D&D 3E/3.5 3E D&D Aurelia setting & houserules material (now with magic items!)

Arkhandus

First Post
The Elven Bladesinger prestige class for Aurelia has been edited in, a few posts up from this one. I may add another paragraph to its description later, regarding its background in Aurelia and what specific roles Bladesingers play in Elven society, but I'm not sure, since I've got a decent amount of detail in there already I think.

I'm likely to update the basic houserules section a bit sometime soon, covering Divine Patrons, Trading Items Both Mystic And Mundane, Aurelian Wealth Standards, Aurelian Languages, and Arts Both Mystic And Alchemic In Aurelia.

I've always thought it was loony and nonsensical that PCs sell everything for half value but NPCs sell everything at full value.... Also, I'm working on a description for how common magic, psionics, alchemy, and (medieval/early Renaissance) technology are in Aurelia, and what they have to do with the common man, as well as with nobles, merchant lords, priesthoods, and adventurers.
 
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Arkhandus

First Post
Class Advancement Preview

Ehhh, I'm too much of a perfectionist. :heh: Even if I found a wiki to use that I liked, I wouldn't update it any more frequently than this, since I'd rather not present any half-baked ideas or unbalanced mechanics that I haven't really spent enough time tinkering with beforehand. Though I still need to figure out how to put in code that would direct someone from a link to the proper post on a thread, rather than opening up a separate window containing only that post by itself....

Anyway, I've been busy with job-searching lately and my family's kept me away from the computer most of the time past mid-day, so I haven't gotten a lot done recently. My final bit of revision to the fighter is complete, except for revising some more of the Prowess fighting styles.

My original version of some Prowess styles didn't make much sense despite being mechanically balanced, so I've revised and simplified them to fit better. Also revised the Agonizing Strike ability to be much simpler, and shorter in description (now only a few short paragraphs, rather than four or five longer paragraphs), and filled in the remaining 'dead levels.'

Although I don't have anything against dead levels, as a player or as a DM, I did finally decide that I should at least humor those who do, by giving the classic four classes (fighter, rogue, cleric, and wizard) something at every level besides the standard, basic increases (BAB, base saves, skill points, maximum skill rank, hit points). Some of these added benefits are just minor boosts to skills or other stats, but not all of them are, and none of them are really insignificant (I'm not going to give out a measely +1 on a skill check or something and try to call it a benefit; that's just weak and forgettable).

This was already how I had designed Aurelian Rogues in the first place, but I decided the other classic three should get similar treatment. I'm still keeping the Fighter pretty simple, though; only a few different class features, and gained in increments so as to fill in many levels with simple, repeated benefits.

For now, although I don't have a real update ready just yet, I figured I'll just post the class advancement charts for some Aurelian classes. To give an idea of what they get, compared to the stuff from Wizards of the Coast. Click the spoiler buttons to view.

Ambush Master, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Ambush Master:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+0	+2	+0	Hiding Mastery, Sneak Attack +1d6, Traps
2	+1	+0	+3	+0	Prime Ambush, Sneak Attack +2d6
3	+1	+1	+3	+1	Distraction Mastery, Sneak Attack +3d6
4	+2	+1	+4	+1	Sneak Attack +4d6, Swift Seeker
5	+2	+1	+4	+1	Sneak Attack +5d6, Surprise Mastery
[/sblock]

Arcane Archer, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Arcane Archer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+1	+2	+2	+0	Enchant Arrow +1, Trusty Bow
2	+2	+3	+3	+0	Imbue Arrow, Extra Spell
3	+3	+3	+3	+1	Enchant Arrow +2, Potency +1
4	+4	+4	+4	+1	Seeker Arrow, Deflect Arrows
5	+5	+4	+4	+1	Enchant Arrow +3, Bonus Feat
6	+6	+5	+5	+2	Phase Arrow, Summon Arrows
7	+7	+5	+5	+2	Enchant Arrow +4, Potency +2
8	+8	+6	+6	+2	Hail of Arrows, Improved Sniping
9	+9	+6	+6	+3	Enchant Arrow +5, Extra Spell
10	+10	+7	+7	+3	Arrow of Death, Potency +3
[/sblock]

Arcane Bombardier, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Arcane Bombardier:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/B][/COLOR]
1	+0	+0	+2	+0	Fireball Specialization		+1 level of existing class
2	+1	+0	+3	+0	Metamagic Fireballs, Spread
3	+1	+1	+3	+1	Fireball Flare, Fire Resistance	+1 level of existing class
4	+2	+1	+4	+1	Metamagic Fireballs, Torch
5	+2	+1	+4	+1	Incinerate, Lingering Inferno	+1 level of existing class
[/sblock]

Ascetic, variant Monk
[sblock]
Code:
[COLOR=Red][B][I][U]The Ascetic:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+0		+0	+2	+2	Martial Artist, Bonus Feat, Wind Ki
2	+1		+0	+3	+3	Martial Arts Talent, Still Mind
3	+1		+1	+3	+3	Martial Arts Talent, Fast Movement
4	+2		+1	+4	+4	Martial Arts Talent
5	+2		+1	+4	+4	Bonus Feat, Iron Ki
6	+3		+2	+5	+5	Martial Arts Talent
7	+3		+2	+5	+5	Martial Arts Talent, Ki Sense
8	+4		+2	+6	+6	Martial Arts Talent
9	+4		+3	+6	+6	Bonus Feat, Timeless Body, Flame Ki
10	+5		+3	+7	+7	Martial Arts Talent
11	+5		+3	+7	+7	Martial Arts Talent, The Spirit Is Unbound
12	+6/+1		+4	+8	+8	Martial Arts Talent, Jade Ki
13	+6/+1		+4	+8	+8	Bonus Feat, Tongue Of The Sun And Moon
14	+7/+2		+4	+9	+9	Martial Arts Talent
15	+7/+2		+5	+9	+9	Martial Arts Talent, Ki Flare
16	+8/+3		+5	+10	+10	Martial Arts Talent
17	+8/+3		+5	+10	+10	Bonus Feat, Liquid Ki
18	+9/+4		+6	+11	+11	Martial Arts Talent
19	+9/+4		+6	+11	+11	Martial Arts Talent, Indomitable Ki
20	+10/+5		+6	+12	+12	Martial Arts Talent, Perfect Self, Attunement
[/sblock]

Assassin, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Assassin:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+1	+0	+2	+0	Sneak Attack +1d6, Death Attack, Poison Use
2	+2	+0	+3	+0	Resist Poison +2, Uncanny Dodge (+1 vs. traps)
3	+3	+1	+3	+1	Sneak Attack +2d6, Traps
4	+4	+1	+4	+1	Improved Distraction, Slippery Mind
5	+5	+1	+4	+1	Sneak Attack +3d6, Crippling Blow
6	+6	+2	+5	+2	Resist Poison +4, Uncanny Dodge (+2 vs. traps)
7	+7	+2	+5	+2	Sneak Attack +4d6, Crippling Blow
8	+8	+2	+6	+2	Fast Sneak, Threatening Countenance
9	+9	+3	+6	+3	Sneak Attack +5d6, Fast Tracking
10	+10	+3	+7	+3	Resist Poison +6, Sudden Death,
					Uncanny Dodge (+3 vs. traps)
[/sblock]

Avenger Druid, variant Druid
[sblock]
Code:
[COLOR=Red][B][I][U]The Avenger Druid:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+1		+2	+0	+0	Nature Sense, Track, Weapon Focus
2	+2		+3	+0	+0	Animal Companion
3	+3		+3	+1	+1	Woodland Stride
4	+4		+4	+1	+1	Trackless Step
5	+5		+4	+1	+1	Venom Immunity
6	+6/+1		+5	+2	+2	Wild Shape (1/day)
7	+7/+2		+5	+2	+2	Fury Of Flame
8	+8/+3		+6	+2	+2	Wild Shape (2/day)
9	+9/+4		+6	+3	+3	Wild Shape (large)
10	+10/+5		+7	+3	+3	Strength Of Earth
11	+11/+6/+1	+7	+3	+3	Wild Shape (3/day)
12	+12/+7/+2	+8	+4	+4	Wild Shape (tiny), Spell Channel
13	+13/+8/+3	+8	+4	+4	Swift As Wind
14	+14/+9/+4	+9	+4	+4	Wild Shape (dire)
15	+15/+10/+5	+9	+5	+5	Wild Shape (4/day)
16	+16/+11/+6/+1	+10	+5	+5	Flow Like Water
17	+17/+12/+7/+2	+10	+5	+5	Wild Shape (huge)
18	+18/+13/+8/+3	+11	+6	+6	Wild Shape (elemental 1/day)
19	+19/+14/+9/+4	+11	+6	+6	Enduring As Time
20	+20/+15/+10/+5	+12	+6	+6	Wild Shape (elemental 2/day)
[/sblock]

Bard
[sblock]
Code:
[COLOR=Red][B][I][U]The Bard:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+2	Bardic Music, Bardic Knowledge
2	+1			+0	+3	+3	Telling Blow 1/day
3	+2			+1	+3	+3	Ignore Components 1/day
4	+3			+1	+4	+4
5	+3			+1	+4	+4	Convincing Voice
6	+4			+2	+5	+5
7	+5			+2	+5	+5	Ignore Components 2/day
8	+6/+1			+2	+6	+6
9	+6/+1			+3	+6	+6	Acrobatic Attack
10	+7/+2			+3	+7	+7
11	+8/+3			+3	+7	+7	Ignore Components 3/day
12	+9/+4			+4	+8	+8
13	+9/+4			+4	+8	+8	Emulate Feat 1/day
14	+10/+5			+4	+9	+9
15	+11/+6/+1		+5	+9	+9	Ignore Components 4/day
16	+12/+7/+2		+5	+10	+10
17	+12/+7/+2		+5	+10	+10	Telling Blow 2/day
18	+13/+8/+3		+6	+11	+11
19	+14/+9/+4		+6	+11	+11	Ignore Components 5/day
20	+15/+10/+5		+6	+12	+12	Emulate Feat 2/day
[/sblock]

Blade Dancer, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Blade Dancer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+0	+2	+0	Acrobatics (+5), Bonus Feat, Fast
					Movement (+10 feet), Leap of the Clouds
2	+1	+0	+3	+0	Enchanted Blade I, Sword Art
3	+2	+1	+3	+1	Acrobatics (+10), Acrobatic Attack
4	+3	+1	+4	+1	Fast Movement (+20 feet), Ride the Wind
5	+3	+1	+4	+1	Acrobatics (+20), Dance of Blades
6	+4	+2	+5	+2	Enchanted Blade II
7	+5	+2	+5	+2	Acrobatics (+25), Fast Movement (+30 feet),
					Shining Strike
8	+6	+2	+6	+2	The Blade Speaks Through Me
9	+6	+3	+6	+3	Acrobatics (+30), Blade Typhoon
10	+7	+3	+7	+3	Fast Movement (+40 feet),
					Enchanted Blade III
[/sblock]

