Saturday, August 8, 2026

Dark Sun Custom Gladiator Class (PF1e) [Warning! Balance Not Intended!]

 

   

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1

+1

+2

+2

+0

Bonus feat, exotic weapon, gladiatorial performance, stage fighter

2

+2

+3

+3

+0

Arena guile, bonus feat, exotic weapon, unarmed strike 

3

+3

+3

+3

+1

Exotic weapon

4

+4

+4

+4

+1

Uncanny dodge

5

+5

+4

+4

+1

Armor optimization

6

+6/+1

+5

+5

+2

Bonus feat, no mercy

7

+7/+2

+5

+5

+2

Signature move

8

+8/+3

+6

+6

+2

Improved uncanny dodge

9

+9/+4

+6

+6

+3

-

10

+10/+5

+7

+7

+3

Armor optimization, bonus feat, signature move

11

+11/+6/+1

+7

+7

+3

-

12

+12/+7/+2

+8

+8

+4

-

13

+13/+8/+3

+8

+8

+4

Signature Move

14

+14/+9/+4

+9

+9

+4

Bonus feat

15

+15/+10/+5

+9

+9

+5

Armor optimization

16

+16/+11/+6/+1

+10

+10

+5

Signature Move

17

+17/+12/+7/+2

+10

+10

+5

-

18

+18/+13/+8/+3

+11

+11

+6

Bonus feat

19

+19/+14/+9/+4

+11

+11

+6

Signature Move

20

+20/+15/+10/+5

+12

+12

+6

Armor optimization

The Gladiator       Hit Die: d12


Class Skills (4 + Int modifier per level): Acrobatics, Bluff, Climb, Craft, Handle Animal, Intimidate, Perception, Perform, Profession, Sense Motive, and Survival


Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).


Gladiatorial Performance: A skilled artisan in both martial combat and dramatic performance, the gladiator knows many tricks to change the tides of battle by hindering his foes or helping his allies. At the start of each day, you gain a number of tricks equal to your Charisma modifier (minimum 1). A gladiator’s number of tricks can go up or down throughout the day, but cannot go higher than his Charisma modifier (minimum 1). A gladiator can use and regain tricks in the following ways:


Performance Combat: Whenever the gladiator could make a performance combat check during his turn, he may spend a swift action to regain 1 trick instead. This counts as a performance combat check for the purposes of activating performance feats, though the gladiator is still required to succeed at a performance combat check to gain the feats benefits. The gladiator does not need to be in a performance combat to use this ability, though they still have to take Performing Combatant if they want to use performance feats in any combat.


Setup (Ex:): At 1st level, the gladiator can use 1 trick as a move action to perform a flashy display of martial skill or otherwise profess his physical prowess. Choose attack rolls, armor class, skill checks, ability checks, or saving throws. The gladiator gets a +2 morale bonus on the next roll made of the chosen type. The bonus lasts for 1 minute or until the roll is made, and increases by 1 at 7th level and every 6 levels thereafter (+3 at 7th, +4 at 13th, and +5 at 19th). At 6th level the gladiator can use setup as a swift action, and at 12th level as an immediate action. 


Parry and Counter (Ex): At 1st level, when an opponent makes a melee attack against the gladiator, he can use 1 trick and expend an attack of opportunity to attempt to parry that attack. The gladiator makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the gladiator, the gladiator takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The gladiator must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 use of trick left, the gladiator can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach. 


Deft Maneuvers (Ex): At 1st level, the gladiator can seamlessly weave combat maneuvers into his attacks. You can use 1 trick as part of a melee attack, and if you hit, you may attempt a combat maneuver against the target as a swift action. These combat maneuvers provoke attacks of opportunity as normal. You must declare that you are using this trick before you make your attack roll (thus, a failed attack roll ruins the attempt). 


Team Strike: At 3rd level, when you successfully feint an opponent, you can use 1 trick as a swift action to distract them so your allies can exploit a vital spot when making a melee attack. Allies that attack the opponent within the next round receive a +1 competence bonus to hit and inflict an additional 1d4 points of damage on all melee attacks while flanking the target or attacking them flat-footed. If the enemy moves out of your threatened range before your allies attack, they do not receive the benefits of team strike. Creatures immune to sneak attack damage and critical hits are immune to team strike. At 7th level and every six levels thereafter these bonuses increase by +1 to hit and +1d4 to damage (+2 hit and +2d4 damage at 7th, +3 hit and +3d4 at 13th, +4 hit and +4d4 at 19th). 


Taunt (Ex): At 3rd level, the gladiator can demoralize enemies by verbal ridicule. As a standard action, you can use 1 trick to make an intimidate check to demoralize all enemies within 30 feet that can hear and see you. The gladiator may optionally use his Perform instead of Intimidate to demoralize. The penalties from being shaken last as long as they can hear your taunts and an additional 1 round for every 5 points by which you exceed the DC of the check to intimidate. You may use this ability as a swift action if you have reduced an enemy to 0 hit points or fewer this round. This ability counts as using dazzling display, and the gladiator counts as having the dazzling display feat for the purposes of meeting prerequisites for other feats.


