Katagian Pit Fighter

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If the first fight at the dawn of time was to the death, it’s probable that the second fight was a wagering proposition—with the survivor of the first fight as the favorite. As a Katagian pit fighter, you’re part of that tradition: gladiators who risk life and limb for enter- tainment and wagering.

Some gladiator arenas are thinly disguised execu- tion chambers, with criminals and the poor herded to their death for sport. But the “pits” of the city-state of Katagia are more sporting than most, with well trained combatants that often survive the match even if they lose. You are one of those gladiators, capable of fighting man or beast for the cheering masses and winning or losing in crowd-pleasing fashion.

Not every arena in Katagia is a pit, but many of the largest are, so the name sticks. Nor are all in Katagia; enterprising promoters have taken their gladiatorial shows on the road, and now most major cities have at least one Katagian-style pit, as do towns within a few weeks’ travel of Katagia.

Spellcasting is against the rules for combatants in the Katagian pits, so this narrative is better for bar- barians, fighters, rogues, and other classes with melee prowess. Archers tend to fare poorly because they can only loose a few arrows before the other gladiator is upon them. Key Identity: Atlantean, human, halfling, barbar- ian, fighter, monk, rogue.

Pit Fighter Benefits

When you’re a pit fighter, you get accustomed to dirty fighting quite early, and over time you gain an appre- ciation for the fighting styles prevalent across the con- tinent of Thule. Unlike the grim warriors that blanket Thule from one end to the other, you can project a demeanor that gets the crowd on your side—or “turn heel” and cultivate an air of menace. Your most important ability, however, is the ability to protect yourself so that you don’t die when you get clobbered in the pit. The Katagian pits keep healing magic on hand, but it’s not powerful enough to raise the dead. You can cover your vitals and cling to life better than most, even if they have to drag you out of the pit by your heels. When your manager orders you to take a dive for betting reasons, this ability comes in particularly handy.

Pit Fighters in the World

Everyone loves rooting for a pit fighter, but few want to share a meal with one. People who have heard of you—or seen you fight firsthand—tend to be a little scared of you, and they might underestimate your intelligence. For better and for worse, the world sees you as a trained killer. Your biggest rivals are other pit fighters, especially ones in the employ of other managers. Sometimes the two sides will collude on a match for betting reasons, but in most cases, the two (or more) pit fighters are genuinely trying to win ... and the other pit fight- ers take it personally when you’re standing between them and a purse full of coin. Partnerships exist in the world of pit fighting but they’re rare and transient things. Rivalries, though—those’ll burn for decades.

Personalising the Pit Fighter

As a pit fighter, you probably have a manager (or owner) who arranges matches and makes sure you don’t get fleeced by the many factions who want a cut of the prize money. Here are three examples of man- agers, but hundreds of other managers ply the trade across Thule at any given time.

Ugrak of Katagia

Specializing in “talent” from the hinterlands of Thule, Ugrak has a stable of gladi- ators heavy on barbarians and fighters with exotic weapon styles. He’s harsh with all but his best fight- ers, but he tends to keep his gladiators safe through- out their career. Many of his gladiators retire, and that’s relatively rare among Katagian pit fighters in general.

Silivia

A former beast-tamer with no small amount of magic skill, Silivia specializes in pit fighter vs. beast battles. She has a separate crew devoted to captur- ing dangerous monsters to set loose in the pits, and sometimes her gladiators help in those captures.

Bronak the Bald

One of Katagia’s wealthiest fight promoters, Bronak has nearly a hundred Katagian pit fighters under contract at a given time. An entrepreneur first and a trainer second, Bronak lets his low-level gladiators fight against each other, figuring that the stronger will survive and the weaker was a bad investment anyway. Bronak has multiple gladiator troupes traveling circuits throughout southern Thule at any given time, and sometimes Bronak grows weary of life in Katagia and leads a troupe personally.

Role Benefits

You are the product of relentless, occasionally lethal, combat training in the gladiator pits of Katagia (or similar arenas in other city-states). There isn’t a dirty trick you haven’t seen, and win or lose, you have a knack for living to fight another day before the cheering crowds.

D&D 5th Edition

Skill Bonuses (1st level): You are trained in Intimidation and Performance. You know how to stage a spectacle for the crowd, and how to get inside the heads of your adversaries when it’s not just a show.

Will to Live (1st level): When you are required to make a death saving throw, you can instead heal hit points equal to your level plus your Constitution modifier. You can use Will to Live once per day.

Killer Instinct (6th level): When an enemy within 5 feet of you falls prone, you can use a combat reaction to make a melee weapon attack against the prone enemy.

Expert Trainer (10th level): You’ve started to attract would-be gladiators who want to fight like you do. You gain a company of followers; you can choose berserkers or legionaries (see page 79). Choose a “home pit” where you can find these thugs whenever you need them. Your trainees handle their own upkeep, and they hang on your every word, doing whatever you say unless it’s obviously suicidal. When you reach 15th level, your followers improve to veterans.

Pathfinder

Skill Bonuses (1st level): You gain a +2 bonus to Bluff checks and a +2 bonus to your Combat Maneuver Defense.

Resuscitating Action (1st level): You can’t be kept down for long. You can spend a hero point to heal hit points equal to your level when you start your turn at or below 0 hit points. After you’ve used this ability, you can’t use it again until you’ve had 10 minutes of rest.

Hero points you spend to perform a resuscitating action are not permanently expended, and are regained at the end of the day.

Pugilist’s Knack (6th level): You gain a +2 bonus to your Combat Maneuver Bonus.

Expert Trainer (10th level): You’ve started to attract thugs and would-be gladiators who want to fight like you do. You gain followers equivalent to guards (see Followers, under Narrative Benefits). Choose a “home pit” where you can find these thugs whenever you need them. Your trainees handle their own upkeep, and they hang on your every word, doing whatever you say unless it’s obviously suicidal.