Buccaneer, variant Rogue
[sblock]
Code:
[COLOR=Red][B][I][U]The Buccaneer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0			+2	+2	+0	Sea Dog, Improvised Weaponry
2	+1			+3	+3	+0	Combat Trick, Rumors of the Ports
3	+2			+3	+3	+1	Sneak Attack +1d6, Crippling Blow
4	+3			+4	+4	+1	Shifting Tides,
							Uncanny Dodge (Dex bonus to AC)
5	+3			+4	+4	+1	Seafaring Talent, Canny Guard
6	+4			+5	+5	+2	Greater Shifting Tides,
							Uncanny Dodge (cannot be flanked)
7	+5			+5	+5	+2	Sneak Attack +2d6, Crippling Blow
8	+6/+1			+6	+6	+2	Roguish Ability
9	+6/+1			+6	+6	+3	Seafaring Talent, Battle Skill
10	+7/+2			+7	+7	+3	Veteran Sea Dog
11	+8/+3			+7	+7	+3	Sneak Attack +3d6, Crippling Blow
12	+9/+4			+8	+8	+4	Roguish Ability
13	+9/+4			+8	+8	+4	Combat Trick, Scoundrel's Luck
14	+10/+5			+9	+9	+4	Greater Improvised Weaponry
15	+11/+6/+1		+9	+9	+5	Sneak Attack +4d6, Crippling Blow
16	+12/+7/+2		+10	+10	+5	Roguish Ability
17	+12/+7/+2		+10	+10	+5	Seafaring Talent, Battle Skill
18	+13/+8/+3		+11	+11	+6	Combat Trick
19	+14/+9/+4		+11	+11	+6	Sneak Attack +5d6, Crippling Blow
20	+15/+10/+5		+12	+12	+6	Roguish Ability, Frenzied Barrage
[/sblock]

Cyclops Deathgazer, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Cyclops Deathgazer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+0	+0	+2	Greater Evil Eye, Strike Incorporeal
2	+1	+0	+0	+3	Corrupting Aura
3	+2	+1	+1	+3	Overwhelming Evil Eye
4	+3	+1	+1	+4	Vexing Eye
5	+3	+1	+1	+4	Death Gaze
6	+4	+2	+2	+5	Corrupting Miasma
7	+5	+2	+2	+5	Greater Death Gaze
8	+6	+2	+2	+6	Accursed Hex
9	+6	+3	+3	+6	Overwhelming Death Gaze
10	+7	+3	+3	+7	Corrupting Gaze
[/sblock]

Duelist, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Duelist:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+1	+0	+2	+0	Acrobatic Attack, Canny Defense
2	+2	+0	+3	+0	Precise Strike +1d6
3	+3	+1	+3	+1	Dueling Advantage
4	+4	+1	+4	+1	Elaborate Parry, Improved Reaction +2
5	+5	+1	+4	+1	Dueling Advantage
6	+6	+2	+5	+2	Precise Strike +2d6
7	+7	+2	+5	+2	Dueling Advantage
8	+8	+2	+6	+2	Dueling Advantage
9	+9	+3	+6	+3	Dueling Advantage
10	+10	+3	+7	+3	Precise Strike +3d6, Improved Reaction +4
[/sblock]

Dwarven Defender, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Dwarven Defender:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+1	+2	+0	+2	Defensive Awareness (+1), Defensive Stance 1/day
2	+2	+3	+0	+3	Dwarven Girding
3	+3	+3	+1	+3	Defensive Stance 2/day
4	+4	+4	+1	+4	Defensive Awareness (+2), Toughness
5	+5	+4	+1	+4	Defensive Stance 3/day, Dwarven Girding
6	+6	+5	+2	+5	Damage Reduction (3/-)
7	+7	+5	+2	+5	Defensive Awareness (+3), Defensive Stance 4/day
8	+8	+6	+2	+6	Dwarven Girding
9	+9	+6	+3	+6	Defensive Stance 5/day, Toughness
10	+10	+7	+3	+7	Defensive Awareness (+4), Damage Reduction (6/-)
[/sblock]

Eldritch Missileer, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Eldritch Missileer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/B][/COLOR]
1	+0	+0	+0	+2	Magic Missile Specialization	+1 level of existing class
2	+1	+0	+0	+3	Metamagic Missiles, Pierce
3	+2	+1	+1	+3	Scattering Missiles		+1 level of existing class
4	+3	+1	+1	+4	Metamagic Missiles, Impact
5	+3	+1	+1	+4	Magic Missile Burst		+1 level of existing class
[/sblock]

Elemental Warrior, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Elemental Warrior:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+2	+0	+0	Elemental Warrior Focus, Elemental Strike +1d6
2	+1	+3	+0	+0	Elemental Shield 5, Elemental Saves
3	+2	+3	+1	+1	Channel Element (Lesser)
4	+3	+4	+1	+1	Elemental Strike +2d6
5	+3	+4	+1	+1	Elemental Shield 15, Elemental Counter
6	+4	+5	+2	+2	Channel Element (Improved)
7	+5	+5	+2	+2	Elemental Strike +3d6
8	+6	+6	+2	+2	Elemental Shield 20
9	+6	+6	+3	+3	Channel Element (Greater)
10	+7	+7	+3	+3	Elemental Strike +4d6, Elemental Weapon
[/sblock]

Endari Defender, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Endari Defender:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+1		+2	+0	+0	Defender Trait
2	+2		+3	+0	+0	Damage Reduction 1/-
3	+3		+3	+1	+1	Soldiering Skill
4	+4		+4	+1	+1	Defender Trait
5	+5		+4	+1	+1	Damage Reduction 2/-
6	+6		+5	+2	+2	Soldiering Skill
7	+7		+5	+2	+2	Defender Trait
8	+8		+6	+2	+2	Damage Reduction 3/-
9	+9		+6	+3	+3	Soldiering Skill
10	+10		+7	+3	+3	Defender Trait
[/sblock]

Firagi Champion, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Firagi Champion:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+1		+2	+0	+2	Rage (1/day), Improved Arcana
2	+2		+3	+0	+3	Flame Arrow
3	+3		+3	+1	+3	Leadership Bonus
4	+4		+4	+1	+4	Fireball
5	+5		+4	+1	+4	Rage (2/day), Improved Arcana
6	+6		+5	+2	+5	Fire Shield
7	+7		+5	+2	+5	Damage Reduction 2/-
8	+8		+6	+2	+6	Wall of Fire
9	+9		+6	+3	+6	Rage (3/day), Bonus Feat
10	+10		+7	+3	+7	Ability Boost, Improved Innate Magic
[/sblock]

Justiciar of Taiia, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Justiciar of Taiia:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will				Spells Per Day By Spell Level
Level	Attack	Save	Save	Save	Special			1	2	3	4[/B][/COLOR]
1	+0	+0	+2	+2	Resist Elements 1/day,
					Sneak Attack +1d6	0*	---	---	---
2	+1	+0	+3	+3	Combat Sense +2		1	---	---	---
3	+2	+1	+3	+3	Augury 1/day		1	0*	---	---
4	+3	+1	+4	+4	Sneak Attack +2d6	1	1	---	---
5	+3	+1	+4	+4	Combat Sense +4,
					Divination 1/day		1	1	0*	---
6	+4	+2	+5	+5	Augury 2/day		1	1	1	---
7	+5	+2	+5	+5	Sneak Attack +3d6	2	1	1	0*
8	+6	+2	+6	+6	Combat Sense +6		2	1	1	1
9	+6	+3	+6	+6	Augury 3/day,
					Flame Strike 1/day	2	2	1	1
10	+7	+3	+7	+7	Divination 2/day,
					Sneak Attack +4d6	2	2	2	1
[I]*At these levels, the Justiciar of Taiia gains only bonus spells of the indicated spell level, if his or her Wisdom score is high enough to receive any bonus spells of that spell level.[/I]
[/sblock]

Kensei, variant Monk
[sblock]
Code:
[COLOR=Red][B][I][U]The Kensai:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+0		+2	+2	+2	Martial Artist, Anticipate Attack, Rapid
						Slash, Quick Draw, Key Weapon Ability
2	+1		+3	+3	+3	Ki Talent, Uncanny Dodge (Dex bonus to AC)
3	+2		+3	+3	+3	Still Mind, Power Attack, Burst of Speed
4	+3		+4	+4	+4	Howling Slash
5	+3		+4	+4	+4	Spring Attack, Arc Slash
6	+4		+5	+5	+5	Ki Talent, Uncanny Dodge (cannot be flanked)
7	+5		+5	+5	+5	Key Weapon Ability
8	+6/+1		+6	+6	+6	Wind Slash
9	+6/+1		+6	+6	+6	Battoujutsu Strike, Whirlwind Attack
10	+7/+2		+7	+7	+7	Ki Talent
11	+8/+3		+7	+7	+7	Sonic Slash
12	+9/+4		+8	+8	+8	Swifter Arc Slash
13	+9/+4		+8	+8	+8	Key Weapon Ability, Timeless Body
14	+10/+5		+9	+9	+9	Greater Battoujutsu Strike
15	+11/+6/+1	+9	+9	+9	Ki Talent
16	+12/+7/+2	+10	+10	+10	Double Arc Slash
17	+12/+7/+2	+10	+10	+10	Supersonic Slash
18	+13/+8/+3	+11	+11	+11	Ki Talent
19	+14/+9/+4	+11	+11	+11	Key Weapon Ability
20	+15/+10/+5	+12	+12	+12	Ki Talent, Resist Sonics
[/sblock]

Lao-Tsen Disciple, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Lao-Tsen Disciple:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will				Maneu.	Maneu.	Stances
Level	Attack	Save	Save	Save	Special			Known	Ready	Known[/B][/COLOR]
1	+0	+0	+2	+2	Monk Abilities,
					Spiritual Shield		3	2	1
2	+1	+0	+3	+3				4	3	1
3	+2	+1	+3	+3	Expanded Ki Strike	5	4	2
4	+3	+1	+4	+4				7	5	2
5	+3	+1	+4	+4	Uncanny Dodge
					(Dex bonus to AC)	8	5	3
6	+4	+2	+5	+5				10	6	3
7	+5	+2	+5	+5	Uncanny Dodge
					(cannot be flanked)	11	6	4
8	+6	+2	+6	+6				13	6	4
9	+6	+3	+6	+6	Timeless Body		14	6	5
10	+7	+3	+7	+7	Defensive Roll		15	7	5
[/sblock]

Loremaster, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Loremaster:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/B][/COLOR]
1	+0	+0	+0	+2	Secret, Potent Divinations
2	+1	+0	+0	+3	Lore				+1 level of existing class
3	+1	+1	+1	+3	Secret				+1 level of existing class
4	+2	+1	+1	+4	Bonus Language			+1 level of existing class
5	+2	+1	+1	+4	Secret				+1 level of existing class
6	+3	+2	+2	+5	Greater Lore, Bonus Language
7	+3	+2	+2	+5	Secret				+1 level of existing class
8	+4	+2	+2	+6	Bonus Language			+1 level of existing class
9	+4	+3	+3	+6	Secret				+1 level of existing class
10	+5	+3	+3	+7	True Lore, Focused Perception
[/sblock]

