Seeker Abilities and Spells (Gladiator Studies):

Modification-Point Cost: 2

Taps into the abilities of this class. Once this has been purchased, a character can then proceed to purchase "Abilities".

 

Prerequisites for this class:

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

 

%Roll: Abilities: 7

01-15:   Adrenaline Surge             (Ability) (Modification-Point cost: 2)

16-30:   Bash                                  (Ability) (Modification-Point cost: 2)

31-44:   Combat Moral                  (Ability) (Modification-Point cost: 2)

45-58:   Gladiator's Kick (Minor) (Ability) (Modification-Point cost: 2)

59-72:   Shield Mastery                 (Ability) (Modification-Point cost: 2)

73-86:   Shield Wall                        (Ability) (Modification-Point cost: 4)

87-00:   Shroud                               (Ability) (Modification-Point cost: 2)

 

Adrenaline Surge (Seeker Ability (levels 0 - 5) Return to top

Take only 1/2 the normal damage from physical weapons (rounded down).

Feel no pain for the Duration of this ability.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability Preparation: See: "Hand Movement".
Ability-points to invoke:

2

Area of Effect:

Gladiator only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1-D4 turns (+1 -4 turns per 10 levels advanced).

Effect Time:

Instant.

Explanation:

While this ability is in effect, you will take only 1/2 the normal damage from physical weapons to the flesh (rounded down).

 

You will also no feel the pain of wounds.

 

See: "Special".

Hand Movement:

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Yes: 2-Hands. You will strike your weapon upon the surface of your shield five times.

Healing:

None.

Immunities:

None.

Invoke Time:

1 turn (5 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

Gladiator only.

Resting Time:

None.

Special:

There will be a 1% chance (x the level of the Gladiator) of becoming focused beyond normal. When this happens, the Gladiator will gain 1 additional attack per turn, or 1 addition ability invoked per turn (if the ability is Instant.

Susceptibilities:

None.

Value:

2,000 white-gold

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Bash (Seeker Ability (levels 0 - 5) Return to top

Use your shield as a miniature battering ram.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

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

1 space (5'), (just as a weapon has a range, to does the shield you carry.

 

See: "Notes".

Avoidance-Roll:

None.

Damage:

1-D20 (+ 1-D6 per 2 levels advanced).

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

While this ability is in effect, your shield will cause damage per strike, but will also act as a very minor battering ram, in that it has the ability to give you 4 chances, instead of the normal 2 in breaking in doors.

Hand Movement:

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Only in that you hold the shield so that it can be used for either purpose.

Healing:

None.

Immunities:

None.

Invoke Time:

1 turn (5 seconds).

Maximum Adjustment:

Instant.

Notes:

The G.M. may increase the shield's "Area of Effect" if the holder is much taller than normal (i.e., Leviathan race).

Range:

Gladiator only.

Resting Time:

None.

Special:

None.

Susceptibilities: x2 damage vs. Animated Class creatures.
Value:

2,000 white-gold

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Combat Moral (Seeker Ability (levels 0 - 5) Return to top

Increases you and your defensive and offensive abilities while ally’s are near.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

1 per offensive / defensive adjustment.

Ability Preparation:

Have a shield on your arm.

Area of Effect:

All allies within sight of the Gladiator ("Awareness" = the spaces out all the way about you).

Avoidance-Roll:

None.

Damage:

None.

Duration:

One battle.

Effect Time:

Instant.

Explanation:

For every ally fighting along side the Gladiator, there will be a +1 added to attacks and defensive rolls, including the avoidance-rolls vs. "Sudden-Death" and "Annihilation-Strike".

Hand Movement:

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Only in that you hold the shield so that it can be used for either purpose.

Healing:

None.

Immunities:

None.

Invoke Time:

1 turn (5 seconds).

Maximum Adjustment:

+20

Notes:

The G.M. may increase the shield's "Area of Effect" if the holder is much taller than normal (i.e., Leviathan race).

