Gladiators are ruthless fighters who were trained for battle in the arena. Despite the seemingly simple brutality they exhibit on the surface, they are skilled and trained warriors.
Hit Die: d12
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Escape Artist (Dex), and Swim (Str).
All of the following are class features of the gladiator.
Weapon and Armor Proficiency: Gladiators are proficient with all simple and martial melee weapons, as well as several gladiatorial weapons considered exotic to other classes.
Gladiators are proficient with all light and medium armor and all shields (including tower).
When wearing armor, using a shield of greater than small size, or carrying a medium or heavy load, a gladiator loses his AC bonus.
AC Bonus (Ex): When unarmored and unencumbered, the gladiator adds his Strength bonus (if any) to his AC and his CMD. In addition, a gladiator gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four gladiator levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the gladiator is f lat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load. A gladiator can use a small shield and add the shield’s bonus to this AC bonus. A gladiator can still use a medium shield and retain his AC bonus, however he may not use the medium shield’s AC bonus.
Armor Training (Ex): Starting at 2nd level, a gladiator learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (6th, 10th, and 14th, 18th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
Shield Strike (Ex): Starting at 1st level, a gladiator may make one additional attack using a shied as if using the Two-Weapon Fighting feat (even if the gladiator does not meet the prerequisites for the feat). For the purpose of these attacks, the gladiator’s base attack bonus from his gladiator class levels is equal to his gladiator level, and he may treat small or medium shield as light weapons. For all other purposes, such as qualifying for a feat or a prestige class, the gladiator uses his normal base attack bonus. Damage for this attack is equivalent to the gladiator’s Unarmed Strike, with the shield’s AC bonus also added in.
At 8th level, the gladiator can make two additional attacks when he uses shield strike, as if using Improved Two-Weapon Fighting (even if the gladiator does not meet the prerequisites for the feat).
At 15th level, the gladiator can make three additional attacks using f shield strike, as if using Greater Two-Weapon Fighting (even if the gladiator does not meet the prerequisites for the feat).
A gladiator applies his full Strength bonus to his damage rolls for all successful attacks made with a shield strike. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a shield strike. A gladiator cannot use any weapon other than a shield or an improvised weapon as part of a shield strike.
Unarmed Strike: At 1st level, a gladiator gains Improved Unarmed Strike as a bonus feat. A gladiator’s attacks may be with fist, elbows, knees, and feet. This means that a gladiator may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a gladiator striking unarmed. A gladiator may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a gladiator’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A gladiator’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A gladiator also deals more damage with his unarmed strikes than a normal person would, as shown below on Table . The unarmed damage values listed on Table  is for Medium gladiators. A Small gladiator deals less damage than the amount given there with his unarmed attacks, while a Large gladiator deals more damage; see Small or Large Gladiator Unarmed Damage on the table given below.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a gladiator may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Ref lexes, Improved Parry, Dodge, Improved Grapple, Clever Wrestling, and Throw Anything. At 6th level, the following feats are added to the list: Repost, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Greater Disarm, Greater Trip, and Spring Attack. A gladiator need not have any of the prerequisites normally required for these feats to select them.
Stunning Blow (Ex): At 1st level, the gladiator gains Stunning Blow as a bonus feat. Stunning Blow is identical to Stunning Fist in all respects, except that it can only be delivered by a shield strike or by a blunt weapon. A stunning blow can be delivered by a melee weapon, but only when used to deliver subdual damage. A gladiator gets the Stunning Blow feat even if he does not meet the prerequisites for Stunning Fist. At 4th level, and every 4 levels thereafter, the gladiator gains the ability to apply a new condition to the target of his Stunning Blow. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The gladiator must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Blow cannot become nauseated if hit by Stunning Blow again), but additional hits do increase the duration.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Maneuver Training (Ex): At 3rd level, a gladiator uses his gladiator level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Weapon Training (Ex): Starting at 3rd level, a gladiator can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (7th, 11th, and 15th), a gladiator becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a gladiator reaches 7th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 3rd level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A gladiator also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the gladiator’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
NOTE: GROUPS TO BE REWORKED
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, short sword, sickle, and starknife.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, f lail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Polearms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, half ling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.