Mask of Shadows, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Mask of Shadows:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will				Spells Per Day By Spell Level
Level	Attack	Save	Save	Save	Special			1	2	3	4[/B][/COLOR]
1	+0	+0	+0	+2	Detect Undead,
					Masked Presence,
					Rebuke Undead,
					Smite Living 1/day	1	---	---	---
2	+1	+0	+0	+3	Dark Taint,
					Piercing Darkvision,
					Profane Glibness		2	---	---	---
3	+2	+1	+1	+3	Undead Augmentation	2	1	---	---
4	+3	+1	+1	+4	Profane Aura		2	2	---	---
5	+3	+1	+1	+4	Darker Taint, Entropic
					Strike, Poison		3	2	1	---
6	+4	+2	+2	+5	Contagion,
					Shadowy Veil		3	2	2	---
7	+5	+2	+2	+5	Greater Undead
					Augmentation		3	3	2	1
8	+6	+2	+2	+6	Smite Living 2/day	3	3	2	2
9	+6	+3	+3	+6	Darkest Taint, Negative
					Energy Burst		3	3	3	2
10	+7	+3	+3	+7	Undead Ascendance,
					Ethereal Jaunt		3	3	3	3
[/sblock]

Mindshaper, variant Psion
[sblock]
Code:
[COLOR=Red][B][I][U]The Mindshaper:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will	Power*	Free**
Level	Attack	Save	Save	Save	Points	Talents	Special[/B][/COLOR]
1	+0	+0	+0	+2	3	3	Four Psionic Combat Modes,
							Psionic Blast, Psionic Barrier
2	+1	+0	+0	+3	4	3	Bonus Feat
3	+1	+1	+1	+3	5	4	Shape Area, Psionic Aura
4	+2	+1	+1	+4	6	4	Bonus Feat, Free Mode 1/1
5	+2	+1	+1	+4	8	5	Two Psionic Combat Modes
6	+3	+2	+2	+5	10	5	Bonus Feat
7	+3	+2	+2	+5	12	6	Shape Range, Meditative Creation
8	+4	+2	+2	+6	15	6	Bonus Feat
9	+4	+3	+3	+6	18	7	Two Psionic Combat Modes
10	+5	+3	+3	+7	21	7	Bonus Feat
11	+5	+3	+3	+7	25	8	Shape Energy, Psionic Implements
12	+6/+1	+4	+4	+8	29	8	Bonus Feat, Free Mode 2/1
13	+6/+1	+4	+4	+8	33	9	Two Psionic Combat Modes
14	+7/+2	+4	+4	+9	38	9	Bonus Feat, Psychic Contact
15	+7/+2	+5	+5	+9	43	10	Psionic Attack Mastery
16	+8/+3	+5	+5	+10	48	10	Bonus Feat, Trigger Mode
17	+8/+3	+5	+5	+10	54	11	Psionic Defense Mastery
18	+9/+4	+6	+6	+11	60	11	Bonus Feat
19	+9/+4	+6	+6	+11	66	12	Shape Effect, Free Mode 3/1
20	+10/+5	+6	+6	+12	73	12	Bonus Feat, Psionic Eidolons
* The number in this column is the mindshaper's total base number of power points available each day.
** The number in this column is the number of 0-level powers the mindshaper can manifest for free each day.
[/sblock]

Monk
[sblock]
Code:
[COLOR=Red][B][I][U]The Monk:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+0		+2	+2	+2	Martial Artist, Bonus Feat
2	+1		+3	+3	+3	Bonus Feat, Still Mind
3	+2		+3	+3	+3	Martial Arts Talent, Fast Movement
4	+3		+4	+4	+4	Martial Arts Talent
5	+3		+4	+4	+4	Ki Strike (+1), Serene Ki
6	+4		+5	+5	+5	Martial Arts Talent
7	+5		+5	+5	+5	Martial Arts Talent
8	+6/+1		+6	+6	+6	Bonus Feat
9	+6/+1		+6	+6	+6	Martial Arts Talent, Timeless Body
10	+7/+2		+7	+7	+7	Martial Arts Talent
11	+8/+3		+7	+7	+7	Ki Strike (+2), Adaptive Ki
12	+9/+4		+8	+8	+8	Martial Arts Talent
13	+9/+4		+8	+8	+8	Martial Arts Talent, Penetrating Ki
14	+10/+5		+9	+9	+9	Bonus Feat
15	+11/+6/+1	+9	+9	+9	Martial Arts Talent
16	+12/+7/+2	+10	+10	+10	Martial Arts Talent
17	+12/+7/+2	+10	+10	+10	Ki Strike (+3), Tongue Of The Sun And Moon
18	+13/+8/+3	+11	+11	+11	Martial Arts Talent
19	+14/+9/+4	+11	+11	+11	Martial Arts Talent
20	+15/+10/+5	+12	+12	+12	Bonus Feat, Perfect Self, Reactive Ki
[/sblock]

Myrmidon, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Myrmidon:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+2	+2	+2	Improved Strength, Martial Talent
2	+1	+3	+3	+3	Bonus Feat, Swift Focus
3	+1	+3	+3	+3	Improved Dexterity, Martial Talent
4	+2	+4	+4	+4	Bonus Feat, Fast Movement
5	+2	+4	+4	+4	Improved Strength, Martial Talent
6	+3	+5	+5	+5	Bonus Feat, Inexorable Warrior
7	+3	+5	+5	+5	Improved Dexterity, Martial Talent
[/sblock]

Ogre Mage Akukensei, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Ogre Mage Akukensei:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/B][/COLOR]
1	+0	+0	+2	+0	Phantom Edge
2	+1	+0	+3	+0	Phantom Cleave			+1 level of sorcerer
3	+2	+1	+3	+1	Balanced Phantom Edge
4	+3	+1	+4	+1	Phantom Lunge			+1 level of sorcerer
5	+3	+1	+4	+1	Improved Phantom Edge
6	+4	+2	+5	+2	Phantom Whirlwind		+1 level of sorcerer
7	+5	+2	+5	+2	Greater Phantom Edge
8	+6	+2	+6	+2	Phantom Echo			+1 level of sorcerer
9	+6	+3	+6	+3	Superior Phantom Edge
10	+7	+3	+7	+3	Phantom Taint			+1 level of sorcerer
[/sblock]

Phantasmal Hunter, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Phantasmal Hunter:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will				Spells Per Day By Spell Level
Level	Attack	Save	Save	Save	Special			1	2	3	4[/B][/COLOR]
1	+0	+0	+2	+2	Blending, Change Self,
					Death Surge 1/day	1	---	---	---
2	+1	+0	+3	+3	Sneak Attack +1d6	2	---	---	---
3	+1	+1	+3	+3	Phantasmal Killer 1/day	2	1	---	---
4	+2	+1	+4	+4	Sneak Attack +2d6	2	2	---	---
5	+2	+1	+4	+4	Death Surge 2/day	3	2	1	---
6	+3	+2	+5	+5	Sneak Attack +3d6	3	2	2	---
7	+3	+2	+5	+5	Shadow Spike		3	3	2	---
8	+4	+2	+6	+6	Sneak Attack +4d6	3	3	2	1
9	+4	+3	+6	+6	Death Surge 3/day	3	3	3	2
10	+5	+3	+7	+7	Sneak Attack +5d6,
					Greater Phantasmist	3	3	3	3
[/sblock]

Psion
[sblock]
Code:
[COLOR=Red][B][I][U]The Psion:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will	Power*	Free**
Level	Attack	Save	Save	Save	Points	Talents	Special[/B][/COLOR]
1	+0	+0	+0	+2	3	3	Four Psionic Combat Modes
2	+1	+0	+0	+3	4	3	Psicrystal
3	+1	+1	+1	+3	5	4	Bonus Feat
4	+2	+1	+1	+4	6	4	Psionic Combat Mode
5	+2	+1	+1	+4	8	5	Free Mode 1/1
6	+3	+2	+2	+5	10	5	Psionic Combat Mode
7	+3	+2	+2	+5	12	6	Bonus Feat
8	+4	+2	+2	+6	15	6	Psionic Combat Mode
9	+4	+3	+3	+6	18	7	Psicrystal Attack Mode
10	+5	+3	+3	+7	21	7	Psionic Combat Mode
11	+5	+3	+3	+7	25	8	Free Mode 2/1
12	+6/+1	+4	+4	+8	29	8	Psionic Combat Mode
13	+6/+1	+4	+4	+8	33	9	Bonus Feat
14	+7/+2	+4	+4	+9	38	9	Psionic Combat Mode
15	+7/+2	+5	+5	+9	43	10	Psychic Contact
16	+8/+3	+5	+5	+10	48	10	Turmoil Accretion
17	+8/+3	+5	+5	+10	54	11	Free Mode 3/1
18	+9/+4	+6	+6	+11	60	11	Trigger Mode
19	+9/+4	+6	+6	+11	66	12	Psychoclasmic Outburst
20	+10/+5	+6	+6	+12	73	12	Bonus Feat
* The number in this column is the psion's total base number of power points available each day.
** The number in this column is the number of 0-level powers the psion can manifest for free each day.
[/sblock]

Psychic Warrior
[sblock]
Code:
[COLOR=Red][B][I][U]The Psychic Warrior:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will	Power*	Free**
Level	Attack		Save	Save	Save	Points	Talents	Special[/B][/COLOR]
1	+0		+2	+0	+0	2	2	Two Psionic Combat Modes,
								Bonus Feat, Psychic Impact
2	+1		+3	+0	+0	3	2	Bonus Feat
3	+2		+3	+1	+1	4	2	Psionic Combat Mode
4	+3		+4	+1	+1	5	3	Iron Will
5	+3		+4	+1	+1	6	3	Psionic Combat Mode
6	+4		+5	+2	+2	8	3	Bonus Feat, Free Mode 1/1
7	+5		+5	+2	+2	10	4	Psionic Combat Mode
8	+6/+1		+6	+2	+2	12	4	Signature Weapon
9	+6/+1		+6	+3	+3	14	4	Psionic Combat Mode
10	+7/+2		+7	+3	+3	17	5	Bonus Feat
11	+8/+3		+7	+3	+3	20	5	Psionic Combat Mode
12	+9/+4		+8	+4	+4	23	5	Psychic Contact
13	+9/+4		+8	+4	+4	26	6	Psionic Combat Mode
14	+10/+5		+9	+4	+4	30	6	Bonus Feat
15	+11/+6/+1	+9	+5	+5	34	6	Psionic Combat Mode
16	+12/+7/+2	+10	+5	+5	38	7	Free Mode 2/1
17	+12/+7/+2	+10	+5	+5	42	7	Psionic Combat Mode
18	+13/+8/+3	+11	+6	+6	47	7	Bonus Feat
19	+14/+9/+4	+11	+6	+6	52	8	Trigger Mode
20	+15/+10/+5	+12	+6	+6	57	8	Bonus Feat
* The number in this column is the psychic warrior's total base number of power points available each day.
** The number in this column is the number of 0-level powers the psychic warrior can manifest for free each day.
[/sblock]

