Mul Gladiator (Campaign Class)

Prime Requisite: STR and CON
Requirements: None
Hit Dice: 1d10
Maximum Level: 12

Muls are sterile crossbreeds of humans and dwarves born in the slave-pits of nobles and templars. Hairless, with pointed ears and prominent eye ridges, muls are densely built and muscular and average 6' in height and 250lb. in weight. They are stubborn, durable, and relentless.

Muls born to the slave pits are usually trained as gladiators, taking advantage of their natural talents and strengths. They rarely earn their freedom, for they are considered more valuable than any other slave, but many turn their determination to freedom and eventually escape into the wastelands, where they frequently lead slave tribes, putting their martial ability to use training the ex-slaves to defend themselves.

Mul gladiators are masters of combat. At first level, mul gladiators hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. They increase their base damage roll from successful melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. Mul gladiators can wield any weapon. They are trained to fight wielding a weapon and shield, wielding a two-handed weapon, and wielding a weapon in each hand.

Mul gladiators are only trained to fight in leather or lighter armor. However, they gain a +1 bonus to Armor Class if wearing leather armor or less and able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3.

Muls are tireless, and do not need to rest every 6 turns. They can force march for one day without penalty, plus one additional day for each point of Constitution bonus.

Muls also possess savage resilience, and when required to consult the Mortal Wounds table, they may roll twice and choose the preferred result to apply. They also subtract their class level from the number of days of bed rest required to recover.

Mul gladiators have quick reflexes, and gain a +1 bonus on surprise rolls and initiative rolls.

When a mul gladiator reaches 4th level (Gladiator Hero), he learns a fighting style. He chooses a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, he may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. The fighting styles and their bonuses are listed below. Bonuses are in addition to the standard bonuses for fighting in the given manner.

When a mul gladiator reaches 5th level (Mul Exemplar), his battlefield prowess inspires others to follow him. Any henchmen and mercenaries hired by the mul gladiator gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the mul gladiator's Charisma or proficiencies.

At 9th level (Mul Warlord), a mul gladiator can, assuming enough gold is at hand, build a fortified village in the borderlands or wilderness. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 mul gladiators of 1st–3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. The character becomes the Warlord of any nearby settlers, and will attract more settlers (escped slaves) over time. Through force of arms, the mul gladiator may ultimately control several villages or even conquer city-states, but must be a capable, strong leader and provide protection. Additional rules for strongholds are detailed in the Campaign chapter.

At 10th level (Mul Warlord 10th lvl), a mul gladiator can inspire courage by shouting encouragement or abuse. Inspiring courage requires a few moments of oration before a battle (one round), and grants the mul gladiator's allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A mul gladiator can inspire courage in any given character once per day per class level. (Even the most vicious abuse gets old if you hear it twice in the same day.) A mul gladiator cannot inspire courage on characters who are already engaged in combat.

Mul Gladiator Proficiency List: Acrobatics, Alertness, Armor Training, Berserkergang, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, knock down, overrun, sunder, wrestle), Command, Dungeon Bashing, Fighting Style, Gambling, Intimidation, Labor, Leadership, Manual of Arms, Precise Shooting, Running, Skirmishing, Survival, Wakefulness, Weapon Finesse, Weapon Focus

Mul Gladiator Level Progression

Experience Title Level Hit Dice Damage Bonus
0 Pitfighter 1 1d10 +1
3,050 Gladiator 2 2d10 +1
6,100 Weaponmaster 3 3d10 +2
12,200 Gladiator Hero 4 4d10 +2
24,000 Mul Exemplar 5 5d10 +2
48,000 Mul Myrmidon 6 6d10 +3
100,000 Arena Champion 7 7d10 +3
200,000 Epic Gladiator Hero 8 8d10 +3
330,000 Mul Warlord 9 9d10 +4
460,000 Mul Warlord, 10th level 10 9d10+3* +4
590,000 Mul Warlord, 11th level 11 9d10+6* +4
720,000 Mul Warlord, 12th level 12 9d10+9* +5
* Hit point modifiers from Constitution are ignored

Mul Gladiator Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2–3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5–6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8–9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11–12 8+ 7+ 9+ 9+ 10+ 3+

Created with Hit Dice Value 2+1, Fighting Value 2, and Mul Value 1.