Race: Neanderthal
Type
(Subtype): Neanderthal
HumanClass: Gladiator 4
(0 Current XP / 0 Next Level XP)Alignment: To do
Size: Medium
(Space 5 ft; Reach 5 ft)Speed: 30 feet
(Base Speed: 30)HP
(HD): 42/42
(4d12 + 3)Special SensesN/A
Stats Ability Scores | Temp Ability Scores |
Str 18 (+4) | Temp Str 10 (+0) |
Dex 10 (+0) | Temp Dex 10 (+0) |
Con 16 (+3) | Temp Con 10 (+0) |
Int 10 (+0) | Temp Int 10 (+0) |
Wis 8 (-1) | Temp Wis 10 (+0) |
Cha 15 (+2) | Temp Cha 10 (+0) |
Initiative: 0 = 0 Dex + 0 Misc
General NotesN/A
Defenses Saving Throws |
Fortitude | 7 = 4 Base + 3 Con + 0 Resistance + 0 Misc |
Reflex | 4 = 4 Base + 0 Dex + 0 Resistance + 0 Misc |
Willpower | 3 = 4 Base - 1 Wis + 0 Resistance + 0 Misc |
Armor Class | 10 = 10 Base + 0 Armor + 0 Shield + 0 Dex + 0 Size + 0 Natural + 0 Deflection + 0 Misc |
Touch | 10 |
Flat-Footed | 10 |
Armor: N/A |
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A |
Shield: N/A |
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A |
Special Defenses/Defenses NotesN/A
Attacks Melee Attack Bonus | 8 = 4 BAB + 4 Str + 0 Size + 0 Misc |
Ranged Attack Bonus | 4 = 4 BAB + 0 Dex + 0 Size + 0 Misc |
Grapple Modifier | 8 = 4 BAB + 4 Str + 0 Size + 0 Misc |
Weapon: N/A |
Attack Bonus: N/A | | Damage (Crit): N/A (x0) | | Type: N/A | | Range: N/A |
Special Properties: N/A |
Weapon: N/A |
Attack Bonus: N/A | | Damage (Crit): N/A (x0) | | Type: N/A | | Range: N/A |
Special Properties: N/A |
Special Attacks/Attack NotesN/A
LanguagesFeats1) Knock Aside
You stride forward, striking aside foes who stand between you and your goal.
Prerequisites: Strength 16.
Benefit: When you strike a foe for 10 or more damage, you make a free bullrush attempt that does not cause an Attack of Opportunity to move that foe one square to the left or to the right. You may make an additional 5' step into the square that the foe was knocked out of.
1) Blood-Spiked Charger
Prerequisites: Power Attack, Str 13, BAB +3, Proficiency with spiked armor and spiked shields
Benefit: You throw yourself into the fray, using your spiked armor and spiked shield to tear your opponents to pieces.
Spiked Avalanche: When charging while wearing spiked armor and carrying either a spiked shield or nothing in your hands, you can throw yourself into the air, transforming into a deadly, spiked projectile. A successful attack at the end of the charge with either your spiked shield or your spiked armor deals extra damage equal to twice your Strength bonus. You can attack with both your spiked armor and a spiked shield on this charge, each one benefiting from the Strength bonus, but you take a -2 penalty on each attack. This does not incur any penalties for two weapon fighting.
Spiked Rebuke: When you are carrying a spiked shield, you can lash out at your foes with your shield in response to their attacks. Determine what your AC would be without your spiked shield. If an opponent's attack hits against this lower AC but misses against your actual AC, you may make an attack of opportunity against that foe with your spiked shield.
Spiked Slam: As a standard action when you are wielding a spiked shield, you can opt to make only a single attack at your best base attack bonus. You brace yourself behind your spiked shield, drive yourself forward, and slam into your foe. You enter your foe's space, knocking them backwards five feet. Your attack deals extra damage equal to twice your Strength and an additional 1d6 per size category (small is 1d6, medium 2d6, and so on).
3) Trampling Charge
You cut a swath through your enemies, bowling them aside like so many sticks.
Prerequisites: Strength 16.
Benefit: You may make a special charge at a single square no more than twice your speed away. The normal restrictions on making a charge apply, except that your target square need not be adjacent to an enemy, and your charge can move through squares occupied by opponents. Make a trip attempt with a +3 bonus against each opponent you pass within 5 feet of at any point along your movement. You do not need to make a touch attack to initiate the trip, and your opponents do not receive attacks of opportunity to prevent the trip attempt, nor can they attempt to trip you back if your attempt fails. However, you provoke attacks of opportunity due to your movement as normal, and any creature making such an attack gains a +4 bonus to the attack rolls and +2 to the damage rolls against you. If your target square is adjacent to an enemy, you may attack normally at the end of a charge.
Note: If you have the Improved Trip feat, you cannot make an immediate attack against any creature you successfully trip.
4) Shock Trooper
Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6,
Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
Flaws/TraitsRacial FeaturesPrimitive Weapon Mastery (Ex): Neanderthals have a +1 racial bonus on attack rolls made with the following weapons: bolas, club, dart, greatclub, goad, harpoon, iuak, javelin, longspear, quarterstaff, ritiik, shortbow, shortspear, sling, spear, sugliin, throwing axe, and tiger skull club.
Climate Tolerant (Ex): Neanderthals suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between -20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a neanderthal had the Cold Endurance feat for purposes of fulfilling prerequisites for other feats or prestige classes.
Human Blood: For all effects related to race, a neanderthal is considered a human. Neanderthals are just as vulnerable to special effects that affect humans as humans are, and they can use magic items that are only usable by humans.
