3E Skylis Rules
Chapter 3: Classes.
Prestige Classes
ANDABATAR
Arena GladiatorIn the fledgeling years of the Sovereign of Soth, the old-even-then Kir'Ansh arena was a celebrated place of combat, where warriors would compete for the enjoyment and adoration of the cheering crowd. Centuries later, the annual Kir'Ansh tournament is now the largest and most anticipated combat competition in the world. People come from all across the land to witness as hundreds of competitors fight their way for a chance in the final match, where a single Kir'Ansh Prima'Andabatar, or Champion Gladiator, will be chosen by rite of combat. And magic.
Almost more remarkable than the tourney itself, the Kir'Ansh is entirely non-lethal, with strict enforcement thereof. This does not diminish the intensity of the competition, however, and allows for a wide cast of recurring characters and personalities to return year after year, to the pleasure of the crowds. The Kir'Ansh gladiator, or Andabatar, is not only a student of physical combat, he is also part magician, part showman and a little rogue. The Andabatar prefers not only winning, but winning with style. And without killing.
When not competing in the Kir'Ansh during the rest of the year, the arena gladiator is either participating in smaller events, or training intesively, or adventuring in order to pick up new tricks. Some parley their fame into comfortable and lucrative employment, but most feel that such endeavours dull their "edge." Either way, it would be considered unwise to confront an arena gladiator. Especially when there is a crowd watching.
ANDABATAR Lvl Base Att Fort/Ref/Will Class Features Spells/Day, Spells Known 0 1 2 3 1 +1 +1/+1/+1 Study Opponent +1; Will to Win, 1/day - - - - 2 +2 +1/+2/+1 Improved Feint 0 - - - 3 +3 +2/+2/+1 Damage Control 1 - - - 4 +4 +2/+2/+2 Exhaust Opponent 1 0 - - 5 +5 +2/+3/+2 Roar of the Crowd 1 1 - - 6 +6 +3/+3/+2 Bonus Feat 2 1 0 - 7 +7 +3/+3/+3 The Crowd Goes Wild +1 2 1 1 - 8 +8 +3/+4/+3 Evasion 2 2 1 0 9 +9 +4/+4/+3 Bonus Feat 2 2 1 1 10 +10 +4/+5/+4 The Crowd Goes Wild +2 3 2 2 1 11 +11 +5/+5/+4 Metamagic Feat 3 2 2 1 12 +12 +5/+6/+5 Bonus Feat 3 3 2 2 13 +13 +6/+6/+5 Study Opponent +2; Will to Win, 2/day 3 3 2 2 14 +14 +6/+7/+6 The Crowd Goes Wild +3 4 3 3 2 15 +15 +7/+7/+6 Bonus Feat 4 3 3 2 16 +16 +7/+8/+6 Metamagic Feat 4 3 3 3 17 +17 +8/+8/+7 Presence 4 3 3 3 18 +18 +8/+9/+8 Bonus Feat 4 3 3 3 19 +19 +9/+9/+9 The Crowd Goes Wild +4 4 3 3 3 20 +20 +10/+10/+10 Will to Win 3/day; Cast on the Fly 4 3 3 3 REQUIREMENTS
To qualify to become an andabatar, a character must fulfill the following criteria;
Alignment: Not Chaotic Evil.
Base Attack Bonus: +5.
Feats: Combat Casting, Combat Reflexes, Dodge.
Skills/Ranks: Concentration/3, Intimidate or Perform/3.
Other: 1000 gold to study for 1 month under the instruction of an Andabatar Master (Andabatar 11th+) and at least one competition in the Annual Kir'Ansh Gladiator's Open.CLASS SKILLS
The andabatar’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Tumble (Dex). See Chapter 4: Skills, PH for skill descriptions.
Skill Points at Each Level: 3 + Int modifier.
The following are the class features of the Andabatar Prestige class.
Weapon and Armor Proficiency: The andabatar is proficient in the use of all simple and martial weapons, as well as any type of armour or shield.
