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Gladiator (Fighter)

Round 2 - Top 32: Create an archetype

RPG Superstar 2011 Top 32

Gladiator (Fighter)

Hardened by the sands of the arena, the gladiator unleashes wanton brutality with the panache of a veteran showman.

Weapon and Armor Proficiency: A gladiator is proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields).

Brutal Learning Curve (Ex): At 1st level, a gladiator gains Combat Expertise as a bonus feat, even if she does not meet the prerequisites.

Winning is Everything (Ex): At 2nd level, a gladiator gains a +1 bonus to CMB and CMD on dirty trick checks. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.

Win the Crowd (Ex): At 3rd level, a gladiator gains Dazzling Display as a bonus feat, even if he does not meet the prerequisites. This ability replaces armor training 1.

And the Crowd Goes Wild (Ex): At 7th level, a gladiator gains Deadly Carnage as a bonus feat, even if he does not meet the prerequisites. This ability replaces armor training 2.

Seen it All (Ex): At 11th level, a gladiator gains a +2 competence bonus to CMD. This ability replaces armor training 3.

Inspirational Execution (Ex): At 15th level, whenever a gladiator reduces an enemy to 0 or fewer hit points, she can grant herself or an ally within 15 feet a +2 morale bonus on attack rolls and saves for a number of rounds equal to 4 + her charisma modifier. This ability replaces armor training 4.

Veteran of the Arena (Ex): At 19th level, a gladiator can perform a dirty trick as a swift action. This ability replaces armor mastery.

RPG Superstar 2009, Contributor

Ah, Victor. You came in as the last submission for Round 2 and here you've given us one of the shortest as well. I can certainly see a need for a gladiator archetype, but I'm not sure this is it. I'm a little surprised that you didn't ramp up his weapon proficiences...i.e., gladiators used to fight with some pretty specialized and exotic weapons. The loss of heavy armor makes sense, though. I like the inclusion of some dirty trick bonuses (which should be combat maneuvers, not "checks"), but the 19th level swift action version feels kind of anticlimactic for such a high-level ability. You should reward them more strongly if they reach that high in experience.

Mostly, all of these abilities come off feeling like more feats in exchange for the fighter's non-feat related abilities (except for weapon training). Unfortunately, that's glomming on more feats to the heaviest-laden feat monkey already in the game. And I'm not sure that's the best design approach. In addition, there's no such thing as a Deadly Carnage feat. There's the Dreadful Carnage feat in the Advanced Player's Guide. And, although I'll assume that's what you meant, the demonstrates a pretty extreme lack of attention to detail on your part.

In addition, this all feels very underwhelming. I've got to admit I'm disappointed. I was expecting more and I don't think this archetype design delivers.

As such, I DO NOT RECOMMEND this design to advance. Best of luck in the voting.

Paizo Employee Developer

There's certainly a niche for a gladiator archetype in the game, and it's ambitious to take on such an iconic type of fighter. Everyone has their own idea of what a gladiator can and can't do and your attempt will be harshly judged. So how'd you do?

First, good decision to limit armor to medium and lower. I sort of wish the gladiator didn't lose his ability to become more effective in light armor, though, since he's already sacrificing the high-armor-bonus armors by taking the archetype. By then getting rid of his armor training levels and mastery, he can never make the most out of the lighter armor he can wear, which I feel is a bit of a shame.

I also applaud your decision to give bonuses to dirty trick and crowd pleasing. These are classic elements of a gladiator's flavor and fit well in the archetype. But what of other combat maneuvers? Do tripping or grappling gladiators need to spend their own feats to get good at that? Having the archetype provide bonuses and defenses on any single combat maneuver might have been a better way to make the archetype appeal to a larger variety of players.

I'm also hesitant on the bonus feats all over the place. The 1st level bonus feat also seems to come at no cost, so a 1st-level human fighter would have four feats?! That shifts pretty far into "dip bait" territory for me, as I can't see why anyone wouldn't take that first level of gladiator just for the extra bonus feats (one of which they don't even need to qualify for). Further piling Dazzling Display and Deadly Carnage on top of that really overdoes the feats for an already feat-heavy class.

I also would have loved to see some granting of proficiency with exotic weapons here. You've got a very narrow scope of what a gladiator does, but when I think of Roman gladiators, I always picture them fighting animals or each other with strange weapons that they have to use in dazzling shows of physical prowess.