Pugilist, variant Monk
[sblock]
Code:
[COLOR=Red][B][I][U]The Pugilist:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+0		+2	+0	+0	Martial Artist, Bonus Feat
2	+1		+3	+0	+0	Martial Arts Talent
3	+2		+3	+1	+1	Bonus Feat
4	+3		+4	+1	+1	Training Focus
5	+3		+4	+1	+1	Bonus Feat
6	+4		+5	+2	+2	Martial Arts Talent, Training Mastery
7	+5		+5	+2	+2	Bonus Feat
8	+6/+1		+6	+2	+2	Training Focus
9	+6/+1		+6	+3	+3	Bonus Feat
10	+7/+2		+7	+3	+3	Martial Arts Talent
11	+8/+3		+7	+3	+3	Bonus Feat, Timeless Body
12	+9/+4		+8	+4	+4	Training Focus
13	+9/+4		+8	+4	+4	Bonus Feat, Training Mastery
14	+10/+5		+9	+4	+4	Martial Arts Talent
15	+11/+6/+1	+9	+5	+5	Bonus Feat
16	+12/+7/+2	+10	+5	+5	Training Focus
17	+12/+7/+2	+10	+5	+5	Bonus Feat
18	+13/+8/+3	+11	+6	+6	Martial Arts Talent
19	+14/+9/+4	+11	+6	+6	Bonus Feat
20	+15/+10/+5	+12	+6	+6	Training Mastery, Strengthen
[/sblock]

Rogue
[sblock]
Code:
[COLOR=Red][B][I][U]The Rogue:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+0	Traps, Sneak Attack +1d6, Crippling Blow
2	+1			+0	+3	+0	Evasion,
							Uncanny Dodge (Dex bonus to AC)
3	+2			+1	+3	+1	Skill Boost +1,
							Uncanny Dodge (+1 versus traps)
4	+3			+1	+4	+1	Sneak Attack +2d6
5	+3			+1	+4	+1	Canny Guard,
							Uncanny Dodge (cannot be flanked)
6	+4			+2	+5	+2	Skill Focus,
							Uncanny Dodge (+2 versus traps)
7	+5			+2	+5	+2	Sneak Attack +3d6, Crippling Blow
8	+6/+1			+2	+6	+2	Roguish Ability
9	+6/+1			+3	+6	+3	Skill Boost +2, Battle Skill,
							Uncanny Dodge (+3 versus traps)
10	+7/+2			+3	+7	+3	Sneak Attack +4d6
11	+8/+3			+3	+7	+3	Roguish Ability, Skill Focus
12	+9/+4			+4	+8	+4	Canny Solution,
							Uncanny Dodge (+4 versus traps)
13	+9/+4			+4	+8	+4	Sneak Attack +5d6, Crippling Blow
14	+10/+5			+4	+9	+4	Roguish Ability, Skill Focus
15	+11/+6/+1		+5	+9	+5	Skill Boost +3,
							Uncanny Dodge (+5 versus traps)
16	+12/+7/+2		+5	+10	+5	Sneak Attack +6d6
17	+12/+7/+2		+5	+10	+5	Roguish Ability, Veteran Clarity
18	+13/+8/+3		+6	+11	+6	Battle Skill,
							Uncanny Dodge (+6 versus traps)
19	+14/+9/+4		+6	+11	+6	Sneak Attack +7d6, Crippling Blow
20	+15/+10/+5		+6	+12	+6	Roguish Ability, Finishing Touch
[/sblock]

Samurai
[sblock]
Code:
[COLOR=Red][B][I][U]The Samurai:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+1			+2	+0	+2	Ancestral Daisho, Battle Readiness
2	+2			+3	+0	+3	Bonus Feat
3	+3			+3	+1	+3	Weapon Focus
4	+4			+4	+1	+4	Martial Arts Defense +1
5	+5			+4	+1	+4	Bonus Feat
6	+6/+1			+5	+2	+5	Samurai Skill Emphasis
7	+7/+2			+5	+2	+5	Weapon Specialization
8	+8/+3			+6	+2	+6	Bonus Feat
9	+9/+4			+6	+3	+6	Martial Arts Defense +2
10	+10/+5			+7	+3	+7	Daisho Defense
11	+11/+6/+1		+7	+3	+7	Bonus Feat
12	+12/+7/+2		+8	+4	+8	Mighty Grip
13	+13/+8/+3		+8	+4	+8	Martial Arts Defense +3
14	+14/+9/+4		+9	+4	+9	Bonus Feat
15	+15/+10/+5		+9	+5	+9	Soul of the Samurai
16	+16/+11/+6/+1		+10	+5	+10	Martial Arts Defense +4
17	+17/+12/+7/+2		+10	+5	+10	Bonus Feat
18	+18/+13/+8/+3		+11	+6	+11	Fend Off
19	+19/+14/+9/+4		+11	+6	+11	Martial Arts Defense +5
20	+20/+15/+10/+5		+12	+6	+12	Bonus Feat
[/sblock]

Scout, variant Ranger
[sblock]
Code:
[COLOR=Red][B][I][U]The Scout:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+2	+2	+0	Track, Sneak Attack +1d6, Scout Type
2	+1			+3	+3	+0	Bonus Feat
3	+2			+3	+3	+1	Favored Enemy (1st)
4	+3			+4	+4	+1	Animal Companion/Metamagic Arcana
5	+3			+4	+4	+1	Speed Style, Sneak/Pursuit
6	+4			+5	+5	+2	Keen Awareness +1
7	+5			+5	+5	+2	Sneak Attack +2d6
8	+6/+1			+6	+6	+2	Bonus Feat
9	+6/+1			+6	+6	+3	Swift Ambush
10	+7/+2			+7	+7	+3	Favored Enemy (2nd)
11	+8/+3			+7	+7	+3	Rapid Tracking
12	+9/+4			+8	+8	+4	Keen Awareness +2
13	+9/+4			+8	+8	+4	Sneak Attack +3d6
14	+10/+5			+9	+9	+4	Bonus Feat
15	+11/+6/+1		+9	+9	+5	Rugged/Streetwise
16	+12/+6/+2		+10	+10	+5	Survivor/Independant
17	+12/+7/+2		+10	+10	+5	Favored Enemy (3rd)
18	+13/+8/+3		+11	+11	+6	Keen Awareness +3
19	+14/+9/+4		+11	+11	+6	Sneak Attack +4d6
20	+15/+10/+5		+12	+12	+6	Bonus Feat, Urban/Wilderness Mastery
[/sblock]

Seeker, variant Ranger
[sblock]
Code:
[COLOR=Red][B][I][U]The Seeker:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+2	Track, Smite Nature's Foe, Fey Bond +2
2	+1			+0	+3	+3	Favored Enemy (1st), Animal Companion
3	+1			+1	+3	+3	Combat Mystic, Trackless Step
4	+2			+1	+4	+4	Bonus Feat
5	+2			+1	+4	+4	Sprinter, Woodland Stride
6	+3			+2	+5	+5	Favored Enemy (2nd)
7	+3			+2	+5	+5	Fey Bond +3
8	+4			+2	+6	+6	Bonus Feat
9	+4			+3	+6	+6	Greater Combat Mystic
10	+5			+3	+7	+7	Favored Enemy (3rd)
11	+5			+3	+7	+7	Quick Casting
12	+6/+1			+4	+8	+8	Bonus Feat
13	+6/+1			+4	+8	+8	Fey Bond +4
14	+7/+2			+4	+9	+9	Favored Enemy (4th)
15	+7/+2			+5	+9	+9	Rapid Tracking
16	+8/+3			+5	+10	+10	Bonus Feat
17	+8/+3			+5	+10	+10	Superior Combat Mystic
18	+9/+4			+6	+11	+11	Favored Enemy (5th)
19	+9/+4			+6	+11	+11	Fey Bond +5
20	+10/+5			+6	+12	+12	Bonus Feat, Timeless Body
[/sblock]

Shadowdancer, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Shadowdancer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+0	+2	+0	Hide In Plain Sight, Shadow Trick
2	+1	+0	+3	+0	Darkvision, Shadow Jump (30 ft.)
3	+2	+1	+3	+1	Sneak Attack +1d6, Summon Shadow
4	+3	+1	+4	+1	Shadow Jump (60 ft.), Shadowy Deception
5	+3	+1	+4	+1	Evasion, Penumbral Dance
6	+4	+2	+5	+2	Shadow Jump (90 ft.), Summon Shadow
7	+5	+2	+5	+2	Darkvision, Defensive Roll
8	+6	+2	+6	+2	Shadow Jump (120 ft.), Slippery Mind
9	+6	+3	+6	+3	Summon Shadow, Umbral Dance
10	+7	+3	+7	+3	Improved Evasion, Shadow Jump (150 ft.)
[/sblock]

Shadow Thorn, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Shadow Thorn:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+0	+0	+2	+2	Nature's Menacing Power, Poison,
					Sneak Attack +1d6, Woodland Stride
2	+1	+0	+3	+3	Phantom Stride, Poison Use, Trackless Step
3	+2	+1	+3	+3	Hide in Plain Sight, Nondetection,
					See Invisibility, Silence 1/day
4	+3	+1	+4	+4	Fly 1/day, Sneak Attack +2d6, Spirit Strike
5	+3	+1	+4	+4	Dimensional Anchor, Ethereal Jaunt, Fast Sneak
6	+4	+2	+5	+5	Finger of Death, Venom Immunity
7	+5	+2	+5	+5	Sneak Attack +3d6, Black Lotus Whisper
8	+6	+2	+6	+6	Freedom of Movement 1/day,
					Greater Scrying 1/day, Shadow Walk
9	+6	+3	+6	+6	Mind Blank, Rapid Tracking, Soul Bind 1/day
10	+7	+3	+7	+7	Sneak Attack +4d6, Swarming Shadows
[/sblock]

