TEXT: 1
  Warrior Prestige Archetype  
  Pit Fighter
  Carl Cramér
  
  2
  Introduction
  A prestige archetype is a prestige class turned into a 
  normal 20-level class, similar to an archetype or alternate 
  class. 
     The goal when making these prestige archetypes has 
  been to capture the flavor of the prestige class rather 
  than to make an exact copy of how it would normally 
  be. Attack bonuses, hit dice, class skills, spells, and class 
  features have been unified and spread evenly over lev-
  els. This means that most prestige archetypes have their 
  prestige abilities spread over the entire 20 level spread. 
  Unlike how prestige classes normally work, these ar-
  chetypes have a few complete class abilities rather than 
  many abilities limited to a low level. In some cases, you 
  get the choice of one of several class abilities rather than 
  stymied versions of all the abilities. 
     A prestige archetype generally has elements of one or 
  more regular character classes, to represent how prestige 
  prerequisites were met and character development after 
  the prestige class has ended. Sometimes there is more 
  than one class that naturally leads itself to a particular 
  prestige class, which can lead to several different pres-
  tige archetypes for different combinations. A few are 
  not built on a regular class, instead expanding the idea 
  behind the prestige class to a full 20 levels. 
  Prestige vs. Archetype
  One thing about prestige classes is that you grow 
  into them - they can represent special training 
  opportunities that the character did not know ex-
  isted. Prestige archetypes don’t do this; you play 
  a prestige archetype from level one. In this case 
  I’d suggest using the retraining rules - the char-
  acter retrains those abilities that differ between 
  his old class and the new prestige archetype. Or, 
  if this feels cumbersome, simply change the class 
  abilities and say the sudden change is a result of 
  special training. This should generally work fine 
  at lower levels, the more experienced the char-
  acter is and the more abilities it has, the greater 
  the disconnect when those abilities change. GMs 
  wanting this kind of plot are advised to present 
  such options early on in a campaign. 
  Prestige Archetype
  The Pit Fighter
  Author: Carl Cramér
  Development: Justin Sluder
  Editing: Perry Fehr
  Cover Design: Mark Gedak
  Cover Image: Jacob Blackmon
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publish-
  ing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Prestige Archetype: The Pit Fighter is copy-
  right 2015; Purple Duck Games.
  All text is considered Open Game Content.
  
  3
  Pit Fighter
  This prestige archetype is all about performance combat 
  from Pathfinder Roleplaying Game Ultimate Combat and 
  needs these rules to function properly.
  Any good pit fighter will tell you, it doesn’t matter how 
  well you fight—all the crowd cares about is blood, and 
  they don’t care if it’s yours or the other guy’s. So if you 
  want to survive your time in the pit, make sure the 
  people get their blood, and lots of it. If you’re lucky 
  enough, the audience will be on your side, you’ll feel the 
  roar of the crowd pounding in your chest, and nothing 
  can stop you.
     While pit fighters’ lives might seem defined by their 
  profession, some do manage to escape the pits, either 
  by winning their freedom in battle or by breaking their 
  chains in the night. Though they may no longer be pit 
  fighters by profession, they will always be pit fighters at 
  heart, and often long for the excitement of battle and the 
  roar of the crowd years after they’ve officially retired.
