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Saga Edition RPG Omnibus

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{{DISPLAYTITLE:Corporate Agent}}
{{DISPLAYTITLE:Gladiator}}<!--
{{Reference
|title1=Corporate Agent
|found_in = [[Knights of the Old Republic]] pg 41
|image1 = Swse_class_corporate_agent.jpg
}}
<div><!--
--><h2 id="atlarge" class="headline">Corporate Agent at Large</h2><!--


--><p class="single nomargin">Interstellar corporations hold a huge amount of power in all eras of play. In some regions, the corporations control enough systems to operate as the de facto government. However, most are spread across countless worlds throughout the galaxy. Their presence varies, ranging from near dominance of a local market, to only a single office, store, or facility. Major corporations have agents of their own, looking after company interests. These agents might specialize in security, fraud, exploration, administration, or many other aspects of management and production. They operate in the open or covertly, normally restricting their activities to keeping an eye on their own company, but corporations can use agents for corporate espionage or even sabotaging competitors.</p></div><!--
-->{{Reference
|title1=Gladiator
|found_in=[[Knights of the Old Republic]] pg
|image1=swse_class_gladiator.jpg
}}<!--


--><p class="single nomargin">Corporate agents might wield as much or more power than government agents. Some agents find that the company is their life. Indeed, with each promotion they might find that the company demands more and more of their time in exchange for increased status, power, and pay.</p><!--
--><div id="atlarge" class="topdiv"><!--


--><h2 class="headline">Gladiators at Large</h2><!--


--><p class="single nomargin">Though the most violent forms are officially banned in the Republic and on most civilized planets, gladiatorial combat remains an entertaining and lucrative combination of business and entertainment. In more civilized locales, such contests are held using nonlethal weapons-such as blasters on stun-with strict rules, resulting in a fight more like a sparring match than lethal combat. However, a more dangerous form of the sport f lourishes in underground matches and on the wilder planets of the galaxy. For instance, cantinas on the planet Taris host gladiator contests as entertainment, allowing spectators to gamble on the results. The contests might be to the death, but they are more often fought until one side is unconscious or unable to continue.</p><!--


--><p class="single nomargin">The gladiators have diverse backgrounds. Some are former soldiers looking to make a few credits using the only skills they have. Others are thrill seekers looking for fame and notoriety, as well as money. Still others have been captured, forced to fight and are looking to escape. The best of these fighters eventually go on to become professiona ls that are extremely good fighters and incredibly dangerous both in the arena and on the streets.</p><!--


--><div id="examples" class="spacer"><!--
--><h4 class="headline">Examples of Corporate Agents in Star Wars</h4><!--


--><p class="single nomargin">Fiolla of Lorrd, Haydel Goravvus, Jana Lorso, Odumin.</p></div><!--




--><div id="examples" class="spacer"><!--


--><h3 class="headline">Examples of Gladiators in Star Wars</h3><!--


-->{{clear}}<div id="traits"><!--
--><p class="single nomargin">Bendak Starkiller, Twitch.</p><!--
--><h2 class="headline">Class Rules &amp; Traits</h2>
 
{| class="wikitable tweek" style="width: 35%; float: right; margin: 0 0 1em .5em; font-size:small; line-height: 140%;"
--></div><!--
! colspan="3"|The Corporate Agent
 
 
 
 
--><div id="requirements" class="spacer"><!--
 
--><h3 class="headline">Requirements</h3><!--
 
--><p class="single nomargin">To qualify to become a gladiator, a character must fulfill the following criteria.</p><!--
 
--><p class="single nomargin">'''Minimum Level&colon;''' 7th.</p><!--
 
--><p class="single nomargin">'''Minimum Base Attack Bonus&colon;''' &#43;7.</p><!--
 
