Matador

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The Matador is a character class devoted to dodging, weaving, and performing cool tricks with a cape.

Abilities: Dexterity and Charisma are a must for you, as is Intelligence to a lesser extent. Wisdom or Strength might be a good second choice.

Races: Humans, elves, half-elves, and halflings are usually the only races daring enough to be matadors, though half-orc and dwarven matadors are not unheard of.

Alignment: Matadors, though they can be of any alignment, tend towards chaos.

Hit Die: d8

Starting Gold: 3d4x10 gp.

Starting Age: As fighter (PH 109).

Class Features:

Weapon and Armor Proficiency: Matadors are proficient with all simple weapons, as well as the rapier. They are also proficient with light armor, but not shields.

Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Bluff, Concentration, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Perform, Profession, Ride, Sense Motive, Spot, Tumble, Use Rope

Dodge: At 1st level, a matador gains the Dodge feat.

Taunt: At 1st level, a matador gains the ability to taunt his opponents and goad them into attacking him. He may use this ability a number of times per day equal to half his class level plus his Charisma bonus.

As a swift action, you may taunt one opponent within 100 feet and goad them into attacking you. You must first make an Intimidate or Bluff check, opposed by your opponent's Sense Motive check. If successful, your opponent immediately focuses on you over all other opponents. Most times, they will attempt to move to melee rainge as quickly as possible, but some attackers (like archers and spellcsaters) will instead choose to remain at a distance but stull focus on you.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not move to attack you in melee in a manner that would intentionally provoke attacks of opportunity.

The effects of this last for a number of rounds equal to 5 plus your charisma bonus.

Mobility: At 2nd level, a matador gains the Mobility feat.

Matador Moves: Matador Moves are abilities that help a matador resist bull rushes, charges, and overrun attacks, whether from mounted opponents or opponents on foot. They are only usable while the matador is wearing light or no armor.

At 2nd level, a matador gains the ability to defend against bull rushes, charges, and overrun attacks. With a DC 20 Bluff check, a matador may resist a bull rush, charge, or overrun attack. If successful, the matador halts the attacker in the square in front of him. He may not make an attack of opportunity.

At 7th level, a matador improves his ability to defend against bull rushes, charges, and overrun attacks. When the matador is subjected to one of the aforementioned attacks, he may attempt a feint. If successful, he may immediately make an attack of opportunity. If he does, he may treat his weapon as if it were set for a charge, even if it is a weapon that is not normally able to be set for a charge. If he is successful, the attacker halts in the square before the matador.

At 12th level, a matador improves his ability to defend against bull rushes, charges, and overrun attacks. When the matador is subjected to one of the aforementioned attacks, he may attempt a trip attack. Treat this trip attack as if the Matador has the Improved Trip feat. If he is successful, the attacker halts in the square before the matador.

At 17th level, a matador improves his ability to defend against bull rushes, charges, and overrun attacks. When the matador is subjected to one of the aforementioned attacks, he may immediately take a five-foot step as long as the move takes him out of the path of the attack. The attacker moves into the square the matador was in before his five-foot step and halts. The matador may then make an attack of opportunity.

Combat Expertise: At 3rd level, a matador gains the Combat Expertise feat.

Cloak Maneuver: Cloak Maneuvers help the matador fight his opponents. In order to use a Cloak Maneuver, the matador must have a free hand, be wearing a cloak, and be wearing light or no armor. Wearing a weighted cloak (which adds a 50g cost) gives a matador a +2 modifier to all checks made using Cloak Maneuvers (but not attack or damage rolls).

At 3rd level, a matador gains the ability to use their cloak defensively. While the matador has a free hand and is wearing a cloak, he may add one point to his Armor Class for each point of Intelligence bonus he has. This increase may not pass the matador's class level.

At 6th level, a matador improves his ability to defend himself with his cloak. While the matador has a free hand and is wearing a cloak, he may add his class level to his Armor class while fighting defensively.

At 9th level, a matador gains the ability to disarm opponents with his cloak. While the matador has a free hand and is wearing a cloak, he may attempt to disarm opponents as if he had the Improved Disarm feat.

At 12th level, a matador improves his ability to defend himself with his cloak. While the matador has a free hand and is wearing a cloak, he may deflect arrows as if he had the Deflect Arrows feat.