Shinobi, variant Rogue
[sblock]
Code:
[COLOR=Red][B][I][U]The Shinobi:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+0	Ninja Talent, Ninjitsu Training
2	+1			+0	+3	+0	Sneak Attack +1d6, Crippling Blow
3	+2			+1	+3	+1	Ninja Talent, Ghost Dodge +1
4	+3			+1	+4	+1	Knack, Canny Guard
5	+3			+1	+4	+1	Ninja Talent, Art Of Distraction
6	+4			+2	+5	+2	Sneak Attack +2d6, Crippling Blow
7	+5			+2	+5	+2	Ninja Talent
8	+6/+1			+2	+6	+2	Ninjitsu Training
9	+6/+1			+3	+6	+3	Ninja Talent, Subversive Mind
10	+7/+2			+3	+7	+3	Sneak Attack +3d6, Crippling Blow
11	+8/+3			+3	+7	+3	Ninja Talent, Ghost Dodge +2
12	+9/+4			+4	+8	+4	Knack, Defensive Roll
13	+9/+4			+4	+8	+4	Ninja Talent, Deadly Finesse
14	+10/+5			+4	+9	+4	Sneak Attack +4d6, Crippling Blow
15	+11/+6/+1		+5	+9	+5	Ninja Talent
16	+12/+7/+2		+5	+10	+5	Ninjitsu Training
17	+12/+7/+2		+5	+10	+5	Ninja Talent, Ghost Strike
18	+13/+8/+3		+6	+11	+6	Sneak Attack +5d6, Crippling Blow
19	+14/+9/+4		+6	+11	+6	Ninja Talent, Ghost Dodge +3
20	+15/+10/+5		+6	+12	+6	Knack, Ninjitsu Training
[/sblock]

Skirmisher, variant Fighter
[sblock]
Code:
[COLOR=Red][B][I][U]The Skirmisher:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+2	Bonus Feat, Tactician, Weapon Focus
2	+1			+0	+3	+3	Mobile Combat Technique
3	+2			+1	+3	+3	Eagle Eye I
4	+3			+1	+4	+4	Bonus Feat
5	+3			+1	+4	+4	Projectile Defense I, Weapon Focus
6	+4			+2	+5	+5	Eagle Eye II
7	+5			+2	+5	+5	Bonus Feat
8	+6/+1			+2	+6	+6	Mobile Combat Technique
9	+6/+1			+3	+6	+6	Eagle Eye III, Dodge
10	+7/+2			+3	+7	+7	Bonus Feat
11	+8/+3			+3	+7	+7	Superior Tactician, Projectile Defense II
12	+9/+4			+4	+8	+8	Eagle Eye IV
13	+9/+4			+4	+8	+8	Bonus Feat, Improved Weapon Focus
14	+10/+5			+4	+9	+9	Mobile Combat Technique
15	+11/+6/+1		+5	+9	+9	Eagle Eye V
16	+12/+7/+2		+5	+10	+10	Bonus Feat
17	+12/+7/+2		+5	+10	+10	Projectile Defense III, Tactical Awareness
18	+13/+8/+3		+6	+11	+11	Eagle Eye VI
19	+14/+9/+4		+6	+11	+11	Bonus Feat
20	+15/+10/+5		+6	+12	+12	Mobile Combat Technique, Master Tactician
[/sblock]

Soldier of Light, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Soldier of Light:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will				Spells Per Day By Spell Level
Level	Attack	Save	Save	Save	Special			1	2	3	4[/B][/COLOR]
1	+1	+2	+0	+0	Detect Undead,
					Turn Undead		0*	---	---	---
2	+2	+3	+0	+0	Positive Fortitude,
					Smite Undead		1	---	---	---
3	+3	+3	+1	+1	Divine Grace		1	0*	---	---
4	+4	+4	+1	+1	Energon Companion	1	1	---	---
5	+5	+4	+1	+1	Divine Vengeance	1	1	0*	---
6	+6	+5	+2	+2	Greater Smiting		1	1	1	---
7	+7	+5	+2	+2	Sacred Shielding		2	1	1	0*
8	+8	+6	+2	+2	Positive Energy Burst	2	1	1	1
9	+9	+6	+3	+3	Fast Healing 1		2	2	1	1
10	+10	+7	+3	+3	Improved Positive
					Energy Burst		2	2	2	1
[I]*At these levels, the Soldier of Light gains only bonus spells of the indicated spell level, if his or her Wisdom score is high enough to receive any bonus spells of that spell level.[/I]
[/sblock]

Sorcerer
[sblock]
Code:
[COLOR=Red][B][I][U]The Sorcerer:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+0		+0	+0	+2	Sorcerous Trait, Sorcerous Blast
2	+1		+0	+0	+3
3	+1		+1	+1	+3	Sorcerous Display
4	+2		+1	+1	+4
5	+2		+1	+1	+4	Sorcerous Shield
6	+3		+2	+2	+5
7	+3		+2	+2	+5	Sorcerous Trait
8	+4		+2	+2	+6
9	+4		+3	+3	+6	Sorcerous Display
10	+5		+3	+3	+7	Spell Channel
11	+5		+3	+3	+7	Sorcerous Aura
12	+6/+1		+4	+4	+8
13	+6/+1		+4	+4	+8	Sorcerous Trait
14	+7/+2		+4	+4	+9
15	+7/+2		+5	+5	+9	Sorcerous Display
16	+8/+3		+5	+5	+10
17	+8/+3		+5	+5	+10	Sorcerous Surge
18	+9/+4		+6	+6	+11
19	+9/+4		+6	+6	+11	Sorcerous Might
20	+10/+5		+6	+6	+12	Sorcerous Trait
[/sblock]

Spellsword, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Myrmidon:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/B][/COLOR]
1	+0	+2	+0	+2	Bonus Feat, Channel Spell I
2	+1	+3	+0	+3	Ignore Spell Failure 10%		+1 level of existing class
3	+2	+3	+1	+3	Ignore Spell Failure 20%
4	+3	+4	+1	+4	Channel Spell II			+1 level of existing class
5	+3	+4	+1	+4	Spell Blast,
					Ignore Spell Failure 30%
6	+4	+5	+2	+5	Ignore Spell Failure 35%		+1 level of existing class
7	+5	+5	+2	+5	Channel Spell III,
					Spellsword Cache
8	+6	+6	+2	+6	Ignore Spell Failure 40%		+1 level of existing class
9	+6	+6	+3	+6	Bonus Feat,
					Ignore Spell Failure 50%
10	+7	+7	+3	+7	Channel Spell IV			+1 level of existing class
[/sblock]

Swashbuckler, variant Bard
[sblock]
Code:
[COLOR=Red][B][I][U]The Swashbuckler:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+0	Bardic Knowledge, Cunning Defense
2	+1			+0	+3	+0	Bonus Feat
3	+2			+1	+3	+1	Acrobatics (+5)
4	+3			+1	+4	+1	Defensive Parry
5	+3			+1	+4	+1	Acrobatic Attack
6	+4			+2	+5	+2	Uncanny Dodge (Dex bonus to AC)
7	+5			+2	+5	+2	Bonus Feat
8	+6/+1			+2	+6	+2	Acrobatics (+10)
9	+6/+1			+3	+6	+3	Bardic Music
10	+7/+2			+3	+7	+3	Uncanny Dodge (cannot be flanked)
11	+8/+3			+3	+7	+3	Nimble Defense, Riposte
12	+9/+4			+4	+8	+4	Bonus Feat
13	+9/+4			+4	+8	+4	Acrobatics (+15)
14	+10/+5			+4	+9	+4	Defensive Roll
15	+11/+6/+1		+5	+9	+5	Rapid Parry
16	+12/+7/+2		+5	+10	+5	Skill Mastery
17	+12/+7/+2		+5	+10	+5	Bonus Feat
18	+13/+8/+3		+6	+11	+6	Acrobatics (+20)
19	+14/+9/+4		+6	+11	+6	Slippery Mind
20	+15/+10/+5		+6	+12	+6	Acrobatic Assault
[/sblock]

Troubador, variant Bard
[sblock]
Code:
[COLOR=Red][B][I][U]The Troubador[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+0	+2	+2	Bardic Music, Bardic Knowledge,
							Theatrics
2	+1			+0	+3	+3	Evasion
3	+1			+1	+3	+3	Acrobatics (+5)
4	+2			+1	+4	+4	Skill Mastery
5	+2			+1	+4	+4	Bonus Feat
6	+3			+2	+5	+5	Entrancing Music
7	+3			+2	+5	+5	Acrobatics (+10)
8	+4			+2	+6	+6
9	+4			+3	+6	+6	Bonus Feat
10	+5			+3	+7	+7	A Thousand Faces
11	+5			+3	+7	+7	Acrobatics (+15)
12	+6/+1			+4	+8	+8	Defensive Roll
13	+6/+1			+4	+8	+8	Bonus Feat
14	+7/+2			+4	+9	+9
15	+7/+2			+5	+9	+9	Acrobatics (+20)
16	+8/+3			+5	+10	+10	Mesmerizing Music
17	+8/+3			+5	+10	+10	Bonus Feat
18	+9/+4			+6	+11	+11	Slippery Mind
19	+9/+4			+6	+11	+11	Acrobatics (+25)
20	+10/+5			+6	+12	+12	Skill Mastery
[/sblock]

Weapon Master, prestige class
[sblock]
Code:
[COLOR=Red][B][I][U]The Weapon Master:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special[/B][/COLOR]
1	+1	+0	+2	+0	Weapon of Choice, Ki Damage
2	+2	+0	+3	+0	Increased Multiplier 1/day
3	+3	+1	+3	+1	Superior Weapon Focus
4	+4	+1	+4	+1	Increased Multiplier 2/day
5	+5	+1	+4	+1	Superior Combat Reflexes, Ki Critical
6	+6	+2	+5	+2	Increased Multiplier 3/day
7	+7	+2	+5	+2	Superior Weapon Specialization
8	+8	+2	+6	+2	Increased Multiplier 4/day, Ki Guard
9	+9	+3	+6	+3	Ki Whirlwind Attack
10	+10	+3	+7	+3	Increased Multiplier 5/day, Ki Threat
[/sblock]

Wizard
[sblock]
Code:
[COLOR=Red][B][I][U]The Wizard:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/B][/COLOR]
1	+0		+0	+0	+2	Scribe Scroll, Familiar
2	+1		+0	+0	+3	Novice Sage
3	+1		+1	+1	+3	Clever Ploy
4	+2		+1	+1	+4	Spell Mastery
5	+2		+1	+1	+4	Bonus Feat
6	+3		+2	+2	+5	Calculated Attack
7	+3		+2	+2	+5	Improved Spell Mastery
8	+4		+2	+2	+6	Great Sage, Spell Channel
9	+4		+3	+3	+6	Bonus Feat
10	+5		+3	+3	+7	Arcane Solution
11	+5		+3	+3	+7	Spell Mastery
12	+6/+1		+4	+4	+8	Arcane Impact
13	+6/+1		+4	+4	+8	Bonus Feat
14	+7/+2		+4	+4	+9	True Sage
15	+7/+2		+5	+5	+9	Greater Spell Mastery
16	+8/+3		+5	+5	+10	Smart Response
17	+8/+3		+5	+5	+10	Bonus Feat
18	+9/+4		+6	+6	+11	Arcane Sustenance
19	+9/+4		+6	+6	+11	Spell Mastery
20	+10/+5		+6	+6	+12	Supreme Spell Mastery
[/sblock]