Shake Off (Ex): At 6th level, the gladiator can use 1 trick as a standard action to try to end a mind‐affecting effect on himself or an adjacent ally. You shake your head violently to clear your mind, or slap an ally to bring him back to his senses. The recipient of the shake off can reroll a single failed save or opposed skill check (with the same DC as the failed roll) to end a mind‐affecting effect. If there is no save or check to avoid the mind‐affecting effect, the effect ends automatically. At 12th level, you can use this ability as a move action.


Signature Move (Ex): At 7th level, the gladiator can use 1 trick as a full round action to perform his signature move. As part of this action, the gladiator makes either a melee or thrown weapon attack, and chooses up to 3 effects from the following list to use in any combination before or after the attack roll is made. At 10th level and every 3 levels, the gladiator may create another signature move, choosing 3 more effects from any list they meet the requirements for. Alternatively, you may add one effect from any list you meet the requirements for to a signature move you already have. You may not choose an effect more than once for the same signature move. Once the effects of your signature move(s) are chosen, they cannot be changed. These effects may include the following: 


  • On a successful hit, deal bleed damage equal to your strength modifier (minimum 1) 

  • On a successful hit, the target is staggered for 1 round

  • On a successful hit, all of the target’s speeds are reduced by half

  • On a successful hit, you may make another attack against a foe that is adjacent to the first foe and also within reach. This extra attack is made with a -2 penalty. Signature move effects that apply on a successful hit can affect any number of enemies struck by this signature move, but you must use 1 additional trick per enemy affected. 

  • Move up to 10 feet without provoking attacks of opportunity

  • Make an acrobatics check to jump with an additional +4 competence bonus

  • Perform a combat maneuver with an additional +2 competence  bonus

  • Make a feint attempt with an additional +2 competence bonus

  • Make an intimidate check to demoralize one target within 30 ft. 

  • Apply a held poison to a carried weapon, any poison applied to a weapon this way gets +2 to its DC for 1 round

  • The attack has 5 feet of extra reach, or add 10 feet to the ranged increment to a thrown weapon attack.

  • Allies within 30 feet gain a +2 morale bonus on damage rolls and saving throws vs. fear for 1 round.


At 10th level, the gladiator can create a signature move that includes the following effects:



  • On a successful hit, the target cannot move out of your threatened range for 1 round. The affected creature may attempt a combat maneuver check (against the gladiator’s CMD) as a standard action to negate this effect.

  • Perform a combat maneuver with an additional +3 competence bonus

  • Make an acrobatics check to jump with an additional +8 competence bonus

  • Move up to twice your base speed, provoking attacks of opportunity as normal 

  • Double the critical range of the attack, this cannot reduce the critical  range below (15-20)

  • Allies within 30 feet gain +2 competence bonus on AC, saving throws, or attack rolls for 1 round


At 13th level, the gladiator can create a signature move that includes the following effects:


  • On a successful hit, deal 1 point of strength, dexterity, or constitution bleed damage

  • On a successful hit, roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities, precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Any additional effects apply normally, but the damage dealt by this signature move occurs at the beginning of your next turn. 

  • Make an intimidate check to demoralize one creature within 30 feet of you, if you succeed, they are also frightened for the same duration.

  • Gain a +5 insight bonus on your next attack roll this round

  • Perform a combat maneuver with an additional +4 competence bonus

  • Allies within 30 feet gain a +4 morale bonus on damage rolls and saves vs. fear for 1 round


At 16th level, the gladiator can create a signature move that includes the following effects:


  • On a successful hit, the target takes 1 point of strength, dexterity, or constitution drain per round. This is a bleed effect.

  • On a successful hit, the gladiator regains 1 trick

  • If the target is reduced to 0 or fewer hit points, you create a slippery area of blood and viscera with a radius of 5 feet around them. Creatures besides the gladiator that move through this area or start their turn in this area must make a reflex check equal to (DC = 10 + ½ your gladiator level + str modifier) or fall prone. 

  • Make an intimidate check to demoralize one creature within 30 feet of you, if you succeed, they are also panicked for the same duration.

  • You gain DR 5/- for 1 round

  • Increase the critical multiplier of the attack by 1

  • Perform a combat maneuver with an additional +5 competence bonus

  • Allies within 30 feet gain a +4 competence bonus on AC, saving throws, or attack rolls for 1 round


At 19th level, the gladiator can create a signature move that includes the following effects:


  • On a successful hit, the attack is counted as a critical hit. If the attack would crit normally, the target must make a saving throw of the gladiator’s choice equal to (DC = ½ your gladiator level + str modifier). The saving throw chosen determines the effect on a failed save:

    • Fortitude Save: The target dies instantly

    • Reflex Save: The target becomes permanently paralyzed

    • Will Save: The target permanently gains the effects of feeblemind 

  • On a successful hit, the attack deals an additional 2d6 points of bleed damage and the target must make a fortitude saving throw equal to (DC = ½ your gladiator level + str modifier) or lose a limb of your choice. Instead of losing a limb, you may choose to permanently blind or deafen the creature if they fail their saving throw.