--><p class="single nomargin">'''Feats&colon;''' [[Improved&nbsp;Damage&nbsp;Threshold (feat)|Improved&nbsp;Damage&nbsp;Threshold]], [[Weapon_Proficiency_(feat)|Weapon&nbsp;Proficiency&nbsp;(advanced&nbsp;melee)]].</p><!--
 
--></div><!--
 
--></div><!--
 
 
 
 
-->{{clear}}<div id="traits" class="spacer"><!--
 
--><h2 class="headline">Class Rules &amp; Traits</h2><!--
 
-->
{| class="wikitable tweek" style="width: 30%; float: right; margin: 0 0 1em .5em; font-size:small; line-height: 140%;"
! colspan="3"|The Gladiator
|-
|-
! style="padding: 0 .5em; background-color: #dddddd; text-align: left;"|Level
! style="padding: 0 .5em; background-color: #dddddd; text-align: left;"|Level
Line 33: Line 61:
|-
|-
| style="padding: 0 .5em;"|1st
| style="padding: 0 .5em;"|1st
| style="padding: 0 .5em; text-align: center;"|&#43;0
| style="padding: 0 .5em; text-align: center;"|&#43;1
| style="padding: 0 .5em;"|Defense bonuses, Talent
| style="padding: 0 .5em;"|Defense bonuses, talent
|-
|-
| style="padding: 0 .5em; background-color: #dddddd;"|2nd
| style="padding: 0 .5em; background-color: #dddddd;"|2nd
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;1
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;2
| style="padding: 0 .5em; background-color: #dddddd;"|Executive Leadership (1&#47;encounter)
| style="padding: 0 .5em; background-color: #dddddd;"|Unflinching (1&#47;encounter)
|-
|-
| style="padding: 0 .5em;"|3rd
| style="padding: 0 .5em;"|3rd
| style="padding: 0 .5em; text-align: center;"|&#43;2
| style="padding: 0 .5em; text-align: center;"|&#43;3
| style="padding: 0 .5em;"|Talent
| style="padding: 0 .5em;"|Talent
|-
|-
| style="padding: 0 .5em; background-color: #dddddd;"|4th
| style="padding: 0 .5em; background-color: #dddddd;"|4th
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;3
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;4
| style="padding: 0 .5em; background-color: #dddddd;"|Executive Leadership (2&#47;encounter)
| style="padding: 0 .5em; background-color: #dddddd;"|Unflinching (2&#47;encounter)
|-
|-
| style="padding: 0 .5em;"|5th
| style="padding: 0 .5em;"|5th
| style="padding: 0 .5em; text-align: center;"|&#43;3
| style="padding: 0 .5em; text-align: center;"|&#43;5
| style="padding: 0 .5em;"|Talent
| style="padding: 0 .5em;"|Talent
|-
|-
| style="padding: 0 .5em; background-color: #dddddd;"|6th
| style="padding: 0 .5em; background-color: #dddddd;"|6th
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;4
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;6
| style="padding: 0 .5em; background-color: #dddddd;"|Executive Leadership (3&#47;encounter)
| style="padding: 0 .5em; background-color: #dddddd;"|Unflinching (3&#47;encounter)
|-
|-
| style="padding: 0 .5em;"|7th
| style="padding: 0 .5em;"|7th
| style="padding: 0 .5em; text-align: center;"|&#43;5
| style="padding: 0 .5em; text-align: center;"|&#43;7
| style="padding: 0 .5em;"|Talent
| style="padding: 0 .5em;"|Talent
|-
|-
| style="padding: 0 .5em; background-color: #dddddd;"|8th
| style="padding: 0 .5em; background-color: #dddddd;"|8th
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;6
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;8
| style="padding: 0 .5em; background-color: #dddddd;"|Executive Leadership (4&#47;encounter)
| style="padding: 0 .5em; background-color: #dddddd;"|Unflinching (4&#47;encounter)
|-
|-
| style="padding: 0 .5em;"|9th
| style="padding: 0 .5em;"|9th
| style="padding: 0 .5em; text-align: center;"|&#43;6
| style="padding: 0 .5em; text-align: center;"|&#43;9
| style="padding: 0 .5em;"|Talent
| style="padding: 0 .5em;"|Talent
|-
|-
| style="padding: 0 .5em; background-color: #dddddd;"|10th
| style="padding: 0 .5em; background-color: #dddddd;"|10th
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;7
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;"|&#43;10
| style="padding: 0 .5em; background-color: #dddddd;"|Executive Leadership (5&#47;encounter)
| style="padding: 0 .5em; background-color: #dddddd;"|Unflinching (5&#47;encounter)
|}
|}<!--
</div><!--
 