All things considered, you took on a large challenge by making such an iconic archetype and you made some good decisions and some I would have made differently. In the end, I think there are more missed opportunities here than out-of-the-ballpark successes. I DO NOT RECOMMEND this archetype for advancement. Best of luck in the vote.

CEO, Goblinworks

Total Points: 1 Point
Recommendation: Not recommended for advancement

Comments In Detail

Name & Theme (0 points)
You've made it to round 2 of RPG Superstar and the best you can come up with is an archetype named "Gladiator"?

Not good.

Mechanics (0 points)
You've made a generic Gladiator archetype. Your mechanics are all designed by other people.

Awesomeness (0 points)
It wasn't all that awesome in the Dark Sun Complete Gladiator's Handbook, nor any of the 3.x products, nor in any of the many 3rd party OGL works that have "Gladiators" or even in the new 4E Dark Sun book.

What makes a Gladiator cool? Bloody finishing moves. What doesn't happen (or have any value) in a Pathfinder game? Bloody finishing moves.

Why bother?

Template (1 point)
You followed the template well.

Context (0 points)
Basic fighters have all sorts of feats and you can make a "Gladiator" type character pretty easily with the basic class.

If you and the group and the GM want to run a campaign set in a fighting arena, maybe there's a place for more specialized Gladiators but RPG Superstar isn't that place.


Brutal Learning Curve: Just because this archetype lost heavy armor and tower shields does not mean that balances out giving it an additional bonus feat at 1st level.

You mix up the gender pronouns in your abilities. You need to be consistent with those (and use the gender of the appropriate iconic by default unless you have a good reason to use another gender).

Most of these abilities are just combat feats you get in place of non-feat abilities. That's not really creative or innovative in terms of archetype design.

RECOMMENDATION: I do NOT recommend this archetype design for advancement in the competition.

RPG Superstar 2008 Top 32 , Star Voter 2014

I edited the title of this thread. The original version had visible bold tags in the title.

If I had advanced I was going to do a gladiator build which is why I came to this one first. I have to agree with an earlier comment about specialized or even exotic weapons. I would have like to have seen more bonuses to CMB's and CMD's across the board, and/or more ways to get bonuses from downed opponents.

Scarab Sages RPG Superstar 2009 Top 4 , Star Voter 2013 aka raidou

Victor, I just finished plowing through “Spartacus: Blood and Sand” and so I have gladiators on the brain. I liked your Silver Skein because of its evocative imagery. Let’s see what your gladiator looks like.

gladiator archetype wrote:
Brutal Learning Curve (Ex): At 1st level, a gladiator gains Combat Expertise as a bonus feat, even if she does not meet the prerequisites.

This archetype begins with a bonus feat. Interestingly, this does not replace anything so we’ll see how that shakes out in terms of balance later on. The name is evocative and I think you’ve found a good fit here because Gladiators need to be able to perform maneuvers even if they’re not very smart. It’s a little boring mechanically, but useful to get where you’re going.

gladiator archetype wrote:
Winning is Everything (Ex): At 2nd level, a gladiator gains a +1 bonus to CMB and CMD on dirty trick checks. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.

This works well mechanically and balances well compared to the 2H fighter’s “Shattering Strike” ability that also replaces Bravery. So, good job on keeping mechanical balance. I would have liked to see you give the player a little choice here. You’ve established Combat Reflexes as his opening ability; why not make this ability more of a “signature move” and have the player choose one maneuver that has Combat Expertise at its root?

gladiator archetype wrote:
Win the Crowd (Ex): At 3rd level, a gladiator gains Dazzling Display as a bonus feat, even if he does not meet the prerequisites. This ability replaces armor training 1.

I see where you’re going here, but with this ability the archetype is starting to become a little mechanically dull. Despite the colorful name, Dazzling Display is all about intimidating your enemies at range. The mechanics don’t quite fit the ability’s flavor, and “bonus feat” as a substitute for a class ability isn’t the most innovative design.

gladiator archetype wrote:
And the Crowd Goes Wild (Ex): At 7th level, a gladiator gains Deadly Carnage as a bonus feat, even if he does not meet the prerequisites. This ability replaces armor training 2.

All my comments regarding “Win the Crowd” apply here.

gladiator archetype wrote:
Seen it All (Ex): At 11th level, a gladiator gains a +2 competence bonus to CMD. This ability replaces armor training 3.

This gets it back on track for me. The ability flavor and mechanics match, and it’s something that a veteran gladiator would indeed have grown better at compared to other fighters.

gladiator archetype wrote:
Inspirational Execution (Ex): At 15th level, whenever a gladiator reduces an enemy to 0 or fewer hit points, she can grant herself or an ally within 15 feet a +2 morale bonus on attack rolls and saves for a number of rounds equal to 4 + her charisma modifier. This ability replaces armor training 4.

