Pathfinder Society
menutop

Discuss the Pathfinder Roleplaying Game on our messageboards.

Purchase the Pathfinder Core Rulebook or Bestiary.

Need to report a problem? Please let us know by posting in this thread.

Coliseum

Whether exotic warriors hired to perform as entertainers or skilled criminals forced to fight for survival, the combatants of coliseums face dire threats for the enjoyment of throngs of spectators. Such characters might serve a variety of roles, and one day's allies might be the next day's opponents. In all cases, these characters live to do battle and survive only by their brutality and skill, spreading blood upon arena sands, prison yards, or savage battlefields, or wherever they pass.

Gladiator CR 5

XP 1,600

Human barbarian 3/fighter 3

N Medium humanoid

Init +3; Senses Perception +10

Defense

AC 21, touch 12, flat-footed 17 (+7 armor, +3 Dex, +1 dodge, –2 rage, +2 shield)

hp 57 (6 HD; 3d12+3d10+21)

Fort +9, Ref +5, Will +5; +1 vs. fear

Defensive Abilities bravery +1, trap sense +1, uncanny dodge

Offense

Speed 40 ft.

Melee mwk trident +13/+8 (1d8+5) or mwk trident +11/+6 (1d8+5) and +1 light steel shield with mwk shield spikes +10 (1d6+5)

Ranged mwk trident +11 (1d8+5) or javelin +9 (1d6+5)

Special Attacks rage (9 rounds/day), rage powers (knockback)

Tactics

Base Statistics When not raging, the gladiator has AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 dodge, +2 shield); hp 45; Fort +7, Will +3; Melee mwk trident +11/+6 (1d8+3) or mwk trident +9/+4 (1d8+3) and +1 light steel shield with mwk shield spikes +8 (1d6+3); Ranged mwk trident +11 (1d8+3) or javelin +9 (1d6+3); Str 16, Con 13; CMB +9; CMD 23; Skills Climb +6, Swim +6

Statistics

Str 20, Dex 16, Con 17, Int 8, Wis 12, Cha 10

Base Atk +6; CMB +11; CMD 25

Feats Dodge, Double Slice, Improved Shield Bash, Shield Focus, Two-Weapon Fighting, Weapon Focus (trident)

Skills Acrobatics +10 (+14 jump), Climb +8, Intimidate +5, Perception +10, Swim +8

Languages Common

SQ armor training 1, fast movement

Gear +1 breastplate, +1 light steel shield with masterwork shield spikes, javelins (5), masterwork trident, 1 gp

Boon Gladiators can provide free access to the arena even after hours and can help PCs purchase non-magical exotic weapons at a 10% discount.

Gladiators are as varied in their combat styles as are the nations of their birth, but all seek to trade blood for gold and glory. Many emphasize quickness and defense over brute strength, sizing up their foe before leaping into a blood fury with sword and shield. Gladiators can be used as bodyguards, riot police in a city, or elite military skirmishers. Replacing Dodge with Exotic Weapon Proficency creates an exotic weapon master. Outside the arena, gladiators are rarely found without a pair of drunkards to help celebrate their latest victory (CR 6).

Beast Master CR 6

XP 2,400

Human ranger 7

N Medium humanoid

Init +1; Senses Perception +11

Defense

AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)

hp 59 (7d10+21)

Fort +7, Ref +6, Will +3

Offense

Speed 30 ft.

