Fighter Kit

Some of the most notorious gladiators in the world are the Punicus Grappling Gladiators from the Gladiator School of Demetris Rufus. Fighting only with spiked gloves, spiked elbow pads and spiked knee pads, these gladiators are almost invincible. The few times some have lost, it has been against ranged fighters or magic users (on the rare occasions such means have been allowed). In close combat, there are no known losses (with a few exeptions, as some fights have been private, featuring epic fighters from far parts of the world)

Ability requirements: STR 12, DEX 12, CON 12, WIS 12

A Punicus Grappling Gladiator begins with 4 WPs, and 2 bonus WPs which are automatically assigned to the Punicus Gladiator Grappling Fighting Style. Every third lvl (lvl 3, 6, 9 etc.) the gladiator recieves a new WP + a bonus WP which is assigned to his Fighting Style. Normal WPs can be assigned to anything, including his Fighting Style, so a lvl 9 Punicus Grappling Gladiator can have a maximum of 12 ranks in the Punicus Gladiator Grappling Fighting Style (which allows him to adjust his d20 roll by 12 on the chart, in addition to granting +12 hit and dmg to all his attacks).

Weapons: Proficient with any weapon
Spiked Gloves, Elbows and Knees add 1d3 dmg to strikes

Armor: Any (armor bonus is not cumulative with Grappling AC class bonus, with the exeption of bracers and helmets). Wearing light or no armor (bracers and/or iron collar counts as no armor, helmet as light armor) gives the grappler a +1 bonus on all attacks and +2 bonus on all opposed dex checks.

Grappler Bracers: AC+1
Grappler Helmet: AC+1
Grappler Iron Collar: AC+5 vs chokes only

Soft Style +1 damage, +1 attack bonus, +3 AC
Medium Style +1 damage, +3 attack bonus, +1 AC
Hard Style +3 damage, +1 attack bonus, +1 AC

Lvl Abilities
1 Punicus Gladiator Grappling Fighting Style (+1 attack, soft, medium or hard style)
Improved Grapple/Disarm (grappler is considered armed, no -4 penalty for disarming opponents)
2 +1 natural AC
3 WIS bonus added to AC
4 +1 natural AC
5 Evasion
6 +1 natural AC
7 Advanced Punicus Gladiator Grappling Fighting Style (+1 attack)
8 +1 natural AC
9 Fast movement (1.5* base speed)
10 +1 natural AC
11 Still mind (immune to all mind based spells)
12 +1 natural AC
Dwarf Traits (gain dwarven con bonus on saves)
13 Improved Evasion
14 +1 natural AC
15 Greater Insight – style works on opponents up to two sizes larger
16 +1 natural AC
17 Immovability – cannot be pushed back or thrown to the ground
18 +1 natural AC
19 Master Punicus Gladiator Grappling Fighting Style (+1 attack)
20 Roll with the punches – 1/2 damage from all physical attacks

Punicus Gladiator Grappling Fighting Style

This fighting style only works on opponents up to one size larger (any kind of opponent will do, as long as they have defined limbs/head etc), and is obly useable by the Punicus Grappling Gladiator Class. Do note that there are no called shots. You roll the d20, and adjust to the most desireable result depending on how many ranks you have in the fighting style (the more ranks you have, the further along the table you can adjust).

d20 -Dmg- KO% Name Special

20 -1- 5% *Ground Choke Victim must break free on next round (opposed dex check) or pass out for 1d4 rounds
19 -2- 5% *Ground Arm Lock Victim must break free on next round (opposed dex check) or arm will break:1d10 dmg
18 -3- 5% *Ground Leg Lock Victim must break free on next round (opposed dex check) or leg will break: 1d10 dmg
17 -0- 0% *Ground Mount Hold Victim is pinned, (opposed dex check to break free) -2 on all attack rolls, mounter has +2
16 -2- 0% *Ground Knee Mount Hold Victim is held (opposed dex check to break free) (+2 attack rolls)
15 -6- 30% *Ground Knee Strike
14 -5- 25% *Ground Elbow Strike
13 -4- 10% *Ground Fist Strike
12 -1- 5% Takedown Allows for Ground based attacks
11 -0- 0% Escape Lock Removes Locks (also works against wrestlers and overbearers)
10 -0- 0% Escape Hold Removes Holds (also works against wrestlers and overbearers)
09 -0- 0% Standup Allows for Standing attacks (instead of using a movement action to stand up)
08 -3- 5% **Standing Fist Strike
07 -4- 15% **Standing Elbow Strike
06 -5- 20% **Standing Knee Strike
05 -0- 0% **Standing Clinch Hold Victim is Held (+2 attack rolls)
04 -3- 15% **Standing Throw Allows for Standing Locks
03 -3- 5% ***Standing Leg Lock Victim must break free on next round (opposed dex check) or leg will break: 1d10 dmg
02 -2- 5% ***Standing Arm Lock Victim must break free on next round (opposed dex check) or arm will break:1d10 dmg
01 -1- 5% **Standing Choke Victim must break free on next round (opposed dex check) or pass out for 1d4 rounds

Note on Chokes: If the choke is not removed after the opponent passes out, he will die from loss of blood to the brain in 3 rounds.
Note on takedown: You can perform a takedown if you are on the ground and the opponent standing, bringing him down to ground level with you.

*Requires a successful Takedown first or both opponents already on the ground (if opponent is grounded, the grappler can automatically assume a grounded position too).
** Requires both opponents standing
*** Requires a successful Standing Throw first

When Held by a grappler, you roll an opposed dex check to get free (grapplers need a successful Escape Hold)
When Locked by a grappler, you roll an opposed dex check to get free (grapplers need a successful Escape Lock)
When Choked by a grappler, you roll an opposed dex check to get free (grapplers have no special moves to get out of chokes)

Damage: All Strikes (assuming spiked equipment is worn) and breaks are real dmg. Chokes, Locks, Holds, Throw and Takedowns are subdual damage

Leave a Reply

You must be logged in to post a comment.