  • Make an intimidate check to demoralize one creature within 30 feet of you, if you succeed, they are also cowering for the same duration.

  • You gain DR 15/- for 1 round

  • Perform a combat maneuver with an additional +6 competence bonus


Fight Me! (Ex): At 9th level, you may use 1 trick as swift action and make an Intimidate or Perform check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the enemy must include you as a target or in the area of effect of any attacks it makes. This effect lasts for 1 round + 1 round for every 5 by which the check beats the DC.


Tough as Iron (Ex): At 12th level, a gladiator can fight through even the most debilitating conditions. As a move action, you can use 1 trick to re-roll a saving throw against any harmful condition or affliction currently affecting you, but you must use a Perform check instead of the relevant saving throw. This Perform check may involve a bloodcurdling scream, beating your chest, spitting out a tooth, or some other equally dramatic action. If there is no save or check to avoid the ongoing effect, the effect ends automatically. 


Threatening Glare (Ex): At 15th level, a gladiator can panic enemies with his mere gaze. You can use 1 trick to activate this ability as a swift action. Creatures within a 30 feet radius that can see you must make a Will Save (DC 10 + half your class level + your Charisma bonus). On failing, creatures with less HD than you are affected as if under the effects of a fear spell for 5 rounds. Those with equal to or more than your HD become shaken for 5 rounds. If the creature succeeds on the save you cannot attempt to affect that creature again for 24 hours. Threatening Glare is  a mind–affecting gaze  effect.


Dragon’s Fury (Ex): At 17th level, a gladiator can use all of his remaining tricks as a free action to enter a trance‐like state in which his full offensive gladiatorial potential is unleashed. You must have at least 1 trick remaining to use this ability. While in this trance, you become immune to fear and pain effects, receive a +4 competence bonus to attack rolls and damage rolls, and an additional attack per round made at your highest base attack bonus. In addition, you gain two temporary hit points per class level. Dragon’s fury lasts for 1 minute, after which you become fatigued until you rest for at least 8 hours. 


Stage Fighter: At 1st level, you suffer no penalty to attack rolls when attacking with a weapon to inflict nonlethal damage or when trying to look believable while making an attack that deals no damage. Additionally, the gladiator counts as a fighter of the same level for the purpose of qualifying for feats.


Exotic Weapon: At 1st, 2nd, and 3rd level you receive Exotic Weapon Proficiency as a bonus feat


Arena Guile: Starting at 2nd level, you add half your gladiator level (round down) as a bonus to all Bluff and Sense Motive checks that relate directly to combat.

Bonus Feat: At 1st, 2nd level, and every 4 levels thereafter, a gladiator may select a bonus feat. These feats must be taken from the following list:

Diehard, Enforcer, Power attack, Intimidating prowess, Dazzling display, Motivating display, Performing combatant, Weapon focus, Improved feint 

At 6th level, the following feats are added to the list:

Cornugon smash, Disheartening display, Greater feint, Heroic recovery, Intimidating confidence, Shatter defenses, Master combat performer, Weapon specialization

At 10th level, the following feats are added to the list:

Dreadful carnage, Greater weapon focus, Heroic defiance, Improved critical

At 14th level, the following feats are added to the list:

Deadly stroke, Dastardly finish, Greater weapon specialization

A gladiator need not have any of the prerequisites normally required for these feats to select them

Unarmed Strike: At 2nd level you Improved Unarmed Strike as a bonus feat.

Uncanny Dodge: At 4th level, a gladiator can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gladiator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a gladiator already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Armor Optimization:  At 5th level, the gladiator can spend 1 hour modifying any armor he’s proficient with to better suit his needs. The armor gains 1 of the following benefits as long as the gladiator is wearing it:

• +1 bonus to AC.

• –1 armor check penalty.

• +1 maximum Dexterity bonus.

• Armor is treated as one category lighter.

At 10th, 15th, and 20th level, the gladiator may apply an additional bonus to your armor. You may choose the same bonus more than once.

No Mercy: Beginning at 6th level, you can perform a coup de grace as a standard that does not provoke attacks of opportunity rather than a full‐round action.

Improved Uncanny Dodge: At 8th level, a gladiator can no longer be flanked. This defense denies a rogue the ability to sneak attack the gladiator by flanking him, unless the attacker has at least four more rogue levels than the target has gladiator levels.


If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Feats:

Extra Trick:

Prerequisite(s): Gladiatorial Performance class feature.

Benefit: You gain two more tricks at the start of each day, and your maximum number of tricks increases by two.

Special: You can take this feat multiple times. Its effects stack.


Extra Signature Move:

Prerequisite(s): Signature Move class feature.

Benefit: You gain an additional Signature Move, choose up to 3 options from any lists you meet the requirements for. Alternatively, you may add 1 option from any list you meet the requirements for to a Signature Move you already have.

Special: You can take this feat multiple times. 



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