound placement. Does not apply to undead or creatures without specific anatomy. (Stacks with rogue sneak attack ability)
Improved, Greater, Superior Two Weapon Fighting: Gain an additional attack with the off hand weapon.
Improved Critical: The critical threat range of your currently equipped weapon ins increased by its base critical threat range.
Cleave: As per the feat, but with no prerequisites
Devastating Critical: Critical multiplier is double its normal value for the currently equipped weapon. Criticals apply to enemies that are otherwise immune.
Great Cleave: As per the feat, but with no prerequisites
Perfect Two Weapon Fighting: The base penalty to Two Weapon fighting no longer applies.
Ultimate Critical: A successful critical = death if a living target, or destruction if undead or construct.

Gladiator

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