Best ability of the bunch, and very thematically appropriate. I think that you probably want to specify a minimum CR or Hit Die of the opponent to grant the bonus. It’s not very inspiring to be executing mooks.

gladiator archetype wrote:
Veteran of the Arena (Ex): At 19th level, a gladiator can perform a dirty trick as a swift action. This ability replaces armor mastery.

Interesting, I’d like to know more about this after the round closes. This seems potentially very powerful and I'm not immediately clear how I’d rule it. As a swift action, you can do this what, three times per round? At your highest BAB? At a progressive -5 to the next attack? I think this is may be a mechanical misstep, but could just be you ran out of wordcount with which to explain it. I think an ability like this works best as a rider to an attack… for example, you can perform a dirty trick as a swift action at your highest BAB when you trip an opponent.

So at the end, I haven’t seen an ability which replaces 2 class features, which makes the bonus Combat Reflexes feat stand out more. I think the end result skews a little unbalanced.

Victor, this is the first one I’ve read so I have nothing but the APG to compare it to. I like your theme, your writing, and I feel that you’re on the right track with most of the abilities fitting your theme. Mechanically I feel this one’s a little on the weak side as I can’t find any existing fighter archetypes in the APG which grant feats in place of class abilities. Doesn’t quite blow me away but I’ll see what else people have created and come back to it.

RPG Superstar 2011 Top 16 , Star Voter 2013

I've gotta side with the crowd here Victor. I like the loss of heavy armour and tow shields but some exotic weapon proficiencies would have been a nice trade off. I really like the names of your abilities, but to see that they only represent more feats is kind of a downer. You seem to have plenty of words left over, and it wouldn't have been much of a stretch to make abilities similar to these feats rather than just using them raw. I think it would have been neat to see some emphasis on single combat, or on combat against wild beasts too.

Victor Miller wrote:

Gladiator (Fighter)

Hardened by the sands of the arena, the gladiator unleashes wanton brutality with the panache of a veteran showman.

Panache is such a sweet word choice. I'm going have to say Strong Keep.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Some of your ability names are interesting, but your mechanics are underwhelming in design, in that mostly you default to using feats or simple bonuses, but at the same time a bit over the top in power - getting +2 to all of your CMD in exchange for 1 iteration of armor training, or getting bonus feats several levels "too early." You can do that, and it's okay design... but it's not superstar.

Congratulations on making it into the contest, and best of luck!

Pretty much agree with Mark Moreland on this one. Dancey made a good point about finishing moves, too, and I didn't feel that Inspirational Execution was well-flavored - it should make the gladiator do something cool, not his allies! He's a fighter, not a bloody bard. ;)

The idea is good, though, even if it's nothing new - the gladiator class was the one thing I liked about the Kalamar books, and there's a lot of Spartacus fans out there who want some gladiator love too. Best of luck to you in drawing those votes!

Grand Lodge Dedicated Voter 2013, Star Voter 2014, Dedicated Voter 2015

This is the first archetype I've looked at. I'll try to cover a few different criteria for each: choice of topic, mechanics, balance, what the archetype contributes to the class, the Pathfinder game, and in relation to fantasy gaming more widely, and lastly, what I can say about the author's body of work.

Name and concept: Simple, well-travelled, broad, briefly described.
Archetype mechanics, expression of the concept: I'm concerned about the power increase in Brutal Learning Curve (particularly if based on the idea that giving up heavy armour proficiency left an open feat to allocate - sticking with medium armour, moreover, makes trading out armour training less of a concession), Win the Crowd, Crowd Goes Wild and Inspirational Execution. Possibly the latter was meant to be balanced by Veteran of the Arena, which looks like a trade down. Other abilities work well. I have, as the archetype says, Seen it All for this concept of a gladiator in at least two editions, whether or not the author has read the same sources I have.
Wider relationships: It fits OK with the fighter and hasn't been addressed for Pathfinder as far as I recall.
The author's wondrous item also used a classical allusion. That will take you a certain distance in fantasy gaming.

It seems a very safe choice and some of the mechanics have me worried about the author's grasp of design balance. I'll see how others go.

Grand Lodge RPG Superstar 2014 Top 4, RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Marathon Voter 2014, Dedicated Voter 2015 aka Serpent

Unfortunately, this entry has little in the way of Superstar mojo. I suppose exotic weapons and more CMB bonuses would have been the route I'd taken if I had designed a gladiator archetype.