  Prestige Class: Pit fighter
  Table 11.1 -  Pit Fighter
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Fast movement, rage
  2nd
  +2
  +3
  +0
  +0
  Poor equipment, showmanship 1/day
  3rd
  +3
  +3
  +1
  +1
  Trap sense +1
  4th
  +4
  +4
  +1
  +1
  Arena weapon expertise +1
  5th
  +5
  +4
  +1
  +1
  Weapon trick
  6th
  +6/+1
  +5
  +2
  +2
  Roar of the crowd, trap sense +2
  7th
  +7/+2
  +5
  +2
  +2
  Damage reduction 1/—
  8th
  +8/+3
  +6
  +2
  +2
  Showmanship 2/day
  9th
  +9/+4
  +6
  +3
  +3
  Trap sense +3
  10th
  +10/+5
  +7
  +3
  +3
  Arena weapon expertise +2, Damage reduction 2/—
  11th
  +11/+6/+1
  +7
  +3
  +3
  Greater rage
  12th
  +12/+7/+2
  +8
  +4
  +4
  Trap sense +4, tricky assault
  13th
  +13/+8/+3
  +8
  +4
  +4
  Damage reduction 3/—
  14th
  +14/+9/+4
  +9
  +4
  +4
  Greater roar of the crowd, showmanship 3/day
  15th
  +15/+10/+5
  +9
  +5
  +5
  Trap sense +5
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Arena weapon expertise +3, damage reduction 4/—,
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Tireless rage
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Brutal trick, trap sense +6
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Damage reduction 5/—
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Mighty rage
  Build Class: Barbarian.
  Role: The pit fighter is a stylish and brutal combatant 
  who fights for style even when there is no crowd around. 
  On a team, he keeps the strongest melee enemies occu-
  pied, but is still out to show off.
  Alignment: Any non-lawful. The pit fighter might be 
  addicted to the cheer of the crowd, but he is not there by 
  his own devices and generally hates those who put and 
  keep his there.
  Hit Die: d12.
  Starting Gold: 3d6 x 10 gp (105 gp average). 
  Class Skills
  The pit fighter’s class skills (and the key ability for each) 
  are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft 
  (Int), Escape Artist (Dex), Handle Animal (Cha), In-
  timidate (Cha), Perception (Wis), Perform (Cha), and 
  Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  
  4
  Class Features
  All of the following are class features of the pit fighter.
  Weapon and Armor Proficiency: A pit fighter is profi-
  cient with all simple and martial weapons, light armor, 
  medium armor, and shields (except tower shields).
  Fast Movement (Ex): A pit fighter’s land speed is faster 
  than the norm for her race by +10 feet. This benefit 
  applies only when she is wearing no armor, light armor, 
  or medium armor, and not carrying a heavy load. Ap-
  ply this bonus before modifying the pit fighter’s speed 
  because of any load carried or armor worn. This bonus 
  stacks with any other bonuses to the pit fighter’s land 
  speed.
  Rage (Ex): A pit fighter can call upon inner reserves of 
  strength and ferocity, granting her additional combat 
  prowess. Starting at 1st level, a pit fighter can rage for 
  a number of rounds per day equal to 4 + her Constitu-
  tion modifier. At each level after 1st, she can rage for 2 
  additional rounds. Temporary increases to Constitution, 
  such as those gained from rage and spells like bear’s en-
  durance, do not increase the total number of rounds that 
  a pit fighter can rage per day. A pit fighter can enter rage 
  as a free action. The total number of rounds of rage per 
  day is renewed after resting for 8 hours, although these 
  hours do not need to be consecutive.
     While in rage, a pit fighter gains a +4 morale bonus 
  to her Strength and Constitution, as well as a +2 morale 
  bonus on Will saves. In addition, she takes a –2 penalty 
  to Armor Class. The increase to Constitution grants the 
  pit fighter 2 hit points per Hit Dice, but these disappear 
  when the rage ends and are not lost first like temporary 
  hit points. While in rage, a pit fighter cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills (ex-
  cept Acrobatics, Fly, Intimidate, and Ride) or any ability 
  that requires patience or concentration.
     A pit fighter can end her rage as a free action and is fa-
  tigued after rage for a number of rounds equal to 2 times 
  the number of rounds spent in the rage. A pit fighter 
  cannot enter a new rage while fatigued or exhausted but 
  can otherwise enter rage multiple times during a single 
  encounter or combat. If a pit fighter falls unconscious, 
  her rage immediately ends, placing her in peril of death.