Melee +1 warhammer +12/+7 (1d8+5/×3) or +1 warhammer +10/+5 (1d8+5/×3) and +1 handaxe +10/+5 (1d6+5/×3)

Ranged composite longbow +8/+3 (1d8/×3)

Special Attacks favored enemy (humanoid [human] +4, animal +2)

Ranger Spells Prepared (CL 4th; concentration +5)

1st—longstrider, speak with animals

Statistics

Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8

Base Atk +7; CMB +11; CMD 22

Feats Diehard, Double Slice, Endurance, Improved Two-Weapon Fighting, Lunge, Step Up, Two-Weapon Defense, Two-Weapon Fighting

Skills Climb +11, Handle Animal +9, Heal +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +11, Ride +10, Stealth +10, Survival +11 (+14 to follow tracks), Swim +10

Languages Common

SQ favored terrain (urban +2), hunter's bond (animal companion), track +3, wild empathy +6, woodland stride

Gear +1 chain shirt, +1 handaxe, +1 warhammer, composite longbow with 20 arrows, 26 gp

Boon Beast masters can assist the PCs for the duration of a single hunt of a humanoid or animal target.

Beast masters are exotic warriors and beast-tamers who delight the crowds with the help of their wild accomplices, as they are matched in tandem against larger beasts. This often ends poorly for their animal companion, but there are always more beasts to tame and train. Beast masters can be used as lower-level bounty hunters (fighting with paired saps), royal gamekeepers, or big game hunters in the wild.

Typical animal companions for beast master gladiators include apes, bears, big cats, crocodiles, dinosaurs, hyenas, monitor lizards, rhinoceroses, and wolves. Beast masters mounted on roc animal companions can make an elite aerial strike force.

Beast masters and their animal companion may be encountered alone, hunting or simply swapping stories with a monster hunter and a trapper (CR 8), or as a trio working with a bounty hunter (CR 12).

Champion CR 9

XP 6,400

Human barbarian 5/fighter 5

CN Medium humanoid

Init +2; Senses Perception +4

Defense

AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, –2 rage)

hp 105 (10 HD; 5d12+5d10+45)

Fort +12, Ref +4, Will +4; +1 vs. fear

Defensive Abilities bravery +1, improved uncanny dodge, trap sense +1

Offense

Speed 40 ft.

Melee +1 adamantine vicious greatsword +19/+14 (2d6+13/17–20 plus 2d6 vicious) or spiked gauntlet +16/+11 (1d3+6)

Ranged javelin +12 (1d6+6)

Special Attacks rage (14 rounds/day), rage powers (intimidating glare, strength surge +5), weapon training (heavy blades +1)

Tactics

Base Statistics When not raging, the champion has AC 19, touch 12, flat-footed 17; hp 85; Fort +10, Will +2; Melee +1 adamantine vicious greatsword +17/+12 (2d6+10/17–20 plus 2d6 vicious) or spiked gauntlet +14/+9 (1d3+4); Ranged javelin +12 (1d6+4); Str 18, Con 14; CMB +14 (+18 sunder); CMD 26 (28 vs. sunder); Skills Climb +8, Swim +7

Statistics

Str 22, Dex 14, Con 18, Int 8, Wis 10, Cha 12

Base Atk +10; CMB +16 (+20 sunder); CMD 28 (30 vs. sunder)

Feats Dazzling Display, Greater Sunder, Improved Critical (greatsword), Improved Sunder, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greatsword), Weapon Specialization (greatsword)

Skills Acrobatics +13 (+17 jump), Climb +10, Handle Animal +5, Intimidate +18 (+20 when raging), Perception +4, Ride +4, Survival +5, Swim +9

Languages Common

SQ armor training 1, fast movement

Gear +1 breastplate, +1 adamantine vicious greatsword, javelins (5), spiked gauntlet, 15 gp

Boon A champion can introduce the PCs to a general, merchant prince, or noble who is a fan, granting a +10 bonus on Diplomacy checks with that person. She can also order a gladiator to assist the PCs for 24 hours.

The champion is mistress of the arena, leaving in her wake a trail of wrecked armaments, battered bodies, and shattered dreams. Raising her bloodied blade, she exults in the roar of the crowd and the terror she inspires in her foes. Champions can also be used as barbarian chieftains or mercenary captains. A champion is usually encountered alone or in the company of a pair of lesser gladiators (CR 10).