Range:

Gladiator only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

2,000 white-gold

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Gladiator's Kick (Seeker Ability (levels 0 - 5) Return to top

Front thrust kick that can knock down an opponent.

 

Modification-Point Cost (M.P.C.) : 2

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 Adventurer Ability, "Gladiator's Kick".

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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Shield Mastery (Seeker Ability (levels 0 - 5) Return to top

Increases your defensive abilities with a shield.

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2 Passive ability that is always in effect. Each time combat begins, 2 Ability-Points will be expended. If you do not have Ability-Points at that time, this ability will not take effect.

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

Gladiator only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent while holding shield.

Effect Time:

Instant.

Explanation:

Increases your defensive rolls when blocking by +1 (+1 per 5 levels advanced).

Hand Movement:

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Only that you be hold a shield.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

+20

Notes:

None.

Range:

Shield only.

Resting Time:

None.

Special:

None.

Susceptibilities: None.
Value:

2,000 white-gold

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Shield Wall (Seeker Ability (levels 0 - 5) Return to top

Create a wall of defense, which increases the defensive of those holding a shield beside you.

 

Modification-Point Cost (M.P.C.) : 4

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

Ability-points to invoke:

2 per turn.

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

Gladiator + others with shields.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

To successfully invoke this Defense, you, the Gladiator, must have others who not only have shield, but will to do exactly as you command.

 

Only 1 need be a Gladiator, but the Gladiator must have a shield onn his or her arm. In fact, there needs be only one Gladiator as close to the wall of shields center to effectively pull off this defensive strategem.

 

Effects of Shield Wall:

1. Defense will be increased by 1 point per level of the Gladiator.

2. Strength will be increased by +1 per level of the Gladiator.

3. Shield disarming abilities, powers and spells will have a 50%

    chance of failure (+1% per 2 levels of the Gladiator.

 

G.M.:

Others may participate in Shield Wall, benefitting from the Gladiator's ability, but MUST HEED THE COMMANDS AND INSTRUCTIONS of the Gladiator presnent.

 

If one breaks rank, he or she will become the weak link in the shield formation, losing the "Effects of Shield Wall" for those connected on the side the Gladiator is not on.

 

Important:

While preforming Shield Wall, none but a Gladiator can attack, considerting the attack is one-handed.

Hand Movement:

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None.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

91% chance.

Notes:

None.

Range:

Gladiator and others with a shield only.

Resting Time:

None.

Special:

While Shield Wall is in effect, the Damage-Reduction of every shield will double (the Grade of the shield is not included).

Susceptibilities: None.
Value:

2,000 white-gold

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Shroud (Seeker Ability (levels 0 - 5) Return to top

Use your cape-guard as a protective shielding.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

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

The space the Gladiator is within.

Avoidance-Roll:

Yes: Win initiative with your attacker (on your attacker's turn).

Damage:

None.

Duration:

1-D4 turns (+ 1-D4 turns per 10 levels advanced).

Effect Time:

Instant.

 

Note:

Invoking this ability is like parrying or dodging the attack of another.

Explanation:

To successfully invoke Shroud, the Gladiator must crouch down low and win initiative with his or her attacker. If you win the initiative, you will pull your cape-guard over you, possible turning each strike of your foe's weapon.

 

Each time your foe's attempts to strike you, you may DODGE as normal. If you fail to dodge, there will be a 20% chance of your cape-guard turning the weapon-strike (+1% per 5 levels advanced.

 

If this ability fails, your cape-guard will still act as a protective shielding, as any capre-guard would, taking damage, reducing weapon damage and even turning strike (as the special abilities of armor commonly does).

 

While in this defensive stance, you may only attack every other turn (beginning with the turn after you invoke Shroud).

Hand Movement:

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With one hand, you will grip your cape-guard and pull it about and over you.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

86% chance.

Notes:

None.

Range:

Gladiator only.

Resting Time:

None.

Special:

None.

Susceptibilities: Attacks that come from beneath.
Value:

2,000 white-gold

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