  Poor Equipment (Ex): Pit fighters are often forced to 
  fight with poorly maintained equipment. At 2nd level, a 
  pit fighter can spend a swift action to ignore the broken 
  condition of a single weapon or piece of armor he wields 
  or wears for the remainder of the encounter. The selected 
  weapon or piece of armor is treated in all ways as though 
  it did not have the broken condition, though its hit 
  points remain unchanged. The pit fighter can affect only 
  one item at a time with this ability; if he selects a second 
  item, the first immediately regains the broken condition. 
  Showmanship (Ex): Once per day at 2nd level, a pit 
  fighter can treat a regular combat as a performance com-
  bat, with the crowd’s starting attitude being indifferent. 
  He makes performance checks, may use performance 
  feats, and takes bonuses or penalties based on the crowd’s 
  reaction as normal, even if there is no crowd actually 
  watching the fight. Only the pit fighter is affected by 
  this ability. Activating this ability is a swift action. The 
  encounter’s CR determines the DC of the pit fighter’s 
  performance checks, as summarized in the table below.
  Starting or Current 
  Attitude
  DC to Improve Attitude
  Hostile
  15 + CR
  Unfriendly
  10 + CR
  Indifferent
  5 + CR
  Friendly
  10 + CR
  Helpful
  15 + CR
  The pit fighter can use this ability one additional time 
  per day for every six levels after level 2. 
  Trap Sense (Ex): At 3rd level, a pit fighter gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. These 
  bonuses increase by +1 every three pit fighter levels 
  thereafter (6th, 9th, 12th, 15th, and 18th level). Trap 
  sense bonuses gained from multiple classes stack.
  Arena Weapon Expertise (Ex): At 4th level, when us-
  ing a weapon with the performance quality, a pit fighter 
  gains a +1 bonus on damage rolls and on attack rolls 
  made to confirm critical hits. This bonus increases to +2 
  at 10th level and to +3 at 16th level. 
  Weapon Trick (Ex): At 5th level, a pit fighter gains 
  Improved Dirty Trick as a bonus feat, and can use any 
  weapon with the performance quality to perform a 
  dirty trick combat maneuver. Once per round when the 
  pit fighter performs a dirty trick maneuver against an 
  enemy, he may deal damage to the enemy as if he had 
  struck it with his normal melee attack. The pit fighter 
  
  5
  must be wielding a weapon and have at least one hand 
  free to use this ability.
     If the pit fighter already knows this or a later bonus 
  feat gained as a class feature, he may pick a combat feat 
  whose prerequisites he fulfills as a replacement. 
  Roar of the Crowd (Ex): At 6th level, the roar of ap-
  plause spurs a pit fighter on to greater acts of violence 
  and brutality. When fighting a performance combat, the 
  pit fighter does not count a round against the daily limit 
  on rage during any round in which the crowd’s attitude 
  toward him is helpful. This is in addition to the normal 
  bonuses the crowd’s attitude provides. If, after using this 
  ability, the crowd’s attitude ever drops to unfriendly or 
  hostile, the pit fighter becomes fatigued. He remains 
  fatigued for as long as the crowd remains unfriendly or 
  hostile or until the end of the combat, whichever comes 
  first. 
  Damage Reduction (Ex): At 7th level, a pit fighter gains 
  damage reduction. Subtract 1 from the damage the pit 
  fighter takes each time she is dealt damage from a weap-
  on or a natural attack. At 10th level, and every three pit 
  fighter levels thereafter (13th, 16th, and 19th level), this 
  damage reduction rises by 1 point. Damage reduction 
  can reduce damage to 0 but not below 0.
  Greater Rage (Ex): At 11th level, when a pit fighter en-
  ters rage, the morale bonus to her Strength and Consti-
  tution increases to +6 and the morale bonus on her Will 
  saves increases to +3.
  Tricky Assault (Ex): At 12th level, a pit fighter gains 
  Quick Dirty Trick as a bonus feat. This allows the pit 
  fighter to perform a single dirty trick combat maneuver 
  in place of one of his melee attacks on his turn. He must 
  choose the melee attack with the highest base attack 
  bonus to make the dirty trick combat maneuver. 
