Adventurer Abilities (Gladiator):

Prerequisites for this class:

Seeker Abilities: "Armor Proficiency" (purchase 1 Armor (any), 1 cape-guard and 1 shield).
                             "Basic Defense / Offense"

 

%Roll:   Abilities: 7

01-15:     Dance of the Gladiator (Ability) (Modification-Point cost 5)

16-30:     Flash of the Blade         (Ability) (Modification-Point cost10)

31-44:     Foe Bane                       (Ability) (Modification-Point cost 10)

45-58:     Foe Mastery                  (Ability) (Modification-Point cost 20)

59-72:     Gladiator's Kick            (Ability) (Modification-Point cost 8)

73-86:     Knock Back                   (Ability) (Modification-Point cost 8)

87-00:     Solidity                           (Ability) (Modification-Point cost 10)

 

 

 

Dance of the Gladiator (Adventure Ability (levels 6+) Return to top

Increases defense and avoidance-rolls. This ability can be purchased multiple times.

 

Modification-Point Cost (M.P.C.) : 5

Prerequisites --------------------------- : Gladiator.

Ability Preparation: See: "Hand Movement".
Ability-points to invoke: None. Passive ability that is always in effect.
Area of Effect:

Gladiator

Avoidance-Roll:

None.

Damage:

None.

Duration:

Passive ability that is always in effect.

Effect Time:

Passive ability that is always in effect.

Explanation:

+1 to all defensive and avoidance-rolls dealing with the physical body while fighting in a group, or during a contest at a gladiators arena.

Hand Movement:

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None.

Healing:

None.

Immunities:

None.

Invoke Time:

Passive ability that is always in effect.

Maximum Adjustment:

+23

Notes:

None.

Range:

Gladiator only.

Resting Time:

None.

Special:

None.

Susceptibilities: Not applicable.
Value:

5,000 white-gold

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Flash of the Blade (Adventurer Ability (levels 6+) Return to top

Adds damage to weapon-strike against an opponent.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Gladiator.

Ability-points to invoke:

5 (+ 1 additional Ability-Point per successful strike).

Ability Preparation: You must be wielding a weapon.
Area of Effect:

Gladiator’s weapon(s)

Avoidance-Roll:

None.

Damage:

+1-D6 per 3 levels advanced.

Duration:

1-D6 +1 turns

Effect Time:

Instant.

Explanation:

This ability will cause added damage to each and every successful weapon strike for the “Duration”.

Hand Movement:

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Only that you are wielding a weapon.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Gladiator only.

Resting Time:

None.

Special:

None.

Susceptibilities: None.
Value:

10,000 white-gold

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Foe Bane (Adventurer Ability (levels 6+) Return to top

Subtracts damage from a foes weapon-strikes against you.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Gladiator.

Ability-points to invoke:

5 per successful strike.

Ability Preparation: None.
Area of Effect:

Foe’s weapons.

Avoidance-Roll:

None.

Damage:

None.

Duration:

One battle.

Effect Time:

Instant.

Explanation:

This ability will negate 1-D6 damage per 3 levels advanced from each and every successful physical weapon strike your foe deals out against you for the “Duration”.

Hand Movement:

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None.

Healing:

None.

Immunities:

Only physical weapons are effected by this ability (i.e., Ethereal, Omen, Spirit, Substance blades are not effected by the power of this ability.

Invoke Time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Any weapon that physically strikes the Gladiator.

Resting Time:

None.

Special:

None.

Susceptibilities: Not applicable.
Value:

10,000 white-gold

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Foe Mastery (Adventurer Ability (levels 6+) Return to top

Adds permanent damage to weapon-strikes against a single creature that the Gladiator has studied.

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Gladiator.

Ability-points to invoke:

None.

Ability Preparation: Only that you purchase (with Modification-Points) the knowlege of a creature.
Area of Effect:

One specific breed of creature within a species.

Avoidance-Roll:

None.

Damage:

Added 1-D6 per 3 levels advanced.

Duration:

1-D6 +1 turns.

Effect Time:

Instant.

Explanation:

This ability will add 1-D6 damage per 5 levels advanced against a foe that you have studied (must be a specific breed within a species).

