Lanista (3.5e Prestige Class)
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|“||Man, I love this job. Not only is it a good outlet for me anger, wot with tha killing people and all, but the crowd loves me for it. I get paid a hefty sum, get to endorse whatever goods the people wants, I kin put tha fear o Asmodeus hisself into whatever churl's I's fighting--if they's a better job on dis planet fer an angry bloke like me, I's like ta see that!||”|
Lanistas are those gladiators with some small aptitude for magic who came to realise that the soul is made up of both light and darkness and, while not necessarily evil, have come to embrace the latter for the power it brings. Through intuitive introspection, they have learned how to harness the shadow within themselves to become king of the ring, using this dark power to damage their foes, protect themselves and hone their blades to new degrees of lethality. Yet such power always comes at a cost, for the use of their raw, unfettered negative energy takes its toll on their bodies in the form of a bloodprice: every time a lanista uses one of his shadowy abilities saps some of his vitality, gradually withering him down to a husk. For this reason, only the healthiest of gladiators can afford to become lanistas.
All risks aside, lanistas are frequently the crowd favourites in colosseum battles between gladiators, and as such they are recognized for their skill. It is a long and arduous road to walk, but well worth it, for the lanista is a fighting machine who will travel far and wide in a neverending search for fame, for glory, for battle and for gold!
Becoming a Lanista
|Base Attack Bonus:||+10.|
|Feats:||shield Proficiency, Weapon Proficiency (any sword), Weapon Focus (any sword).|
|Special:||Constitution 17, Wisdom 17, Charisma 17: Lanistas need a good Wisdom score to draw upon the darkness of their souls, and a good Constitution to prevent such actions from killing themselves. A high Charisma is necessary to secure the favour of the crowd. (Corporeal undead who wish to level in this class are not required to meet the constitution requirements. Incorporeal undead cannot become Lanistas)|
|4th||+4||+4||+1||+1||Corrosion Blade, Sinister Vision|
Class Skills (4 + Int modifier per level)
|11th||Bonus Feat: Epic Reputation|
|12th||Bonus Feat: Great Constitution|
|13th||Damage Reduction 2/-|
|15th||Creature of Darkness|
. All of the following are class features of the Lanista.
Blackheart (Ex): a Lanista can draw upon the darkness of his soul and release it in a burst of negative energy, dealing an additional 3d6 points of damage plus his wisdom modifier to an adjacent target. because new Lanistas lack the experience necessary to propperly control such energy, they themselves take three-quarters of the damage inflicted (rounded down). This decreases to one-half at level five, one-quarter at level ten, and finally to zero at level fiteen.
Sloth Blade (Su): At second level, a Lanista gains the ability to channel his darkness along his sword, and refine it into a lethargy-inducing venom. as a standard action, he can imbue his blade with a poison that causes half of the damage dealt on his next attack to be deducted from his target's Dexterity score. The ability damage is temporary, and will wear off after eight hours of rest. This power can only affect an individual target once per encounter, and it can be done a number of times per day equal to one-half the lanista's level plus his Wisdom or Constitution modifiers, whichever is greater. Each use of this ability causes the Lanista to lose 5 hit points.
Withering Blade (Su): <-at third level, the lanista gains the ability to convert some of his darkness into poisonous coating which attacks the arm- and leg-muscles. As a standard action, he can imbue his sword with the above properties so that on his next attack, half of the damage inflicted on the target is deducted from their Strength score. The same rules which apply to Sloth Blade also apply to this ability, as does the 5hp-per-use cost.
Corrosion Blade (Su): at fourth level, the lanista gains the ability to convert some of his darkness into a debilitating contact virus which eats away at the target's vitals. As a standard action, he may imbue his sword with the aforementioned virus, causing half of the damage inflicted by his next attack to be deducted from the opponent's Constitution score. Once again, the same rules and penalties of Sloth Blade and Withering Blade apply.