  Greater Roar of the Crowd (Ex): At 14th level, the 
  crowd’s effect on a pit fighter grows even more pro-
  nounced. The pit fighter may enter and maintain a rage 
  so long as the crowd’s attitude toward him is friendly or 
  better. Additionally, after using this ability, the pit fighter 
  does not become fatigued until the crowd’s attitude 
  becomes hostile. 
  Brutal Trick (Ex): At 18th level, a pit fighter gains 
  Greater Dirty Trick as a bonus feat. In addition, a crea-
  ture that spends a standard action to remove a condition 
  applied by the pit fighter’s dirty trick combat maneuver 
  provokes an attack of opportunity from the pit fighter. 
  Tireless Rage (Ex): Starting at 17th level, a pit fighter 
  no longer becomes fatigued at the end of her rage.
  Mighty Rage (Ex): At 20th level, when a pit fighter en-
  ters rage, the morale bonus to her Strength and Consti-
  tution increases to +8 and the morale bonus on her Will 
  saves increases to +4.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a class level of pit fighter, the follow-
  ing races have the option of choosing an alternate bonus 
  depending on their race.
     Dwarf: Add +1/4 to a performance combat check the 
  pit fighter makes when using one of the following weap-
  ons: battleaxe, heavy pick, warhammer, any weapon with 
  dwarven in its name. This functions only during perfor-
  mance combat, and only when the crowd is friendly or 
  helpful.
     Elf: Add +1/4 to a performance combat check the pit 
  fighter makes when using one of the following weap-
  ons: longsword, longbow (including composite), rapier, 
  shortbow (including composite), any weapon with elven 
  in its name. This functions only during performance 
  combat, and only when the crowd is friendly or helpful.
     Gnome: Add +1/4 to Intimidate checks the pit fighter 
  makes while engaged in performance combat against a 
  Medium or larger foe. This functions only during perfor-
  mance combat, and only when the crowd is friendly or 
  helpful.
     Half-Elf: Gain 1/6 of a performance combat feat.
     Half-Medusa: Gain 1/6 of uncanny dodge (as the bar-
  barian ability). After gaining uncanny dodge, continuing 
  to gain this benefit grants improved uncanny dodge (as 
  the barbarian ability) after an additional 6 selections. 
  These function only during performance combat, and 
  only when the crowd is friendly or helpful.
     Half-Orc: Add +1/4 to the number of times per day 
  the pit fighter may use their orc ferocity racial ability. 
  These function only during performance combat, and 
  only when the crowd is friendly or helpful.
     Halfling: Add +1/6 dodge bonus to the pit fighter’s 
  Armor Class against Medium or larger foes while en-
  gaged in performance combat, but only when the crowd 
  is friendly or helpful.
     Human: Gain 1/6 of a performance combat feat.
  
  6
  Sample Pit Fighter Characters
  Below is a sample pit fighter player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points.
  Ssselene
  “Even when there is no other crowd but the gods, I fight for 
  glory.”
  Ssselene (CR 1/2; XP 200)
  Female half-medusa pit fighter 1
  CG Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 14, touch 12, flat-footed 12
  (+2 armor, +2 Dex)
  hp 15 (1d12+3)
  Fort +4, Ref +2, Will +1
  Offense
  Speed 40 ft.
  Melee morningstar +3 (1d8+3) or dagger +3 (1d4+2/19-
  20) or spiked gauntlet +3 (1d4+2) or morningstar +1 
  (1d8+2), spiked gauntlet +1 (1d4+1) or dagger +1 
  (1d4+1/19-20)
  Ranged light crossbow +3 (1d8/19-20) or dagger +3 
  (1d4+2/19-20)
  Special Attacks rage (6 rounds/day)
  Raging Statistics 
  AC 12, touch 10, flat-footed 10; hp 17; Fort +6, 
  Will +3; Melee morningstar +5 (1d8+6) or dagger +5 
  (1d4+4/19-20) or spiked gauntlet +5 (1d4+4) or morn-
  ingstar +3 (1d8+4), spiked gauntlet +3 (1d4+2) or dag-
  ger +3 (1d4+2/19-20); Ranged dagger +3 (1d4+4/19-
  20); Str 18, Con 19; CMB +5.