 

Note:

See: "Creature Studies" and the costs for learning a creature.

Hand Movement:

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None.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Gladiator only.

Resting Time:

None.

Special:

None.

Susceptibilities: Not applicable.
Value:

20,000 white-gold

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Gladiator's Kick (Adventurer Ability (levels 6+) Return to top

Front thrust kick that can knock down an opponent.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Gladiator.

Ability-points to invoke:

2

Ability Preparation:

None.

Area of Effect:

1 targeted creature.

Avoidance-Roll:

Yes: Pit your strength vs. your target's coordination if you successfully connect with a Gladiator's Kick that causes a minimum of 50% damage.

Damage:

1-D6 (+ 1-D6 per 2 levels advanced).

 

This ability stacks with the Seeker Ability, "Gladiator's Kick (Minor)".

Duration:

Instant (the duration is for just 1 kick, whether you miss or not).

Effect Time:

Instant.

Explanation:

The Gladiator will perform a front thrust kick. This kick causes increased damage as the Gladiator rises in levels. It can also be devastational to an opponent, causing it to fall.

 

If 50%+ kick damage is inflicted, and your target fails the "Avoidance-Roll" (is forced to the ground), roll on "Combat, Chance of Falling During:" in the Basic Rules Book.

 

If a creature is knocked (forced) to the ground, it must get up, thus it must win an initiative with you on its turn, or it cannot attack (it must defend again).

 

An attack-roll of 01-02 is always considered as a fall, with the exception of four-legged and levitating/flying creatures. This is the exception to this rule. The Gladiator can knock this type of foe down, forcing it to be subject to the rule of the obove linked chart.

Hand Movement:

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None.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

4-D6 (this ability stacks with the Adventure Ability "Gladiator's kick").

Notes:

None.

Range:

1 creature within kicking range.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

600 white-gold

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Knock Back (Adventurer Ability (levels 6+) Return to top

Knocks a foe back during combat, possibly gaining one extra strike.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Gladiator.

Ability-points to invoke:

4 per turn.

Ability Preparation: Have a shield on your arm.
Area of Effect:

One creature per shield strike

Avoidance-Roll:

Pit Strength vs. your foe’s Strength and win to preform a successful knock-back.

 

Note:

You may Knock-Back more than one foe, but you must pit your Strength vs. each of your foe’s Strength, and win, to gain the additional strike.

 

See: "Explanation".

Damage:

None. See: "Explanation".

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

While in battle, and while a foe is standing in any space connecting to the space you stand upon, after knocking that foe back, you may strike your enmy once, as if they were retreating by beating them in an initiative roll.

 

Example:

You successfully pit your strength vs. your opponent's strength, thus knocking them back out of striking range. As when an enemy breaks contact with you, if you win an initiative roll against your foe, you may have one offensive weapon strike against that foe.

 

If you possess the Divine Favor, "Spirit of Battle" "Spirit of War", or "Spirit of the War`Wind Fall", you may strike one, two, or three foes (but never the same foe more than once.

Hand Movement:

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Only that you attack your opponent.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Any foe within shield-strike range.

Resting Time:

None.

Special:

None.

Susceptibilities: None.
Value:

8,000 white-gold

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Solidity (Adventurer Ability (levels 6+) Return to top

Less likely to be thrown off balance by a physical attack.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Gladiator.

Ability-points to invoke:

5

Ability Preparation: Be wearing a capeguard.
Area of Effect:

Gladiator only.

Avoidance-Roll:

Pit Strength vs. your foe’s Strength and win to succeed.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

This ability will be a defense against being run down and thrown back, or to the ground by a forceful attack. If you win the Strength vs. Strength, an ability, or a physical exertion meant to throw you down, or knock you back, will fail against you.

Hand Movement:

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None.

Healing:

None.

Immunities:

A foe with x2 or greater than your own Strength cannot be thwarted by using this ability.

Invoke Time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5')

Resting Time:

None.

Special:

None.

Susceptibilities: You must know your opponent is upon you, or this ability cannot work. Also, this ability will not work against surprise attacks.
Value:

10,000 white-gold

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