Sinister Vision (Sp): at fourth level, the lanista's darkness is so great, that he can impose it on others. as a standard action, he can make a ranged touch attack to subject a target within 30ft and line of sight to a nightmarish vision of their (possible) death. The target takes 2d4 points of damage and must succeed on a Will save or become shaken. Subsequent uses of this power on the same target will increase the victim's state of fear: from shaken to frightened, from frightened to panicked, and from panicked to cowering. The DC to avoid the fear effect of this ability is 11 plus the lanista's class level plus his Charisma modifier, and it increases by 5 for each subsequent stage of fear. the fear lasts for 1d4 rounds plus the lanista's class level. Use of this ability is a standard action, and costs 10 hp to activate per use.
Razor's Edge (Sp): at fifth level, the lanista can use his darkness to hone the blade of his sword to razor point, enhancing the keenness of the edge. while the blade is enhanced in such a way, its' critical threat range is doubled and it deals an additional 5 points of damage. The effect lasts for 1d4 turns plus 1/2 the lanista's class level plus his Wisdom modifier, and costs 10hp to activate per use.
Shadowguard (Sp): at seventh level, the lanista can suffuse his body with darkness to rebuff attacks. At the cost of 15hp, he can use a standard action to create a shield of negative energy that adds a +5 deflection modifier to his AC, and provides Damage Reduction 3/positive. The effect lasts for a number of rounds equal to 2d4 plus 1/2 the lanista's class level (rounded down), plus his constitution modifier.
Consumptive weapon (Ex): at eighth level, the lanista's sword and any other weapons that he may wield, are treated as having the Consumptive weapon enhancement (described in the Planar Handbook): upon command, a consumptive weapon is sheathed in light-sucking negative energy. This energy does not harm the wielder. A consumptive weapon deals an extra 1d6 points of damage on a successful hit.
Crowd favourite (Ex): by ninth level, a lanista is no stranger to giving the crowd exactly what they want. As long as there are at least five witnesses to a battle, be they allies or enemies, the lanista gains a +2 morale bonus to all sabing throws, skill checks and attack rolls for the remainder of the encounter. He also gains an additional bonus equal to his class level for the purposes of swaying an audience in his favour or intimidating an opponent into submission.
Absorb damage (Su): by tenth level the lanista's inner darkness has grown to such an extent that it hungers for the life energy of others--and it has given the lanista the ability to obtain it. Whenever the lanista attacks an opponent, whether it be a standard attack or one of his X-Blade powers, he regains a number of hit points equal to 1/2 the damage inflcted, rounded down (minimum one). If he absorbs more damage than his hp total, he does not gain any excess as temporary hit points.
Damage Reduction (Ex): at thirteenth level the lanista's flesh has become tough and durable from years of fighting against both man and beast in the ring. He gains Damage Reduction 2/-, which can stack with the damage reduction provided by his Shadowguard ability to become Damage Reduction 5/positive.
Night Terror (Ex): at fourteenth level, the darkness which festers in the lanista's heart has suffused almost every aspect of his being. The hp cost of all abilities besides Blackheart is reduced by half, and their effects last for twice as long. In addition, the Sinister Vision ability will now send the target directly into a panicked state on the first use.
creature of Darkness: at fifteenth level, the lanista has been transmuted by his darkness into a thing of evil. He is now considered an outsider with the native- and Evil-subtypes, reguardless of his actual alignment. He gains damage reduction 10/good (which stacks with all other forms of damage reduction that he has), and his weapons can overcome damage reduction as if they were evil-aligned.
If a lanista ever becomes a good alignment, he loses the ability to use all of his class features. If he managed to reach fifteenth level and thereby acquired th Creature of Darkness trait, he loses only the offensive abilities and spell-like abilities, retaining his damage reduction and Darkheart ability and vulnerability to Good-aligned spells and weapons.
Playing a Lanista
Combat: in combat, the lanista is usually at the front lines, making use of his dark powers and excellent swordsmanship to wear down the opposition. They also make excellent tanks with which to protect weaker party members, although prolonged use of a lanista's abilities is discouraged in such a situation.
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Lanistas in the World
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Lanistas in the Game
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