Gladiator
Spectacle fighting has been around for centuries. People love to watch combatants tear each other apart and pay well to watch evenly-matched opponents go toe-to-toe. The arenas in large cities play to crowds of thousands, but go anywhere and you will find a fighting pit dug into the ground or a ring sketched in with posts and ropes somewhere in the community.
You cut your teeth fighting for coin. Likely you started alongside other inexperienced hopefuls, and you saw in your early battles as many victories as defeats. But whether you won or lost, you learned something and used that experience to develop your skills and find the tactics that work best for you.
The one crucial thing you learned, though, was that how you won didn’t matter, as long as you walked away from the fight and left your opponent in the mud. If victory depends on throwing sand in your foe’s eyes, feigning an injury to make your opponent overconfident, or pulling some other kind of dirty trick, you do it. A win is a win.
Level 3 Gladiator
Attributes: Increase two attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Dastardly Trick: While you are not injured, you impose 1 bane on rolls to attack you.
Fight Dirty: You roll to attack with 1 boon for each of the following criteria that apply to that target: the target is affected by the hinder action, the target is injured, the target has one affliction or more.
Level 4 Gladiator
Health: +12, Bonus Damage: +1d6
Battle Performance: When you make use of an attack option that would compare the result of your roll to one of the target’s attribute scores + 5, you merely need to equal or exceed the target’s attribute score.
Level 6 Gladiator
Health: +12, Bonus Damage: +1d6
Feign Weakness: You can use this talent when you take damage from an attack. Reduce the damage by 2d6 (minimum 0) and then become vulnerable until the start of your next turn. If an enemy attacks you before this effect ends, you can use a reaction to attack that enemy and this attack deals an extra 2d6 damage. Once you use this talent, you lose access to it for 1 minute.
Level 9 Gladiator
Health: +12, Bonus Damage: +1d6
Underhanded Strike: When you get a critical success on a roll to attack and you rolled with at least 1 boon, the target makes an Intellect roll with a number of banes equal to the number of boons you had on your roll. On a failure, the target suffers one of the following effects:
- The target becomes vulnerable (luck ends).
- The target becomes blinded until the end of your next turn.
- The target falls prone and cannot stand up (luck ends).