Yojimbo, variant Samurai
[sblock]
Code:
[COLOR=Red][B][I][U]The Yojimbo:[/U][/I][/B][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+0			+2	+2	+0	Ancestral Daisho, Ki Shout,
							Martial Arts Defense +1
2	+1			+3	+3	+0	Immune to Fear
3	+2			+3	+3	+1	In Harm's Way
4	+3			+4	+4	+1	Extra Ki Shout
5	+3			+4	+4	+1	Bonus Feat, Martial Arts Defense +2
6	+4			+5	+5	+2	Uncanny Dodge (Dex bonus to AC)
7	+5			+5	+5	+2	Kai Surge
8	+6/+1			+6	+6	+2	Uncanny Dodge (cannot be flanked)
9	+6/+1			+6	+6	+3	Great Ki Shout, Martial Arts Defense +3
10	+7/+2			+7	+7	+3	Bonus Feat
11	+8/+3			+7	+7	+3	Extra Ki Shout
12	+9/+4			+8	+8	+4	Deflect Attack
13	+9/+4			+8	+8	+4	Immune to Enchantment
14	+10/+5			+9	+9	+4	Stunning Shout
15	+11/+6/+1		+9	+9	+5	Bonus Feat
16	+12/+7/+2		+10	+10	+5	Evasion
17	+12/+7/+2		+10	+10	+5	Greater Kai Surge
18	+13/+8/+3		+11	+11	+6	Extra Ki Shout
19	+14/+9/+4		+11	+11	+6	Dispelling Shout
20	+15/+10/+5		+12	+12	+6	Bonus Feat
[/sblock]
 
Last edited:

Arkhandus

First Post
Aurelian Fighter

The Fighter

Fighters are rugged and highly-trained warriors, professionals in the art of war or defense of the realm. Whether disciplined soldiers and officers, aristocratic knights and fencers, gruff and especially martial samurai, versatile martial artists, flamboyant brigands, opportunistic mercenaries and soldiers-of-fortune, violent pirates and privateers, brutal thugs and bandits, or dedicated guards and constables, fighters are always skillful combatants with unmatched battle prowess, and often rise to respected status through their skill and determination.

While a few fighters master basic and intermediate techniques for a wide variety of weapons, many are instead true masters of one or two weapons and fighting styles. Fighters may be fierce and destructive brutes, or tricky and clever tacticians. The fighter is an individual who trains almost exclusively in combat and physical development, so they tend to possess few skills that apply outside of combat or guard duty. Most fighters are trained by other professional warriors, often in a formal academy or dojo, but a few train individually with a single master.

Races: Fighters are most common in the communities of humans, dwarves, endari, firagi, githyanki, hobgoblins, azers, and flind gnolls, forming a significant portion of these races' militaries and city guards, except among the flinds, who often function as leaders but fight as individuals. They are also somewhat common amongst orcs, half-orcs, githrani, draegi, wave-kin locathah, and kobolds. It is uncommon but not rare for elves, half-elves, githmarri, thri-kreen, centaurs, or bugbears to be fighters. However, fighters are only trained infrequently by gnomes, halflings, aquari, korobokuru, nezumi, hengeyokai, githzerai, harrow sprites, and merfolk.

Fighters among elf, half-elf, draegi, aquari, and kobold communities are typically prominant figures in military or guard forces, fighting well in disciplined groups. By contrast, those fighters found among orcs, half-orcs, nezumi, korobokuru, hengeyokai, githrani, gnolls, githmarri, and bugbears tend to be very crude and fierce in most cases, trained as individuals rather than part of a unit. Among the more monstrous and strange races of Aurelia, the minotaurs, ogre magi, giantkin, giants, wang-liangs, sahuagin, and rokuro-kubi are commonly fighters.

Other monstrous races that develop fighters occasionally are the kuo-toas, ogres, merrow, cyclopes, ettins, yuan-ti, tengu, kappa, and tasloi. Other races only rarely train as fighters, except for a few varieties of outsider. Fighters are quite common overall, and many found in civilized or feudal regions tend to be knights, trained from an early age as nobility.

Other Classes: Fighters often work in squads or platoons with other warriors of similar or lesser skill, generally serving as the leaders or elite troops. A few well-trained forces may consist entirely of fighters, but these are often small or medium units in an army, since it is expensive to train so many fighters, with their more advanced and thorough training compared to lesser warriors.

Regiments of dwarven, endari, hobgoblin, azer, kobold, or tasloi fighters are the only regular instances of entire, large-scale units being comprised solely of fighters. Fighters tend to be most comfortable as part of a battle group, especially in the presence of fellow professionals. In other situations, a fighter is likely to take charge in a less-disciplined group of individuals, leading them into the fray and providing tactical advice.

Thus, many fighters prefer the company of other fighters, warriors, samurai, sohei, and psychic warriors. Monks either annoy them with philosophy and cryptic sayings, or earn a fighter's respect through martial arts prowess and unshakeable resolve. Maverick rangers, barbarians, and rogues tend to irritate most disciplined fighters, with their reckless and solo behavior.

However, not all fighters are so regimented and disciplined, just a majority are. Chaotic fighters are more focused on their personal survival, glory, and profit, or the mastery of fighting arts for their own sake. Such individualistic fighters tend to get along with rogues, rangers, and barbarians, but may clash with these like-minded fellows on occasion as they compete in battle, drinking, gambling, or other pursuits. Monks, sohei, and samurai grate on the nerves of most such fighters.

Clerics, druids, psions, shamans, shugenja, sorcerers, wizards, and wu jen are something of a mystery to fighters, and their unusual devotions tend to unnerve fighters who haven't delved into the strange arts themselves. Nonetheless, few would deny the support of a divine healer, psionic scout, or arcane artillerist. Many fighters enjoy the presence of a bard, to record and spread their exploits, provide stirring music on a long march, or gird them in battle with an inspiring rhythm.


Game Rule Information
Fighters have the following game statistics.
Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they’ll need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats, but the heavy armor that fighters usually wear reduces the benefit of a high Dexterity. Certain fighters, with a focus on defensive or tricky fighting, will need good Intelligence, Wisdom, or Charisma.
Alignment: Any.
Hit Die: d10.

Class Skills
The fighter’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (war) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the fighter.

[sblock]Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons, all armors, and shields.


Bonus Feats: At 1st-level, the fighter gets a bonus feat. The fighter gains an additional bonus feat at 2nd-level and every two levels thereafter. These bonus feats must be drawn from the following list:

Ambidexterity, Armored Juggernaught, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Flail Flenser, Hold the Line), Dirty Fighting, Dodge*** (Armor Familiarity**, Defensive Strike, Karmic Strike, Mobility, Shield Familiarity, Spring Attack, Unfettered Agility), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Defensive Throw, Evade Sundering, Grappling Block, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Favored Weapon, Improved Critical* (Power Critical*), Improved Initiative (Death Blow), Improved Unarmed Strike (Circle Kick, Clever Wrestling, Deflect Arrows, Eagle Claw Attack, Earth's Embrace, Extra Stunning Attacks, Falling Stars Strike, Feign Weakness, Fists of Iron, Flying Kick, Freezing the Lifeblood, Greater Fists of Iron, Improved Grapple, Pain Touch, Roundabout Kick, Snatch Arrows, Stunning Fist, Unbalancing Strike), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Phalanx Fighting, Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Power Attack, Improved Shield Bash, Improved Sunder, Knock-Back, Power Lunge, Shield Charge, Sunder, Supreme Cleave), Quick Draw (Knife Gouger), Rapid Reload, Shield Expert, Throw Anything, Toughness*** (Greater Toughness, Improved Toughness, Superior Toughness), Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Warrior's Toughness, Weapon Finesse* (Deadly Impaler, Light Fencer), Weapon Focus* (Ace Javelineer, Adept Musketeer, Bone-Shattering Slinger, Broad Weapon Mastery, Champion Jouster, Combat Versatility***, Expert Arbalestier, Fierce Hatchetman, Focused Archer, Gauntlet Gladiator, Grandmaster*, Great Swordsman, Heavy-Hander, High Marksman, Keen Lancer, Lethal Blow*, Monkey Grip*, Nimble Aggressor, Pulverizer, Scouring Bladesman, Scything Scourge, Shielded Striker, Stavemaster, Stinging Bombardier, Vexing Pikeman, Weapon Expertise*, Weapon Specialization*, Whiplasher), Zen Archery.

Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter can select feats marked with two asterisks (**) more than once, but it must be for a different armor each time. A fighter can select feats marked with three asterisks (***) more than once, but only up to the limits of that feat, if any. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.


Special Feats: Fighters gain access to various special feats, most of which are exclusive to this class. These feats may be taken as fighter bonus feats, or chosen as feats from normal character level progression. The fighter gains access to the Armor Familiarity and Weapon Specialization feats once he or she is 4th-level or higher in this class, then gains access to Shield Familiarity and Combat Versatility at 6th-level onward, the Weapon Expertise feat at 8th-level, Lethal Blow at 12th-level, the Grandmaster feat upon reaching 14th-level in this class, and the Broad Weapon Mastery feat upon gaining 20th-level as a fighter. The fighter does not gain these feats for free; he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally.

Professional Warrior: Fighters of 3rd-level gain a +2 bonus on Intimidate and Knowledge (war) skill checks, henceforth. They may also use the Knowledge (war) skill untrained. The fighter also gets +2 on Will saves against fear, and as normal for such, adds this to the DC of Intimidate checks made against him or her.[/sblock]
The remainder of the Fighter's stats and description will be in the next post, as the maximum post length no longer allows the full class to fit in one post.
 
Last edited:

Arkhandus

First Post
Aurelian Fighter, continued

The Aurelian Fighter, continued
[sblock]Prowess: At 5th, 11th, and 17th-levels, the fighter develops a special talent or technique for combat. At each of these levels, he or she selects one of the following fighting styles in which to develop such prowess (though only one Prowess style may be used on any given turn), and a different style must be chosen each time:

Berserker: A fighter who uses the Berserker fighting style strikes rapidly and savagely, but tires himself or herself out sooner. The fighter chooses at the beginning of his or her turn whether or not to use this fighting style, and the effects persist until the fighter's next turn (except for any fatigue incurred by this style, which remains until the fatigue's 2 round duration has passed). Each round the fighter employs this fighting style, he or she gains an extra attack if performing a full-attack action, standard attack action, or charge attack. This extra attack is made at the fighter's highest base attack bonus. The fighter unleashes a torrent of strikes upon the enemy at the expense of accuracy, as well as suffering momentary fatigue afterwards. As a result, all attacks the fighter attempts while using the Berserker style are made at a -1 penalty to the attack roll. At the end of each round this style is used, the fighter accumulates some minor fatigue that lasts for 2 rounds, as follows. After 1 round of using this style, the fighter suffers a -2 penalty on Strength and Dexterity from this fatigue. After two consecutive rounds of using this style, the fighter loses the ability to run and charge, due to the growing fatigue, and continues to suffer the Strength and Dexterity reduction for 2 rounds after this. After four consecutive rounds of using the Berserker style (not three rounds), a fighter suffers the full effects of exhaustion for the next 2 rounds (replacing the earlier fatigue penalties from this fighting style, at the end of this round), and cannot use the Berserker style again until that exhaustion passes.