  Statistics
  Str 14, Dex 15, Con 15, Int 10, Wis 8, Cha 12
  Base Atk +1; CMB +3; CMD 15
  Feats Two-Weapon Fighting
  Skills Acrobatics +6 (+10 jumping), Intimidate +7, 
  Perception +5, Perform (dance) +5; Racial Modifiers +2 
  Intimidate, +2 Perception
  Languages Common, Medusa
  SQ fast movement, hypnotic, medusa blood, snake eyes, 
  snake hair
  Gear lamellar cuirassUE, morningstar, spiked gauntlet, 
  dagger, light crossbow with 10 bolts, backpack, bedroll, 
  belt pouch, flint and steel, hemp rope (50 ft.), sack, 
  torch (2), trail rations (5 days), traveler’s outfit, water-
  skin, weapon cordUE, whetstone, wrist sheathUE, 1 pp, 18 
  gp, 10 sp, 18 cp
  Ssselene (CR 4; XP 1,200)
  Female half-medusa pit fighter 5
  CG Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +9
  Defense
  AC 18, touch 12, flat-footed 16
  (+6 armor, +2 Dex)
  hp 53 (5d12+15)
  Fort +6, Ref +3, Will +2
  Defensive Abilities trap sense +1
  Offense
  Speed 30 ft.
  Melee mwk morningstar +9 (1d8+3) or mwk spiked 
  gauntlet +8 (1d4+2) or dagger +7 (1d4+2/19-20) or 
  mwk morningstar +7 (1d8+2), mwk spiked gauntlet +6 
  (1d4+1) or dagger +5 (1d4+1/19-20)
  Ranged light crossbow +7 (1d8/19-20) or dagger +7 
  (1d4+2/19-20)
  Special Attacks arena weapon expertise +1, rage (14 
  rounds/day), weapon trick
  Raging Statistics 
  AC 16, touch 10, flat-footed 14; hp 63; Fort +8, Will 
  +4; Melee mwk morningstar +11 (1d8+6) or mwk 
  spiked gauntlet +10 (1d4+4) or dagger +9 (1d4+4/19-
  20) or mwk morningstar +9 (1d8+4), mwk spiked 
  gauntlet +8 (1d4+2) or dagger +7 (1d4+2/19-20); 
  Ranged dagger +7 (1d4+4/19-20); Str 19, Con 19; 
  CMB +9.
  Statistics
  Str 15, Dex 15, Con 15, Int 10, Wis 8, Cha 12
  Base Atk +5; CMB +7 (+9 dirty trick); CMD 19 (21 vs. 
  dirty trick)
  Feats Improved Dirty TrickAPG, Performance Weapon 
  MasteryUC, Two-Weapon Fighting, Weapon Focus 
  (morningstar)
  Skills Acrobatics +7, Intimidate +11, Perception +9, 
  Perform (dance) +9; Racial Modifiers +2 Intimidate +2 
  Perception
  Languages Common, Medusa
  SQ fast movement, hypnotic, medusa blood, poor 
  equipment, showmanship 1/day, snake eyes, snake hair
  Combat Gear oil of magic weapon (2), potion of cure light 
  wounds (2), potion of jump (2), potion of shield of faith 
  (2); Other Gear masterwork breastplate, masterwork 
  morningstar, masterwork spiked gauntlet, dagger, light 
  crossbow with 20 bolts, bedroll, belt pouch, flint and 
  steel, handy haversack, hemp rope (50 ft.), sack, torch 
  (2), trail rations (5 days), traveler’s outfit, waterskin, 
  
  7
  weapon cordUE, whetstone, wrist sheathUE, 2 pp, 18 gp, 
  19 sp, 26 cp
  Ssselene (CR 9; XP 6,400)
  Female half-medusa pit fighter 10
  CG Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +14
  Defense
  AC 18, touch 12, flat-footed 16
  (+6 armor, +2 Dex)
  hp 101 (10d12+30)
  Fort +9, Ref +5, Will +4
  DR 2/—; Defensive Abilities trap sense +3
  Offense
  Speed 40 ft.