I was hoping to see bolas, nets, tridents, man catchers, etc.

The gladiator is the king of the arena and of pit fighting. The archetype just didn't capture the feel of the gladiator.

Seems like it was kind of rushed and just filled in the blanks with feats and bonuses to combat maneuvers.

Best of luck.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter 2013

Not to pile on, but this does seem a bit blah. I'm hoping it means that real life intruded on you a bit Victor.

I can't vote for this, but don't give up.

I'm sticking with the crowd on this one, but I did want to say that I really like Inspirational Execution. I think that's a really cool idea.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I voted for this one, but it was toward the bottom of my picks. You got my vote because I liked the concept and the flavor your went for, but I think the mechanics did not quite fall into place the way I would have liked to see them. I think the bonus feats probably would have been better to simply be suggestions for the class, fighters get enough bonus feats that replacing class abilities with them just seemed a little much.

I can understand other people saying that some exotic weapons should have been included in the proficiencies, but honestly I think this would not have been necessary if the class was about using the fighter's showmanship to help him and his allies in the fight (a class I would want to actually play). something I would have liked to see is different bonuses for dropping opponents, like causing enemies to be shaken or temporary hit points granted to an ally.

I thought the Silver skein was inventive and it helped push you into my top 8.

Good luck, and I hope to se you in future rounds.

I personally liked this a lot better than most of the entries. Most people tried to do something too exotic and they ended up overdoing it. This on the other hand is something everyone has heard of and can relate to yet done in a creative way. So, if you'll excuse the Gladiator pun, I give this one a thumbs up despite the Emperor's (judges') and crowd's thumbs down. Time to "Win the Crowd," Victor. :)

The Exchange RPG Superstar 2008 Top 6, Contributor , Dedicated Voter 2013

There's good stuff here, especially the choice to allow only medium armor, the dirty tricks bonus, and the inspirational execution ability. Unfortunately, too much reliance on short entries bring the excitement of this entry down. It doesn't scream "Spartacus!" to me, even though it's a functional archetype.

I'd like to have seen some abilities related to combination fighting, that is to say, when armed with a specific pair of weapons (or weapon and shield), the gladiator gets bonuses. Not sure what those would be, of course. Something that makes the gladiator just a little bit better with his own specific niche than other fighters, especially since most weapons of the arena aren't the best in their class. I'd also like to see a bit more D to go with O, in a fashion other than Combat Expertise. Some new mechanic, basically.

I like this archetype, but I don't think I can lend a vote to it. I'm glad to see someone took a stab at our arena-fighting friends.

Shadow Lodge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

I guess you get half a point for using the word panache, but even that is kind of pedestrian. I wish there were more positive things I could say. Victor, I feel for ya, brother. I think you were just closing your eyes and hoping to skate through this round into more comfortable territory. At least that's how it seems from here. Best of luck.

Victor Miller wrote:

Gladiator (Fighter)

Hardened by the sands of the arena, the gladiator unleashes wanton brutality with the panache of a veteran showman.


You should know the drill by now, but in case you missed it the first time round, Ask A RPGSupersuccubus is posting from the point of view of a CE aligned succubus:
Fairness is an adjective applicable to hair coloration, balance is what a couple of mortals rapidly losing it on opposite ends of a plank pivoted on a rocky spire a couple of hundred feet above a slowly rising pool of molten basalt try to do, and logic is one of those things which you could swear is there when you rattle the piggybank but if anyone other than a demon opens it the contents turn out to be a couple of dead moths and a three week old shopping list.

Would you want this person sitting next to you as a guest at a formal evening dress dinner party?
Gladiators don't get invited to dinner parties very often. Most of them are the property of someone else, who wants to keep an eye on their training regime and/or to make sure that they don't try to run away. The few gladiators who aren't someone else's property are generally champions of the arena who have bought or earned their freedom, and who are thus something of celebrities.
So the question here is would I like to spend an evening sitting next to a muscle-bound, battle-hardened celebrity who happens to be a consummate showman? Yes please. (Probably even if 'he' happens to be a 'she'.) :)

How effective a flower-picker does this person seem likely to be?
Well, I expect he (or she) will growl something in a low voice and then go off, kill anything which gets in the way, pick the flowers, leap a chasm with a raging river in full torrent, and then make his (or her) way back to deliver the botanical specimens. And it will be very difficult not to give such a champion a peck (just a little, 'friendly' one, mind, with no hijinks) on the cheek.