At 15th level, a matador improves his ability to defend himself with his cloak. After a successful disarm, he may attempt a Reflex save. If successful, he catches the weapon he disarmed in his free hand. He may immediately begin using this weapon, but suffers the normal penalties for two-weapon fighting (if they apply).

At 18th level, a matador gains the ability to hide in plain sight as long as he is wearing a cloak and has a free hand.

Combat Reflexes: At 4th level, a matador gains the Combat Reflexes feat.

Weapon Finesse: At 4th level, a matador gains the Weapon Finesse feat.

Evasion: At 5th level, a matador can avoid even magical and unusal attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a succesful saving throw, he instead takes no damage. Evasion can only be used if the matador is wearing light armor or no armor. A helpless matador does not gain the benefits of evasion.

Improved Evasion: At 8th level, a matador's evasion ability imrpoves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless matador does not gain the benefit of improved evasion.

Minor Cloak of Displacement: At 10th level, any cloak a matador wears has the effects of a minor cloak of displacement, in addition to any powers it normally has.

Improved Dodge: At 11th level, a matador improves his ability to dodge. He can attempt to negate attacks made by the target of his Dodge feat. If this opponent attacks him, he may use an immediate action to make a d20 roll. The result is added to his AC and touch AC against that single opponent for the rest of the round. This ability is only usable while the matador is wearing a cloak and has a free hand.

Acrobatic Strike: At 13th level, a matador gains the Acrobatic Strike feat. If he succeeds in using a Tumble to avoid an opponent's attack of opportunity, he gains a +4 bonus on the next attack he makes against that foe as long as the attack occurs before the end of his current turn. This ability is only usable while the matador is wearing a cloak and has a free hand.

Cloak Dance: At 14th level, a matador gains the Cloak Dance feat. He may take a move action to obscure his exact position. Until his next turn, he has concealment. Alternatively, he may take a full-round action to entirely obscure his exact position. Until his next action, he has total concealment. This ability is only usable while the matador is wearing a cloak and has a free hand.

Major Cloak of Displacement: At 20th level, any cloak a matador wears has the effects of a greater cloak of displacement, in addition to any powers it normally has.

Religion: Most matadors worship gods of trickery (like Garl Glittergold, Olidammara, and Yondalla), though elven matadors worship Corellon Larethian almost as a whole.

Other Classes: Fighters and rangers admire matador's daring and flair, while paladins tend to see matadors as flashy upstarts.

Combat: Matadors fare best in one-on-one combat, though they're no pushover in larger combats. Their best tactic is to render their opponents helpless--through tripping or disarming them--and let their allies finish them off.

Matador Progression

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Dodge, Taunt
2nd +1 +0 +3 +0 Matador Moves (Bluff), Mobility
3rd +2 +1 +3 +1 Cloak Maneuver (Defensive Twirl), Combat Expertise
4th +3 +1 +4 +1 Combat Reflexes, Weapon Finesse
5th +3 +1 +4 +1 Evasion
6th +4 +2 +5 +2 Cloak Maneuver (Defensive Flourish)
7th +5 +2 +5 +2 Matador Moves (Feint)
8th +6/+1 +2 +6 +2 Improved Evasion
9th +6/+1 +3 +6 +3 Cloak Maneuver (Improved Disarm)
10th +7/+2 +3 +7 +3 Minor Cloak of Displacement
11th +8/+3 +3 +7 +3 Improved Dodge
12th +9/+4 +4 +8 +4 Matador Moves (Trip), Cloak Maneuver (Deflect Arrows)
13th +9/+4 +4 +8 +4 Acrobatic Strike
14th +10/+5 +4 +9 +4 Cloak Dance
15th +11/+6/+1 +5 +9 +5 Cloak Maneuver (Catch)
16th +12/+7/+2 +5 +10 +5 -
17th +12/+7/+2 +5 +10 +5 Matador Moves (5-foot Step)
18th +13/+8/+3 +6 +11 +6 Cloak Maneuver (Hide In Plain Sight)
19th +14/+9/+4 +6 +11 +6 -
20th +15/+10/+5 +6 +12 +6 Major Cloak of Displacement
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