  Melee mwk morningstar +16/+11 (1d8+6) or mwk 
  spiked gauntlet +15/+10 (1d4+4) or dagger +14/+9 
  (1d4+4/19-20) or mwk morningstar +14/+9 (1d8+4), 
  mwk spiked gauntlet +13 (1d4+2) or dagger +12 
  (1d4+2/19-20)
  Ranged light crossbow +12 (1d8/19-20) or dagger +12 
  (1d4+4/19-20)
  Special Attacks arena weapon expertise +2, rage (24 
  rounds/day), roar of the crowd, weapon trick
  Raging Statistics 
  AC 16, touch 10, flat-footed 14; hp 121; Fort +11, Will 
  +6; Melee mwk morningstar +18/+13 (1d8+9) or mwk 
  spiked gauntlet +17/+12 (1d4+6) or dagger +16/+11 
  (1d4+6/19-20) or mwk morningstar +16/+11 (1d8+6), 
  mwk spiked gauntlet +15 (1d4+3) or dagger +14 
  (1d4+3/19-20); Ranged dagger +12 (1d4+6/19-20); Str 
  22, Con 19; CMB +16.
  Statistics
  Str 18, Dex 15, Con 15, Int 10, Wis 8, Cha 12
  Base Atk +10; CMB +14 (+16 dirty trick); CMD 26 
  (28 vs. dirty trick)
  Feats Dazzling Display, Dramatic DisplayUC, Improved 
  Dirty TrickAPG, Performance Weapon MasteryUC, Two-
  Weapon Fighting, Weapon Focus (morningstar)
  Skills Acrobatics +14 (+18 jumping), Intimidate +16, 
  Perception +14, Perform (dance) +14; Racial Modifiers 
  +2 Intimidate +2 Perception
  Languages Common, Medusa
  SQ fast movement, hypnotic, medusa blood, poor 
  equipment, showmanship 2/day, snake eyes, snake hair
  Combat Gear oil of magic weapon (2), potion of cure 
  moderate wounds (2), potion of haste, potion of jump (2), 
  potion of shield of faith; Other Gear mithral breastplate, 
  masterwork morningstar, masterwork spiked gauntlet, 
  dagger, light crossbow with 20 bolts, bedroll, belt of giant 
  strength +2, belt pouch, flint and steel, handy haversack, 
  hemp rope (50 ft.), sack, torch (2), trail rations (5 days), 
  traveler’s outfit, waterskin, weapon cordUE, whetstone, 
  wrist sheathUE, 2 pp, 19 gp, 10 sp, 16 cp
  Ssselene (CR 14; XP 38,400)
  Female half-medusa pit fighter 15
  CG Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +19
  Defense
  AC 23, touch 14, flat-footed 21
  (+8 armor, +2 deflection, +2 Dex, +1 natural)
  hp 163 (15d12+60)
  Fort +13, Ref +8, Will +7
  DR 3/—; Defensive Abilities trap sense +5
  Offense
  Speed 40 ft.