--><p class="single nomargin">Bounty hunters have the following traits.</p><!--
 
 
 
 
--><div id="hitpoints" class="spacer"><!--
 
--><h4 class="headline">Hit Points</h4><!--
 
--><p class="single nomargin">At each level, gladiators gain 1d10 [[hit&nbsp;point]]s &#43; their [[Constitution]] modifier.</p><!--
 
--></div><!--
 
 




--><div id="forcepoints" class="spacer"><!--


--><h4 class="headline">Force Points</h4><!--


--><div id="requirements" class="spacer"><!--
--><p class="single nomargin">Gladiators gain a number of [[Force&nbsp;point]]s equal to 6 &#43; one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.</p><!--
--><h4 class="headline">Requirements</h4><!--


--><p class="single nomargin">To qualify to become an class name, a character must fulfill the following criteria.{{newline}}'''Minimum Level&colon;''' 7th.</p><!--
--></div><!--


--><p class="single nomargin">'''Trained Skills&colon;''' Gather&nbsp;Information, Knowledge (bureaucracy).</p><!--


--><p class="single nomargin">'''Feats&colon;''' Skill&nbsp;Focus&nbsp;(Knowledge&nbsp;&#91;Bureaucracy&#93;).</p><!--


--><p class="single nomargin">'''Special&colon;''' Must be employed by a major interstellar corporation.</p></div><!--


--><div id="defense" class="spacer"><!--


--><h4 class="headline">Defense Bonuses</h4><!--


--><p class="single nomargin">At 1st level, you gain a &#43;4 class bonus to your [[Reflex&nbsp;Defense]] and a &#43;2 class bonus to your [[Fortitude&nbsp;Defense]].</p><!--


--><div id="hitpoints" class="spacer"><!--
--></div><!--
--><h4 class="headline">Hit Points</h4><!--


--><p class="single nomargin">At each level, corporate agents gain 1d8 [[hit point]]s &#43; their [[Constitution]] modifier.</p></div><!--






--><div id="talents" class="spacer"><!--


--><div id="forcepoints" class="spacer"><!--
--><h4 class="headline">Talents</h4><!--
--><h4 class="headline">Force Points</h4><!--


--><p class="single nomargin">Ace pilots gain a number of [[Force&nbsp;point]]s equal to 6 &#43; one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.</p></div><!--
--><p class="single nomargin">At every odd-numbered level (1st, 3rd, 5th, &hellip;), you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.</p><!--


-->
{{Tree-tablestart}}
{{Tree-armorspecialist}}
{{Tree-awareness}}
{{Tree-gladiatorialcombat}}
{{Tree-tableend}}<!--


--></div><!--




--><div id="defense" class="spacer"><!--
--><h4 class="headline">Defense Bonuses</h4><!--


--><p class="single nomargin">At 1st level, you gain a &#43;2 class bonus to your [[Reflex&nbsp;Defense]] and a &#43;4 class bonus to your [[Will&nbsp;Defense]].</p></div><!--