Deceiver: The Deceiver fighting style improves a fighter's capacity to trick foes in battle. Using this style provides a fighter +1 on attack rolls, and +2 on Bluff checks to feint in combat. In addition, while employing this style, their deceptive fighting grants a character the capacity to perform one additional attack of opportunity each round, even against a foe they've already attempted one against that round. However, this fighting style incurs a -1 penalty on the fighter's AC and Reflex saves, as well as a -1 penalty to the fighter's damage with weapons, natural weapons, and unarmed strikes. Choose whether or not to employ this fighting style at the beginning of the fighter's turn; the benefits and penalties apply until his or her next turn.

Defender: The fighter who employs this fighting style gains a +3 dodge bonus to AC, using his or her armaments to skillfully block and divert attacks. This AC bonus increases to +4 when fighting defensively, or when using a total defense action. A fighter only receives the dodge bonus while wielding a weapon, shield, or gauntlet. The dodge bonus from the Defender fighting style is lost whenever the fighter is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). However, due to the defensive and cautious nature of this fighting style, the fighter suffers a -1 penalty on attack and damage rolls while using it. A fighter must decide whether or not to use this fighting style at the beginning of his or her turn, and the effects remain until his or her next turn.

Destroyer: While this fighting style is used, the fighter gains a +3 bonus to damage with weapons, natural weapons, unarmed strikes, and grapple checks used to deal damage, by executing very powerful blows. The aggressive focus and reckless nature of this fighting style incurs a -2 penalty to AC for the fighter. The extra damage is multiplied if a critical hit is scored (against foes subject to critical hits). Decide whether or not to use this fighting style at the start of the fighter's turn; the effects apply until his or her next turn.

Harrier: A fighter using this fighting style gains a +3 bonus to attack rolls, taking special care in their aim and timing, but slows down their rate of attack as they spend a brief moment more between attacks to aim. Thus if they perform a full-attack action while using this fighting style, they must sacrifice their last attack with the action (unless they make only one attack with that full-attack action), and they cannot perform attacks of opportunity until their next turn. If the fighter performs any other actions instead of a full-attack (besides 5-foot steps and free actions), during any round in which they use this fighting style, then he or she instead cannot move more than 20 feet during the round and cannot perform any attacks of opportunity until their next turn. The fighter still threatens an area as normal, despite needing to hold back from making attacks of opportunity with this style. The use of this fighting style must be decided at the beginning of the fighter's turn.

Pillager: While using the Pillager fighting style, the fighter receives a +2 bonus on attack and damage when striking an object, attacking an opponent's weapon, or making a disarm attempt (not resisting a disarm attempt). The fighter has become particular familiar with the balance of his or her weaponry, and how best to employ them in striking objects or the weapons of any opposition. The bonus damage is not multiplied on a critical hit (even if the character has acquired some means of dealing critical hits to objects). This fighting style only applies to attacks and disarm attempts with weapons, natural weapons, and unarmed strikes. The focus and intensity of this fighting style, however, causes the fighter to suffer a -1 penalty to AC and Reflex saves; his or her Initiative total is also reduced by 1 at the beginning of the next round. A fighter must choose whether or not to use this fighting style at the beginning of his or her turn, and receives the benefits and penalties until his or her next turn (the Initiative reduction remains, however, until he or she rolls Initiative again or takes the refocus action).

Preserver: With this fighting style employed, the fighter gains a +2 dodge bonus to AC against weapons, natural weapons, and unarmed strikes, as he or she gracefully blocks and shunts these attacks to the side. The fighter must be wielding a weapon, shield, or gauntlet in order to receive this AC bonus. The dodge bonus does not apply against extraordinary projectiles, such as boulders, or flasks of acid that are made fragile (though it may apply against boulders, if the fighter is personally large enough to hurl them with ease). Like other dodge bonuses, this bonus is lost when the fighter is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). The fighter suffers only a -2 penalty on attack rolls to deal subdual damage with weapons, natural weapons, and unarmed strikes, instead of the standard -4 penalty (if the attacks normally suffer such a penalty to deal subdual damage). Lastly, the fighter deals +2 subdual damage when attacking for subdual damage, with any weapon, natural weapon, unarmed strike, or grapple check to attack. In order to use this fighting style on any given round, the fighter must move no more than 20 feet that round and delay his or her action until the end of the round (the fighter chooses at the beginning of his or her turn to use this fighting style, and receives the benefits from that point onward, but must follow these restrictions until his or her next turn; at which point he or she must decide again whether or not to continue using this style). If this style is used on a surprise round, the fighter still gets to act in that surprise round (if applicable), but he or she must then continue using this style for the next round, delaying their next action until the end of the following round.

Prowler: For a fighter with this fighting style, stalking about and assessing one's foe is essential before striking, to hit for maximum effect. If the fighter spends a full round or more (not just a surprise round) observing an opponent, making no attacks and moving no more than the fighter's speed each round, then the fighter may employ the benefits of this fighting style next round. The 'making no attacks' clause includes making no attacks of opportunity. The fighter may observe more than one opponent during the stalking period, but the benefits of Prowler only apply against the first opponent he or she attacks after stalking. The fighter's next such attack deals maximum damage for its base damage dice, and if that attack is a critical hit, the same maximization applies to the multiplied base damage dice. Also, either way, the fighter gains a +2 bonus on that attack roll and any threat confirmation roll it may lead to. This bonus on attack will also apply to damage if the fighter succeeds at a Sense Motive check when he strikes, opposed by the target foe's Bluff check; this Sense Motive check succeeds automatically if the target is flat-footed, however. Lastly, the +2 bonus becomes +4 when the fighter's Base Attack Bonus exceeds +10. The attack and threat roll bonuses of this fighting style apply only with weapons, natural weapons, and unarmed strikes.

Rampager: A fighter using this style is especially effective at thrashing about and knocking enemies out of the way. He or she gains a +2 bonus on any Strength or Dexterity checks to bull rush or trip an opponent, as well as attack rolls to trip an opponent. The fighter also gains a +2 bonus on attack and damage with charge attacks, in addition to any other bonuses he or she receives from charging. The damage bonus only applies with weapons, natural weapons, and unarmed strikes. Furthermore, any time the fighter performs an extra attack from the Cleave or Great Cleave feats, he or she gains +2 on the attack roll. However, in order to receive the benefits of this fighting style, the fighter must choose to accept a -1 penalty to Armor Class until his or her next turn; choose at the start of the fighter's turn.

Thunderer: With this fighting style, the fighter delivers more fearsome, skull-cracking, door-breaking, armor-crushing impacts with bludgeoning weapons. Thus, increase the total threat range and total critical multiplier by 1 point each, for any bludgeoning weapons, bludgeoning natural weapons, or bludgeoning unarmed strikes the fighter uses directly (thus excluding magically-animated weapons, for instance). Also add +3 to the damage dealt by the fighter when striking an object with a bludgeoning weapon, including any bludgeoning unarmed strikes or natural weapons. However, in order to receive the benefits of this fighting style, the fighter must choose to accept a -1 penalty to Armor Class until his or her next turn; choose at the start of the fighter's turn.


Combat Veteran: A fighter of 7th-level onward possesses enough battle experience to understand tactics, strategy, and combat conditions fairly well. His or her combat instincts are also well honed, and altogether this provides the fighter with a +1 bonus to Initiative checks, attack rolls for attacks of opportunity, and his or her Armor Class. The AC bonus is a dodge bonus, and is lost whenever the fighter is immobilized or denied a Dexterity bonus to AC, whether or not the fighter's Dexterity modifier is positive. Furthermore, this AC bonus only applies against one foe at a time, chosen at the start of the fighter's turn. The bonuses from Combat Veteran improve by +1 for every six additional levels gained in this class.

Warrior's Spirit (Ex): Fighters of 9th-level are quite experienced at resisting magical and psionic effects, and their significant degree of personal development rather than magical development has made them more resistant as well. The fighter gains +2 on saving throws against magical effects, and on saving throws against psionic effects.

Evade Rays (Ex): A fighter of 11th-level is experienced enough to notice the signs of a magical or psionic ray, and take proper measures to evade or deflect it. Whenever the fighter is subject to a magical or psionic ranged touch attack (including a magic or psionic weapon that is somehow being used for a ranged touch attack instead of a normal ranged attack), the fighter gains a +2 dodge bonus to Armor Class against that attack, or +4 if wearing magical or psionic armor. This increases by +2 if wielding a magical or psionic shield or melee weapon, as the figher has learned how to use such an item's infused power to actually deflect a magical or psionic ray. Wielding multiple such items does not further increase the bonus. Armor, shields, or weaponry that are only temporarily magical or psionic do not help this ability of the fighter (the dodge bonus does, however, apply against ranged touch attacks by weapons that are only temporarily magical or psionic).


Agonizing Strike: A veteran fighter knows how to strike enemies for maximum, debilitating pain, even if that degree of pain is only fleeting. Thus, a fighter of 15th-level or higher can choose to take a -4 penalty on the attack roll and damage with any weapon, natural weapon, or unarmed strike, in order to try inflicting extra pain with that attack. Use of Agonizing Strike must be declared before the attack roll. Agonizing Strike only functions against targets that are subject to both pain and critical hits, and only against foes with discernable anatomy. Agonizing Strike cannot be used if you suffer a 50% or greater miss chance against the opponent, or if your opponent has three-quarters cover or better.

If the Agonizing Strike hits and successfully deals any piercing or slashing damage (after resistances, reductions, redirections, and immunities), then the victim must roll a Fortitude save to resist a severe, debilitating surge of pain. The save DC is equal to 5 + the fighter's level in this class + the fighter's Intelligence modifier + the fighter's Dexterity modifier. For every 10 feet of distance between the fighter and the victim (even in melee with reach), at the time of making the Agonizing Strike attack, this save DC is reduced by 1 point. For example, if the victim is 30 feet away, the DC is reduced by 3 points. If the save fails, debilitating pain incurs a -2 circumstance penalty on the victim's attack rolls, Reflex saves, ability checks, skill checks, and any other rolls that specifically require concentration, focus, patience, or calm. This penalty is cumulative if multiple Agonizing Strikes are affecting the victim.

In addition, on a failed save, the victim suffers great difficulty in concentrating on the activation or maintenance of spells, powers, abilities, and items. Thus, whenever the victim attempts to activate an effect that is subject to a disruption of concentration, the victim must succeed at a Concentration check to do so. This includes activating a magic or psionic item, or attempting to maintain concentration on an effect. The disruption is treated as though the victim suffers persistant damage each round, equal to that dealt by the most-recently successful Agonizing Strike against him or her.