Spells (Sp): An andabatar casts arcane spells as a Sorcerer would. The arena gladiator has a specific spell list to choose from (which is detailed below). Upon gaining 2nd level, the character may choose one 0-level spell to know. At each level, the andabatar gains another spell of their choice, as indicated on the Spells/Day, Spells Known column of the class table. Note that a dash (-) on the spell lists indicates an unavailable spell level, but a zero (0) indicates an available spell level with the base number of Spells/Day and Spells Known set at zero. However, both Spells/day and Spells Known are modified by the character's Charisma bonus, as indicated in Table 1-1 of the Players Handbook. Aside from the limitations of Spell List, Spells/Day and Spells Known, all other rules for casting spells remain the same as the Sorcerer (see Sorcerer Class Features, page 50, PH) including no need to prepare, spell swapping, unusual spells, Charisma minimum and Difficulty class. For the purposes of determining Spell Caster Level, it is equal half of the levels attained in andabatar, rounded down, plus any previous arcane Caster Level.
Bonus Feats: All bonus feats listed in the Level Advancement table for the andabatar must be selected from Fighter's list.
Study Opponent: The arena gladiator learns, at 1st level, to become adept at spotting weaknesses in his foes’ fighting styles. If he takes an all-out defense action, the arena gladiator gains a dodge bonus to his AC against any single opponent who attacks him in melee combat that round. The dodge bonus begins the round after that opponent attacks the gladiator and last for the duration on the fight.
Will to Win: The lust for victory in the arena gladiator is so strong that sometimes it is the most powerful force that he ever feels. A number of times each day, the andabatar may choose to add a morale bonus of +20 to his saving throw. This must be declared beforehand, and all other (non-morale) bonuses would still apply. This ability can only be used when the gladiator is in combat, and not when they are caught flat-footed.
Improved Feint: At 2nd level, the andabatar learns sneaky tactics such as kicking dirt in a foe’s face, pretending to be badly wounded, or forcing an opponent to stare into the sun. He can use the feinting in combat Bluff technique on p.64 of the PH as a move-equivalent action.
Damage Control: The arena gladiator is able, starting at 3rd level, to control his normal melee attacks, normal missile attacks and attacks of opportunity with such expertise that these attacks can deal subdual damage instead of normal damage without any penalty to the attack roll. This ability must be declared before each attack.
Exhaust Opponent: ...
Roar of the Crowd: ... at least 25.
The Crowd Goes Wild: ...
Evasion: At 8th level, the andabatar gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. Evasion can only be used ifthe andabatar is wearing light armour or no armour. It is an extraordinary ability.
Metamagic Feat: At 11th level and 16th level, the andabatar may select any of the Metamagic Feats available to spellcasters (except Quicken Spell) listed on p.79 of the PH.
Presence: At 17th level, the adabatar is so experienced at playing to a crowd that he cannot help but have a certain presence when others perceive him. His Charisma score gains a permanent bonus of +1.
Cast on the Fly: At 20th level, the andabatar has become so familiar with his favourite spell that he gains a certain mastery of it. With this ability, he can cast 1 known spell at will (without verbal, somatic or material components), 1/day/Cha bonus. This does not count against the normal spells/day and Metamagic Feats cannot be used to affect the spell. Cast on the Fly is a spell-like ability that requires one partial-action to activate.Hit Die: d10.
SPELLS AVAILABLE 0 level: First Level Second Level Third Level
NOTES ON SPELLS
Preparing and Casting Spells: The andabatar follows the rules for preparing and casting spells as described for a Sorceror. Exceptions to this are Spells/Day, Spells Known and the Spell List. See Class Features for further details.
Caster Level: Half the andabatar levels attained, rounding down, plus any previous arcane Caster Level.The following class limitations and responsibilities must be observed by the andabatar.
Level Advancement: To advance in levels, the adabatar must defeat a foe in single combat, at the time of advancement, and without any outside assistance. At certain levels, the requirement increases in addition to this. To advance to 10th, he must have qualified for at least the second round. To advance to 15th he must have qualified for at least the final round. To advance to 20th he must have won the Kir'Ansh at least once. These additional requirements for advancement can be accomplished beforehand, unlike the single combat requirement.
Missile Weapons: Since the Kir'Ansh generally makes the use of missile weapons obsolete, the Andabatar receives no instruction in their use as part of his training. In fact, it may be perceived as cowardly for him to employ them at all. Although this is not an absolute rule, nor is there any associated penalty, there can be a social stigma against an andabatar who uses missile weapons.