Illiteracy: Neanderthals do not automatically know how to read and write. A neanderthal must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Class FeaturesProficiencies: The gladiator is proficient in all weapons, armour, and shields, including exotics and improvised weapons, shields, and armour.
Bonus Feats (Ex): At 1st, 4th, 8th, 12th, 16th, and 20th levels, the Athasian Gladiator gains a bonus Style or Tactical feat. He does not need to meet the prerequisites of these feats. At the start of each day, he can choose to change these bonus feats to any other Style or Tactical feats.
Mercy (Ex): At 1st level, the Athasian Gladiator suffer no penalty to attack rolls when attacking with a weapon to inflict nonlethal damage.
Bare Hands (Ex): At 1st level, the Athasian Gladiator gains Improved Unarmed Strike as a bonus feat. At 2nd level, he gains Versatile Unarmed Strike as a bonus feat. At 4th level, he gains Superior Unarmed Strike as a bonus feat.
Gladiatorial Style (Ex):At the beginning of each encounter, the Gladiator chooses one gladiatorial style he will use during that encounter. If it is a triggered ability, the Gladiator may trigger it once at any point during the encounter, and it lasts until the encounter is complete. Permanent abilities are active for the duration of the encounter.
Triggered Abilities
-Blood Frenzy (Ex): While in a blood frenzy, a Gladiator gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring an opponent to negative hit points, he immediately gains an additional attack against its fallen foe. At 5th, 10th, 15th, and 20th level, increase the benefits by +2.
-Rage (Ex): In a rage, a Gladiator temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. At 5th, 10th, 15th, and 20th level, increase the benefits to Strength and Constitution by +2.
-Ki Frenzy (Ex): A Gladiator gains the ability to focus her ki power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to Strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a —2 penalty on every attack. At 5th, 10th, 15th, and 20th level, increase the benefits to Strength and Dexterity by +1, and increase the bonus to movement by +5 feet.
-Resilient Fury (Ex): A Gladiator gains a +4 bonus to Constitution, and damage reduction 2/-. At 5th, 10th, 15th, and 20th level, increase the benefits to Constitution by +2 and the damage reduction by 1/-.
Permanent Abilities
-Sneak Attack (Ex): A gladiator gains 1d6 sneak attack for every two class levels.
-Skirmish (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). At 3rd level, a character's bonus to armour class is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). The target must not be immune to sneak attacks or critical hits, and must be within 60 feet to apply skirmish damage.
-Flanker's Grace (Ex): A gladiator gains a bonus to speed of +10 feet at 1st, and increases by +10 for every four levels gained above 1st (+20 at 5th, +30 at 9th, +40 at 13th, and +50 at 17th level). At 3rd level, a gladiator's bonus to armour class is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Are You Not Entertained? (Ex): A gladiator is often called upon to delay his own actions, risking injury, to heighten the tension in the arena. The gladiator can choose to not use his move action during his turn. If he does so, until the start of his next turn, he may use his move action by spending an immediate action to do so. At 9th level, he may choose to do this with his standard or move actions. At 14th, with his full-round action. He gains his audience bonus on any rolls he makes as part of these delayed actions.
It's All Familiar (Ex): At the beginning of each day, the gladiator chooses either Two Weapon Fighting, Improved Shield Bash, Dodge, or Combat Expertise as a bonus feat for that day. Every 4 levels after that, he may choose one additional feat that requires the initial feat chosen. Thus, at 6th level, if he had chosen Two Weapon Fighting, the gladiator could choose Oversized Two Weapon Fighting, provided he had 13 Strength.
Uncanny Dodge (Ex): At 3rd level, you retain your Dexterity bonus to AC (if any) even if you are caught flatfooted or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.
Play to the Crowd (Ex): An audience of one is better than an audience of none, and for an audience of many, a gladiator will engage in all manner of performances. He gains his audience bonus as a damage resistance bonus. At 8th level, he adds his audience bonus to his saving throw against all saves. At 13th level, he adds his audience bonus to his damage rolls. At 18th level, to attack rolls.
Pleasing Maneuver (Ex): It's best to know what will attract the eye of the beholder. The gladiator adds his class level to his Jump, Intimidate, and Tumble checks, and can move at full speed during a Tumble. Using an Intimidate check, the gladiator can demoralize all opponents within 30 feet with a single standard action. He treats all Jump checks as running jumps.
SkillsMax Ranks (7); Cross-Class Max Ranks (3); ACP (0) Appraise (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Autohypnosis^ (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Balance* (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Bluff (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Climb* (Str) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Concentration (Con) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Craft (N/A) (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Decipher Script^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Diplomacy (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Disable Device^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Disguise (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Escape Artist* (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Forgery (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Gather Information (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Handle Animal^ (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Heal (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Hide* (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Intimidate (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Jump* (Str) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Arcana)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Arch & Eng)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Dungeon)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Geography)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (History)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Local)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Nature)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Nobility)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Psionics)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Religion)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (The Planes)^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Listen (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Martial Lore^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Move Silently* (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Open Lock^ (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Perform (N/A) (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Profession^ (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Psicraft^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Ride (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Search (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Sense Motive (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Sleight of Hand*^ (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Spellcraft^ (Int) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Spot (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Survival (Wis) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Swim* (Str) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Tumble*^ (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Use Magic Device^ (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Use Psionic Device^ (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Use Rope (Dex) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
*Skill suffers armor check penalty (Penalty is doubled for Swim)^Skill either cannot be used untrained or has limitations on untrained usage Equipment
Mundane Gear
Magical Gear
Valuables