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There is a Legacy version here.

PFS StandardGladiator

Source Player Core 2 pg. 201
The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either. You always do your best work under the fervent gaze of spectators, and by work, you of course mean violence.

PFS StandardGladiator Dedication Feat 2

Archetype Dedication 
Source Player Core 2 pg. 200
Archetype Gladiator
Prerequisites Impressive Performance

You know how to turn combat into a form of entertainment. You gain the Additional Lore general feat for Gladiatorial Lore. If you were already trained in Gladiatorial Lore, you also become trained in a Lore skill of your choice.

At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor directly assisting any participants, the combatants have spectators. The GM is the final arbiter of whether or not a combat has spectators.

PFS StandardFancy Moves Feat 4

Archetype Skill 
Source Player Core 2 pg. 201
Archetype Gladiator
Prerequisites Gladiator Dedication

You show off your fighting style to discourage your foes. You can use Performance to Demoralize.

PFS StandardPlay to the Crowd [reaction] Feat 4

Archetype Concentrate 
Source Player Core 2 pg. 201
Archetype Gladiator
Prerequisites Gladiator Dedication
Trigger You reduce an enemy to 0 Hit Points during a combat encounter with spectators.

You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits to gain; on a critical success, choose two benefits:
  • A number of temporary Hit Points equal to your character level. These last for 1 minute.
  • A +1 circumstance bonus to AC until the end of your next turn.
  • A +1 circumstance bonus to your next attack roll before the end of your next turn.

PFS StandardStage Fighting Feat 4

Archetype 
Source Player Core 2 pg. 201
Archetype Gladiator
Prerequisites Gladiator Dedication

You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.

PFS StandardPerformative Weapons Training Feat 6

Archetype 
Source Player Core 2 pg. 201
Archetype Gladiator
Prerequisites Gladiator Dedication

You're skilled with flashy weapons and can use them to great effect. You have familiarity with the bo staff, dueling cape, spiked chain, sword cane, trident, war flail, and whip. For the purposes of proficiency, you treat these as simple weapons. The GM may add other martial weapons to this list as appropriate for the world or region you are playing in.

Whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

PFS StandardCall Your Shot Feat 8

Archetype 
Source Player Core 2 pg. 201
Archetype Gladiator
Prerequisites Play to the Crowd

When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:

PFS StandardLiving for the Applause [reaction] Feat 8

Legacy Content

Uncommon Archetype 
Source Firebrands pg. 80 2.0
Archetype Gladiator
Frequency once per day
Prerequisites Gladiator Dedication
Access Members of the Firebrands at the rank of second mark or higher have access to this feat.
Trigger You would be reduced to 0 Hit Points (but not immediately killed) during a combat encounter that has spectators.

Nothing can stop you as long as you have an audience cheering you on. The attention reinvigorates you and keeps you from being knocked out. You remain at 1 Hit Point, and your wounded condition increases by 1.

In addition, attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, the crowd erupts in applause and cheers at your comeback, much to the dismay of your enemies. Concern for the crowd's reaction should your opponent deliver a finishing blow gives you a +1 circumstance bonus to AC until the end of your next turn. On a critical success, you don't expend your daily use of Living for the Applause and can use the reaction an additional time on the same day.