--><div id="unflinching" class="spacer"><!--


--><h4 class="headline">Unflinching</h4><!--


--><p class="single nomargin">At 2nd level your training as a gladiator has made you very difficult to intimidate or deter. Once per encounter, you may add your gladiator level to your Fortitude Defense (and damage threshold) or [[Will&nbsp;Defense]] until the start of your next turn as a [[reaction]]&semi; you choose which defense to apply the bonus to when you use the ability, but you must declare the use of this feature before you know the outcome of the effect tarrgeting you. At each even-numbered class level thereafter, you gain one additional use of this ability per encounter.</p></div><!--


--><div id="employment" class="spacer"><!--
--><h4 class="headline">Employment Required</h4><!--


--><p class="single nomargin">You must retain employment by a major interstellar Corporation to gain new levels of corporate agent. If you leave the company for any reason, you cannot take additional corporate agent levels until you join a new one.</p></div><!--




--><div id="sidebars" class="spacer"><!--


-->{{sidebarleft|color=#ffdddd|headline=Gladitorial Combat Circuit|text1=<p class="single nomargin">Gladiatorial combat and formalized duels are popular spectator sports in much of the galaxy, particularly the Outer Rim planets and planets outside Republic control. Whether they are f ights to the death, or the more common fight to first blood or unconsciousness, these displays of combat attract spectators far and wide, particularly over secured video links. Profits are generated through ticket sales, but more money comes from gambling. Promoters secure both the combatants and the profits taken on the contest.</p><!--


--><div id="talents" class="spacer"><!--
--><p class="single nomargin">{{indent}}The size and type of arena varies by planet, and most permanent facilities employ a number of regulars to fight among themselves, or against challengers from other worlds. Some contestants travel from arena to arena and world to world, following an informal circuit of legitimate and underground facil ities. The legality of such combat varies drastically from planet to planet.</p><!--
--><h4 class="headline">Talents</h4><!--


--><p class="single nomargin">At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.</p>
--><p class="single nomargin">{{indent}}One of the better-known dueling arenas is run by Ajuur the Hutt through the Upper City Cantina on the planet Taris. Through much of this era, Ajuur can be found arranging battles, no matter the state of the planet, or who is in charge of it. He pays well for skilled combatants, and is willing to take a chance on newcomers. For most battles, he sticks to the laws of Taris. However, he arranges fights to the death if he believes it might bring in enough credits to be worth the risk.</p>}}<!--
{{Tree-tablestart}}
 
{{Tree-corporatepower}}
-->{{sidebar|color=#ffdddd|headline=Crowd Response|text1=<p class="single nomargin">Crowds of spectators at a gladiatorial contest or duel can have a noticeable influence on the outcome of the event. Positive crowd responses give bonuses, and negative responses result in penalties to combatants. A character can attempt to gain crowd support through his or her actions, mannerisms and combat prowess. Likewise, they can lose support through unpopular moves or poor fighting skills.</p><!--
{{Tree-leadership}}
 
{{Tree-lineage}}
--><p class="single nomargin">{{indent}}Crowd attitudes follow the same attitude steps as the [[Persuasion]] skill. At the start of a contest, the Gamemaster determines the attitude of the crowd toward each participant, supporting some while opposing others. Their attitude shifts when a character is reduced to 0 [[hit&nbsp;point]]s or the bottom of the [[condition&nbsp;track]], or in response to combatant actions and attempts to sway the crowd.</p><!--
{{Tree-tableend}}
<!--


--><p class="single nomargin">{{indent}}To sway a crowd, a participant must make a DC 25 Persuasion check, with applicable adjustments for the crowd&rsquo;s current attitude as specified for the Persuasion skill. If successful, the crowd moves one step in the fighter&rsquo;s favor. Gamemasters can apply other modifiers to the crowd response DC for additional circumstances, such as a favorite champion, hated opponent, or partisan crowd.</p><!--


--><p class="single nomargin">{{indent}}Characters reducing an opponent to 0 hit points or the bottom of the condition track also move the crowd one step in their favor.</p><!--