Could you hire one person like this to do a better job than one other trained mercenary and/or to do the jobs of two (or more) other trained mercenaries?
He kills people and things. In fact he specialises in killing people and things (with 'wanton brutality'), sacrificing defensive training to become better at killing people and things. So long as you don't need him to go too many fights in a day, yes, he will do a much better job at killing things than most of his 'fighting man' counterparts.

Other comments?
The *really* important thing to keep in mind with a gladiator is that when he's not off in the arena killing things, a succubus should always make sure that he thoroughly cleans his boots, sandals, or other appropriate footwear before entering her residence. Trampling arena sand all over the place scratches most polished floors (whether stone or wood) and plays havoc with rugs.


Further Disclaimer:
Ask A RPGSupersuccubus (with half an eye on Lord Orcus) would like to clarify that mortal voters should probably rely on more than just her own (impeccable) assessments in making up their minds on how to vote. Thank You.

RPG Superstar 2013 Top 8 , Marathon Voter 2013, Star Voter 2014 aka Demiurge 1138

My favorite part of this entry? The ability names. Which is both a good sign, as the ability names are all flavorful and clever, and a bad sign, since the rest of the class leaves me kind of behind. Giving the feat-heaviest class in the game a bunch of bonus feats, even thematically appropriate bonus feats, seems like a poor decision. Seen It All and Inspirational Execution are steps in the right direction, but they're merely competent abilities, rather than really exciting ones.

All in all, I feel a little let down by this gladiator and will not be voting for it.

Contributor, RPG Superstar 2010 , Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

The problem with giving Combat Expertise without the prereqs is that it is really only a gateway feat that doesn’t get used much itself, and if I want to take feats like Improved Disarm I still need Intelligence of 13.

The other abilities seem ok mechanically and balance wise.

The Inspirational Execution really made me feel like I was reading a 4E power. The gladiator should be the only one to get this bonus.

RPG Superstar also has a brutal learning curve. Last year I felt that there were lots of hidden landmines and that some contestants had the luck, skill, and intuition to avoid them and others didn’t. I hope that voters consider your body of work when voting. Good luck.

This did get a vote from me, but it just squeaked by and made it into my 8.

Victor Miller wrote:

Gladiator (Fighter)

Disclaimer: My ranking scheme for this round consists of given marks form 0 to 4 in the following three categories:

1.Is the Archetype conceptually interesting?
2.Are the mechanics of the Archetype interesting?
3.Are the mechanics of the Archetype balanced and well executed?
But rather than simply adding up the marks for a final score I'm gonna interpret them as a point in 3-dimensional space and the final mark of your submission will be the length of the vector between the origin and this point.
Note that my ranking doesn't need to directly correspond with my votes, as other factors like: Strength of your item submission, mood, my horrorscope and other random stuff still factor in. Also note that this scheme is highly subjective and only mirrors my perception and opinion about your archetype submission.

Conceptual Mojo (CM): 0, Nothing is more overtried as an archetype than a gladiator. It is the concept with the most Base, Prestige and alternate class attempts ever.

Mechanical Mojo (MM): 0, Basically you are just giving a few appropriate bonus feats. Or dull bonuses, I don't see any Arena, blood and sand or sandals flavor here. It is not more a gladiator than a fighter who normally selected the feats

Mechanical Execution (ME): 0, Some stuff just flat out doesn't work (Dazzling display without weapon focus). Some things don't exist ( Deadly Carnage). Combat maneuvers as a swift action are a can of worms. And everything else is just a grey mush.

Final note: Sorry for the harsh criticism, maybe it was too hard on a few marks, but this entry is far from anything superstar.
I assume that this is the result of real-life getting in the way and time constraint issues. I fully believe that you can do better than this, as I liked your silver skein.
I also have the feeling that you feel uncomfortable on crunch heavy stuff, as your item too struggled wit some rules, if thats the case, the only advice I can give is to keep practicing and improving. Write up that villain, no matter if you advance or not, create a lot of home-brew stuff and NPCs and familiarize yourself with the system and the rules.

Total Score: 0

Sorry Pal, I still think that you are a capable designer, but this entry doesn't stand up to your abilities at all. If you don't make it to round 3 ( and I strongly suspect you won't) I really look forward to see you again next year, strengthened from what you learned this year. ( Even most of it revolves about time management ;))

Scarab Sages RPG Superstar 2013 , Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015 aka Steven T. Helt

You can't make a combat maneuver a swift action. What impact does that have on iterative attacks? You could maybe give him a dirty player attempt for free, followed by his normal attacks, but that's not really clear from your description.