  Melee +1 morningstar +22/+17/+12 (1d8+8) or 
  +1 spiked gauntlet +21/+16/+11 (1d4+6) or dag-
  ger +20/+15/+10 (1d4+5/19-20) or +1 morningstar 
  +20/+15/+10 (1d8+6), +1 spiked gauntlet +19 (1d4+3) 
  or dagger +18 (1d4+2/19-20)
  Ranged light crossbow +17 (1d8/19-20) or dagger +17 
  (1d4+5/19-20)
  Special Attacks arena weapon expertise +3, greater rage 
  (34 rounds/day), greater roar of the crowd, tricky assault, 
  weapon trick
  Raging Statistics
  AC 21, touch 12, flat-footed 19; hp 208; Fort +16, 
  Will +10; Melee +1 morningstar +25/+20/+15 (1d8+13) 
  or +1 spiked gauntlet +24/+19/+14 (1d4+9) or dag-
  ger +23/+18/+13 (1d4+8/19-20) or +1 morningstar 
  +23/+18/+13 (1d8+9), +1 spiked gauntlet +22 (1d4+5) 
  or dagger +21 (1d4+4/19-20); Ranged dagger +17 
  (1d4+8/19-20); Str 26, Con 22; CMB +23; CMD 35.
  Statistics
  Str 20, Dex 15, Con 16, Int 10, Wis 8, Cha 12
  Base Atk +15; CMB +20 (+22 dirty trick); CMD 34 
  (36 vs. dirty trick)
  Feats Dazzling Display, Dramatic DisplayUC, Hero’s Dis-
  playUC, Improved Dirty TrickAPG, Masterfurl DisplayUC, 
  Performance Weapon MasteryUC, Quick Dirty TrickUC, 
  Savage DisplayUC, Two-Weapon Fighting, Weapon Focus 
  (morningstar)
  Skills Acrobatics +19 (+23 jumping), Intimidate +21, 
  Perception +19, Perform (dance) +19; Racial Modifiers 
  +2 Intimidate, +2 Perception
  Languages Common, Medusa
  SQ fast movement, hypnotic, medusa blood, poor 
  equipment, showmanship 3/day, snake eyes, snake hair
  
  8
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason 
  Bulmahn, Matt Goodall, and Jason Nelson.
  Warrior Prestige Archetype: Pit Fighter. Copyright 2015, Purple Duck Games; Author Carl Cramér.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfind-
  er Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  Combat Gear potion of cure serious wounds (2), potion 
  of haste (2), potion of jump (2); Other Gear +2 mithral 
  breastplate, +1 morningstar, +1 spiked gauntlet, dagger, 
  light crossbow with 20 bolts, amulet of natural armor +1, 
  backpack, bedroll, belt of giant strength +4, belt pouch, 
  cloak of resistance +1, feather step slippersUE, flint and steel, 
  hemp rope (50 ft.), ring of protection +2, sack, torch (2), 
  trail rations (5 days), traveler’s outfit, waterskin, weapon 
  cordUE, whetstone, wrist sheathUE, 2 pp, 17 gp, 10 sp, 
  16 cp
  Ssslene was captured by a rival pirate gang as a child. 
  Taken far from her home on Sthenno, she was sold to 
  Gaytes Enterprises and forced to fight in the arenas 
  for the entertainment of the masses. An exotic beauty, 
  Ssslene quickly gained crowd approval and her matches 
  became some of the best attended in the City.  Sslene 
  has proven herself a remarkable combatant and supreme 
  showman regardless if she is fighting giants, manticores, 
  or mechanicals.
  Variant: Without Performance 
  Combat
  If the performance combat rules from performance com-
  bat from Pathfinder Roleplaying Game Ultimate Combat 
  are not used, the following optional abilities are changed.
  Showmanship (Ex): When fighting before an apprecia-
  tive crowd of non-combatant onlookers, the pit fighter 
  can rage without expending any of his daily allotment of 
  rage rounds.
  Roar of the Crowd (Ex): When the pit fighter reduces 
  an opponent to -1 hit points or less, or when he verifies 
  a critical hit, he can choose to end his rage and not suffer 
  any fatigue.
  Greater Roar of the Crowd (Ex): When the pit fighter 
  reduces an opponent to -1 hit points or less, or when 
  he verifies a critical hit, his rage recycles; he can choose 
  to end his rage and not suffer any fatigue, or continue 
  his rage but regain the ability to use any power that is 
  normally restricted to once per rage.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/WPA Pit Fighter.pdf