--><p class="single nomargin">{{indent}}Crowd response grants a bonus or penalty to one attack each round to each combatant. Characters whom the crowd regards as helpful gain a &#43;2 morale bonus. Those regarded as friendly gain a &#43;1 morale bonus instead. Indifferent grants no bonus or penalty. Unfriendly gives a &#8722;1 morale penalty, and hostile results in a &#8722;2 morale penalty.</p>}}<!--


--><div id="executive" class="spacer"><!--
--></div><!--
--><h4 class="headline">Executive Leadership</h4><!--


--><p class="single nomargin">As a [[swift&nbsp;action]], as many times an encounter equal to half your corporate agent level, you can grant an ally within line of sight a temporary boost to their speed, attacks, or defenses. Until the end of their turn they can gain one of the following benefits (your choice)&colon; increase base speed by 2 squares, a &#43;2 morale bonus to attack rolls, or a &#43;2 morale bonus to all defenses.</p></div><!--
--></div><!--





Latest revision as of 22:25, 19 July 2025

Gladiators at Large

Though the most violent forms are officially banned in the Republic and on most civilized planets, gladiatorial combat remains an entertaining and lucrative combination of business and entertainment. In more civilized locales, such contests are held using nonlethal weapons-such as blasters on stun-with strict rules, resulting in a fight more like a sparring match than lethal combat. However, a more dangerous form of the sport f lourishes in underground matches and on the wilder planets of the galaxy. For instance, cantinas on the planet Taris host gladiator contests as entertainment, allowing spectators to gamble on the results. The contests might be to the death, but they are more often fought until one side is unconscious or unable to continue.

The gladiators have diverse backgrounds. Some are former soldiers looking to make a few credits using the only skills they have. Others are thrill seekers looking for fame and notoriety, as well as money. Still others have been captured, forced to fight and are looking to escape. The best of these fighters eventually go on to become professiona ls that are extremely good fighters and incredibly dangerous both in the arena and on the streets.

Examples of Gladiators in Star Wars

Bendak Starkiller, Twitch.

Requirements

To qualify to become a gladiator, a character must fulfill the following criteria.

Minimum Level: 7th.

Minimum Base Attack Bonus: +7.

Feats: Improved Damage Threshold, Weapon Proficiency (advanced melee).

Class Rules & Traits

The Gladiator
Level BAB Class Features
1st +1 Defense bonuses, talent
2nd +2 Unflinching (1/encounter)
3rd +3 Talent
4th +4 Unflinching (2/encounter)
5th +5 Talent
6th +6 Unflinching (3/encounter)
7th +7 Talent
8th +8 Unflinching (4/encounter)
9th +9 Talent
10th +10 Unflinching (5/encounter)

Bounty hunters have the following traits.

Hit Points

At each level, gladiators gain 1d10 hit points + their Constitution modifier.

Force Points

Gladiators gain a number of Force points equal to 6 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.

Defense Bonuses

At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.

Talents

At every odd-numbered level (1st, 3rd, 5th, …), you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.

Talent Tree Talents
Armor Specialist Armor Mastery, Armored Defense, Improved Armored Defense, Juggernaut, Second Skin, Shield Expert
Awareness Acute Senses, Expert Tracker, Improved Initiative, Keen Shot, Reset Initiative, Uncanny Dodge I, Uncanny Dodge II, Weak Point
Gladiatorial Combat Brutal Attack, Call Out, Distracting Attack, Exotic Weapons Master, Lockdown Strike, Multiattack Proficiency (exotic), Personal Vendetta, Unstoppable

Unflinching

At 2nd level your training as a gladiator has made you very difficult to intimidate or deter. Once per encounter, you may add your gladiator level to your Fortitude Defense (and damage threshold) or Will Defense until the start of your next turn as a reaction; you choose which defense to apply the bonus to when you use the ability, but you must declare the use of this feature before you know the outcome of the effect tarrgeting you. At each even-numbered class level thereafter, you gain one additional use of this ability per encounter.