GIving a fighter class bonus feats in exchange for other class features is not creative. What about other abilities, like playing to the crowd, or taking on unusual encounters (like they are mounted and you are not) or exotic weapon use, or using the slave buddy next to you as a shield from missile fire.

Too many of these archetypes throw feats or already-published features at the class. THere's very little design work being done here.

I like the theme but not the implementation. I did like the Winning Is Everything ability though.

RPG Superstar 2010 Top 32 , Star Voter 2013

Sorry, but I'm with the herd on this. Swapping in feats for class abilities is valid, but boring. There isn't much going on here.

Victor Miller wrote:
Gladiator (Fighter)

Surprisingly I like this one.

1) Gladiators are a character concept I've always liked. Sure, they're not a common character, but most Archetypes are pretty specific. What more, almost every campaign world has them somewhere.

2) A simple design: I know, that's usually a problem, but in this case I feel like he kept it short and to the point. There's not fluff, but the abilities are straight forwards and useful, as they should be a for a fighter. Fighter's just don't need a lot of fancy abilities. That's one of the reasons why people play Fighters, because they are "straight and to the point".

3)Armor and Weapons: Instead of trying to get all crazy with offering abilities with different types of armor and using a wide variety of weapons, he focused on the fact that Gladiators didn't really specialize in armor. It was more for show and instead they were all about showmanship.

There are some abilities I don't like, or know about. The bonus to morale for taking down an enemy. That could have been something with more show.

Maybe I just have a soft spot for this concept, but I like it.

HOWEVER, if someone wanted to design a Gladiator with all kinds of fancy moves and style, I would make it a Bard archetype. I'd drop spell casting and beaf up combat skills, and have him be all about showmanship in the arena. I'd also give him all kinds of intimidate benefits, so outside of the arena he can scare off enemies just by going "bloody carnage" on his first opponent.

Just my thoughts,


Ask A RPGSupersuccubus is posting from the point of view of a CE aligned succubus; and in the language of the Abyss ‘sorry’ is what you make others after you’ve had a bad day, ‘commiserations’ is the concept whereby if you’ve had a miserable day you go out and make others at least as unhappy as you are, and ‘sympathy’ is military jargon for a popular model of half a mile high siege-tower with spiked wheels, ballistae and fireball hurling catapults. (By way of explanation for the latter it’s a demonic joke: ‘See, we have sympathy for your situation’.)

Obligatory End of Round 2 Results Post:

In the ever-shifting chaos of Abyssal hierarchies and social-networks, Good Manners are naturally essential. One never knows when a powerful demon whom one once jostled at a dinner party and whom one never actually made sufficient reparations to for the inconvenience is going to be the new landlady of your own part of the Abyss and looking for some demons to make Very Sorry having just had a bad day herself.
Consequently a multitude of books of etiquette are in circulation with examples of ‘appropriate’ phrases to use in various situations. I shall take the liberty of quoting a few:
“Abyssal etiquette, Demon Lords” wrote:
…Greetings, your most puissant highness…
“Abyssal etiquette, Apparent Mortal Who Is Prospective Dinner” wrote:
…Why sirrah, it is a pleasure to meet you. May one inquire, is that an enchanted cold-iron dagger of demon-slaying in your pocket, or are you just pleased to see me?...
“Abyssal etiquette, Guests Whom There Is No Longer Any Room To Accommodate And Who Are About To Depart Through A Trapdoor Into A (Possibly) Snake Filled Pit” wrote:
…Goodbye Mr. Bond…

(The author of the work from which I derive the latter quote is incidentally a fiend with a curious affectation for monocles and white cats who happens to be a servant of Andirifkhu.)

See you around another year, perhaps. Or maybe sooner if you feel like sticking around to post for the duration of this year’s contest... ;)

RPG Superstar 2011 Top 8 , Dedicated Voter 2013, Star Voter 2014, Dedicated Voter 2015 aka John Benbo

I just finished watching the last episode of the Spartacus prequel. I love the idea of a gladiator. I'd have to double check, but I think there was a gladiator kit in the 2 edition. I've always had trouble, though, picturing how a gladiator fits in with the typical PC adventuring life. But again, I think a lot of archetypes, even in the APG, are so niche as to fill a certain type of campaign. I hope to see a gladiator archetype in Ultimate Combat. I thought this was a good start.

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