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==Injury Flaws== ===Missing Arm=== Only have one hand available to hold and manipulate items, -4 penalty to all grapple checks, -4 penalty to Climb, Craft, Disable Device, Escape Artist, Open Lock, Sleight of Hand, Swim and Tumble checks. ===Ruined Leg=== Base movement speed reduced by 10 ft., unable to charge, unable to run, -2 penalty to opposed bull rush checks, -4 penalty to avoid being tripped, -4 penalty to Balance, Climb, Jump, Move Silently, Perform (dance), Swim and Tumble. ===Shattered Larynx=== Unable to speak above a whisper, automatically fail Perform (sing) and Perform (oratory) checks, 25% chance of spell failure for spells with a verbal component, -4 penalty to Bluff, Diplomacy, Disguise (for voice purposes), Gather Information and Intimidate. ==Fighter== ===Fighter Variant: Soldier=== The soldier is a professional armsman in service to a cause to which he is loyal, whatever his reasons may be. Though his duty gives him greater strength of will, his commitment and regimented training deprive him of the flexibility of developing his own combat style. '''Hit Die'''<br> The soldier uses a d12 for his Hit Die (and has hit points at 1st level equal to 12 + Con modifier). '''Alignment'''<br> A soldier may not be chaotic in alignment. A soldier who becomes chaotic cannot progress in levels as a soldier, and loses access to his Soldier's Duty ability and duty points until he returns to a nonchaotic alignment. '''Base Save Bonuses'''<br> A soldier has good Fortitude and Will saves, but has poor Reflex saves. '''Class Skills'''<br> Add Concentration, Knowledge (local), Listen, Sense Motive and Spot to the soldier's list of class skills. The soldier gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level). '''Class Features'''<br> The soldier has all the standard fighter class features, except as noted below. '''Weapon and Armor Proficiency'''<br> Soldiers are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (excluding tower shields). '''Bonus Feats'''<br> A soldier doesn't gain the normal fighter bonus feats at 1st level, 6th level, 12th level or 18th level. '''Professional Training'''<br> A soldier gains specific bonus feats at set levels: Alertness and Weapon Focus at 1st level; Improved Initiative at 2nd level; Persuasive and Weapon Specialization at 4th level; and Investigator and Iron Will at 6th level. '''Soldier's Duty'''<br> A soldier has a pool of duty points equal to half his class level, rounded down, plus his Intelligence bonus if any (minimum 1). His duty points refresh after eight hours' rest. ''Rally (Ex)'' The soldier may expend any number of duty points as an immediate action to heal himself of 1d8 points of damage per point expended. ''Strive (Ex)'' A soldier of 3rd level or higher may expend a duty point to reroll an attack after determining if the result was a success or a failure. He may only attempt one such reroll per attack. No action is required for this expenditure. ''Reassess (Ex)'' A soldier of 5th level or higher may expend a duty point to reroll a failed saving throw. ''Withstand (Ex)'' A soldier of 7th level or higher who is affected by one of the following status conditions may expend a duty point to negate said condition: [I]Confused[/I], cowering, dazed, exhausted, [I]fascinated[/I], frightened, nauseated, panicked, paralyzed, petrified, stunned, turned, unconscious (when due to an external effect). A previously nauseated soldier becomes sickened instead; a previously panicked soldier becomes frightened, while a previously frightened soldier becomes shaken. No action is required for this expenditure. ''Hustle (Ex)'' A soldier of 9th level or higher may expend a duty point to take an additional move, swift or immediate action this round. No action is required for this expenditure. Hustle may be used only once each round, but may be used in the same round as Persist. ''Persist (Ex)'' A soldier of 11th level or higher may expend two duty points to take an additional standard action this round. No action is required for this expenditure. '''Phalanx (Ex)'''<br> A soldier who is adjacent to one ally gets a +1 bonus to attack and damage rolls. A soldier who is adjacent to two or more allies gets a +2 bonus to attack and damage rolls. When attacking a foe who is not adjacent to any other foe, these bonuses double. '''Unity (Ex)'''<br> At third level, a soldier bands together with nearby allies for defense and support. Allies adjacent to the soldier get a +1 bonus to AC and saving throws, which stacks with the bonus from other soldiers' Unity abilities to a maximum of +4 total. ===Fighter Variant: Style Master=== The style master is a disciple of the arts of battle, who has delved into the intricacies of his combat style and mastered the ways of his chosen weapon. Though his drive and focus show his excellence in his chosen form, he is less flexible than his martial peers in breadth of study. '''Class Features'''<br> The style master has all the standard fighter class features, except as noted below. '''Bonus Feats'''<br> A style master doesn't gain the normal fighter bonus feats at 1st level, 6th level, 12th level or 18th level. '''Combat Form'''<br> At 1st level, the style master selects a Style feat from those listed below, and gets Weapon Focus as a bonus feat, choosing a weapon that would qualify for that Style feat. At 2nd level, the style master receives a bonus feat corresponding to his chosen Style feat, as shown on the table below. At 3rd level, the style master gains his chosen Style feat as a bonus feat, and at 4th level he receives Weapon Specialization with the weapon chosen earlier. ===Fighter Variant: Veteran=== The veteran is a warrior who has survived some extraordinary trial, whether mundane but great in magnitude or actually supernatural. Though scarred by the experience and hard-set in the ways that helped him survive, the veteran is tougher, faster and more resilient for his tribulations. '''Hit Die'''<br> The veteran uses a d12 for his Hit Die (and has hit points at 1st level equal to 12 + Con modifier). '''Base Save Bonuses'''<br> A veteran has good Fortitude and Reflex saves, but has poor Will saves. '''Flaws'''<br> The veteran acquires an Injury Flaw at 1st level. '''Class Features'''<br> The veteran has all the standard fighter class features, except as noted below. '''Bonus Feats'''<br> A veteran doesn't gain the normal fighter bonus feats at 1st level, 2nd level, 6th level, 10th level, 14th level or 18th level. '''Veteran's Profile (Ex)'''<br> Each veteran has survived some deadly ordeal and gained specific insight into how to contend with the experience. The skills acquired in this trial stay with the veteran for the rest of his career, and improve with time. At 1st level, a veteran selects a single profile, which cannot be changed later. :''Survivor of Sorcery:'' The veteran has contended with a magic-user in the past and come out of it with a better appreciation for the powers they wield, and how to endure. A veteran with this profile has spell resistance equal to 10 plus his class level. '''Improved Initiative'''<br> A veteran gains Improved Initiative as a bonus feat at 2nd level. ''Battle Paradigm (Ex)'' Veterans recall their formative battles and channel those memories into their present-day encounters. At 5th level and every five levels thereafter, the veteran chooses a battle paradigm from those listed below. Each time a situation of risk arises, such that the veteran needs to roll initiative, he selects one of his available paradigms, which lasts for one round per class level or until the situation (normally a combat encounter) is ended. :''Combat Vigor:'' The veteran gains Fast Healing 3. This increases to Fast Healing 4 at 10th level and to Fast Healing 5 at 15th. '''Sharper Edge'''<br> A veteran gains Sharper Edge as a bonus feat at 6th level. ==Paladin== ==Ranger==
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