The effects of each successful Agonizing Strike, if the victim failed their save, last for 1 minute (10 rounds), or 30 seconds (5 rounds) if the character failed their save by 5 points or less. The effects of each Agonizing Strike can also be negated by fully healing the damage dealt by that Agonizing Strike, by any means. If the Agonizing Strike caused a badly-bleeding wound, such as when used with a Wounding magic weapon, that damage must also be healed before the Agonizing Strike's effect will fade. Regardless, the Agonizing Strike effect ends once its duration expires.[/sblock]

Code:
[COLOR=Red][I][B][U]The Fighter:[/U][/B][/I][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+1			+2	+0	+0	Bonus Feat
2	+2			+3	+0	+0	Bonus Feat
3	+3			+3	+1	+1	Professional Warrior
4	+4			+4	+1	+1	Bonus Feat
5	+5			+4	+1	+1	Prowess
6	+6/+1			+5	+2	+2	Bonus Feat
7	+7/+2			+5	+2	+2	Combat Veteran +1
8	+8/+3			+6	+2	+2	Bonus Feat
9	+9/+4			+6	+3	+3	Warrior's Spirit
10	+10/+5			+7	+3	+3	Bonus Feat
11	+11/+6/+1		+7	+3	+3	Prowess, Evade Rays
12	+12/+7/+2		+8	+4	+4	Bonus Feat
13	+13/+8/+3		+8	+4	+4	Combat Veteran +2
14	+14/+9/+4		+9	+4	+4	Bonus Feat
15	+15/+10/+5		+9	+5	+5	Agonizing Strike
16	+16/+11/+6/+1		+10	+5	+5	Bonus Feat
17	+17/+12/+7/+2		+10	+5	+5	Prowess
18	+18/+13/+8/+3		+11	+6	+6	Bonus Feat
19	+19/+14/+9/+4		+11	+6	+6	Combat Veteran +3
20	+20/+15/+10/+5		+12	+6	+6	Bonus Feat
 
Last edited:

Arkhandus

First Post
Aurelian Skirmisher, Variant Fighter

The Skirmisher, Variant Fighter

The most tactically-gifted and imaginative warriors are skirmishers, soldiers or mercenaries who train professionally in the arts of war and how to out-think their opponents rather than just outfighting them with brute force. A skirmisher picks his battles and uses knowledge of the terrain, weather, obstacles, and other battlefield conditions to overcome less-prepared or less-clever opponents. He or she moves around the battlefield with grace and speed, seeking the best positions from which to attack or defend, using terrain and trickery to avoid harm and keep enemies off-balance. A master of strategy and tactics, the skirmisher doesn't just stand around and flail away like a brutish oaf, he moves around and does everything he can to put the opponent at a disadvantage, while coordinating allied efforts at the same time. He works out superior battle plans and surprises the opposition with superior reflexes.

Skirmishers are not quite as tough or skilled as other fighters when it comes to weaponry and fighting styles, but they learn many more tricks, tactics, and stratagems to offset those physical shortcomings. They're still more skilled in combat than the average hunter or thug, but most of it is from using clever tactics, learning from historical battles, and maintaining superior mobility. A skirmisher is especially good at hit-and-run tactics, small-scale battles, and ranged combat support, but plenty capable in melee combat, protracted fights, or large-scale engagements as well. They are slightly better at defense and mobility than at offense, but are very tricky fighters and excellent at using teamwork. Skirmishers are also better at stealth and leadership matters than other fighters.

Races: Skirmishers are moderately less common than the standard fighter, in general. They are found most often amongst humans, elves, gnomes, githrani, hobgoblins, flind gnolls, yuan-ti, tengu, kobolds, ogre magi, and kuo-toas. Among githrani, flind gnolls, yuan-ti, and kobolds, skirmishers are roughly as common as standard fighters, and usually lead a group of their kindred or work in small groups of skirmishers that function as hit-and-run raiders. Hobgoblin, elven, gnomish, and kuo-toan commanders and unit leaders are often skirmishers instead of standard fighters. Human commanders are more likely to lead through strength, intimidation, or diplomacy rather than actual mastery of warcraft, but there are still some human commanders that are skirmishers, and many unit commanders or small squads that are skirmishers. Ogre magi and tengu just have the brains and superiority complexes to be inclined towards skirmisher talents, nearly as often as those of standard fighters.

Skirmishers are occasionally found among aquari, endari, draegi, githyanki, githzerai, dwarves, half-elves, halflings, hizak-kreen, merfolk, giantkin, sahuagin, or tasloi, but are much less common than standard fighters amongst them. Among these they may be lone warriors or unit captains. Only a few skirmishers are found among the azers, aeragi, celestri, firagi, orcs, half-orcs, nezumi, vanara, spirit-folk, bugbears, wave-kin locathah, harrow sprites, and giants. When they do show up, they're usually the leader of a group.

Other Classes: Most skirmishers work in teams with other warriors, sometimes alongside other skirmishers. Their comrades tend to be warriors, fighters, barbarians, beast-hunters, rangers, archers, scouts, or samurai, and the occasional buccaneer, bard, spellreaver, paladin, cleric, shaman, or shugenja. Skirmishers tend to work best alongside fighters, rangers, archers, and scouts, usually getting along excellently with such warriors. A few militaries and militias use small groups of skirmishers as mobile attack and patrol units. This is often the case with kobolds, yuan-ti, githrani, gnomes, or halflings, and occasionally with humans, elves, half-elves, flind gnolls, hobgoblins, and kuo-toans.

Some skirmishers work as scouts and help coordinate military efforts, while others command forces and let junior officers handle the scouting. A few just roam about as adventurers or mercenaries, however, selling their skills in warcraft and using them to find personal wealth or glory. Skirmishers generally get along well with most wizards, wu jen, psions, psychic warriors, and monks, who often understand the importance of good tactics and strategies in combat, though they rarely encounter skirmishers. Aquari and endari skirmishers are the only ones to work frequently with samurai or monks, but they work well together.


Game Rule Information
Skirmishers have the following game statistics.
Abilities: Intelligence and Wisdom are the most important ability scores for a skirmisher, as most of their class features are based on those scores, especially Intelligence. Strength is important to skirmishers who wish to be effective in melee combat, but they can rely more on Intelligence or Dexterity than a typical fighter could. Similarly, Dexterity is important to skirmishers who wish to be effective in ranged combat, and the light armor that most skirmishers wear makes it even more important. Some of their class features do not function in heavier armors, so Dexterity can be important for boosting a skirmisher's Armor Class and several of their class skills. Constitution is also somewhat helpful for keeping a skirmisher alive, since they focus more on tactical training than on physical training. Charisma helps those skirmishers who intend to become great leaders, negotiators, or spies, but it is not particularly important.
Alignment: Any.
Hit Die: d8.


Class Skills
The skirmisher’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Iaijutsu Focus (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Class Features
All of the following are class features of the skirmisher.
[sblock]Weapon and Armor Proficiency: The skirmisher is proficient in the use of all simple weapons, all martial weapons, light armor, medium armor, and shields.

Bonus Feats: At 1st-level, the skirmisher gets a bonus feat. The skirmisher gains an additional bonus feat every three levels beyond that, such as 4th, 7th, 10th, 13th, 16th, and 19th-level. These bonus feats must be drawn from the following list:

Ambidexterity, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Hold the Line), Dirty Fighting, Dodge*** (Mobility, Spring Attack), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Improved Critical* (Power Critical*), Improved Initiative, Leadership (Inspiring Leader***), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Quick Draw, Rapid Reload, Shield Expert, Throw Anything, Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Weapon Finesse*, Weapon Focus* (Lethal Blow*, Weapon Expertise*, Weapon Specialization*), Zen Archery.

Some of the bonus feats available to a skirmisher cannot be acquired until the skirmisher has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A skirmisher can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Any feats marked with two asterisks (**) may be selected multiple times by the skirmisher, and their effects stack. A skirmisher can select feats marked with three asterisks (***) more than once, but only up to the limits of that feat, if any. A skirmisher must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.


Special Feats: Skirmishers gain access to a small number of feats which are exclusive to the fighter class and a few others. These feats may be taken as skirmisher bonus feats, or chosen as feats from normal character level progression. The skirmisher gains access to the Weapon Specialization feat once he or she is 4th-level or higher in this class, then gains access to the Weapon Expertise feat at 8th-level, and the Lethal Blow feat at 12th-level. The skirmisher does not gain these feats for free, he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally.

Tactician: The skirmisher is skilled at tactics and evading harm through clever tricks, feints, distracting foes, and making random movements to confuse the enemy. Thus, a skirmisher gains a dodge bonus to AC equal to their Intelligence modifier, if positive. This bonus only applies while the skirmisher is in medium armor, light armor, or no armor, and carrying no more than a medium load. Unlike most other bonuses, dodge bonuses stack with each other. This dodge bonus is lost whenever the character is immobilized or denied their Dexterity bonus to AC (whether or not the skirmisher's Dexterity modifier is positive).

Furthermore, Tactician grants the skirmisher a competence bonus on opposed rolls for disarm attempts, trip attempts, and bull rush attempts, equal to one-half the character's Intelligence bonus, rounded down. Lastly, whenever a skirmisher uses the aid another action for an ally, he or she adds their Intelligence modifier, if positive, to the bonus granted. Multiple skirmishers do not stack this benefit for the same ally (only the first skirmisher each round to aid that ally applies this benefit). The bonuses from Tactician will not exceed the skirmisher's level in this class.


Weapon Focus: A skirmisher gains two free Weapon Focus feats, regardless of the feat's usual base attack bonus requirement. One of these Weapon Focus feats must be applied to a weapon that is primarily for melee combat, such as a trident or greatsword, while the other Weapon Focus feat must be applied to a weapon that is primarily for ranged combat, such as a shortbow or javelin. The skirmisher's first Weapon Focus bonus feat is gained at 1st-level, and the second Weapon Focus is gained at 2nd-level.

Skill Plus: Skirmishers gradually learn a few more skills than most other warriors, whenever they can find a chance to get some extra training in, so they can be more prepared for different situations out in the field. They receive 2 extra skill points to spend at 2nd-level in this class, which are not modified by other factors, and another 2 such skill points at every fifth additional level in this class, such as 7th-level and 12th-level.


Mobile Combat Techniques (Ex): At 3rd-level, and again at 8th-level, 13th-level, and lastly 18th-level, the skirmisher develops a special technique for enhancing his mobility. Each of these is an extraordinary ability, and only functions while the skirmisher is in light armor or no armor, and carrying no more than a light load, except where noted otherwise. The skirmisher chooses their techniques from amongst the following, and each can only be gained once.

Acrobatic Charge: This Mobile Combat Technique allows the skirmisher to dash across difficult terrain and perform limited maneuvers in the process. Whenever the skirmisher performs a charge or partial charge action, he or she may make a single direction change of 45 degrees or less (such as charging northwest and then changing direction to charge westward), but the direction change uses up an additional 5 feet worth of movement. In addition, the skirmisher may charge across difficult terrain that would normally prevent it, and may also run across difficult terrain that would normally prevent it, but still suffers any other speed penalties imposed by such terrain as normal. This even allows them to run or charge when swimming, though at the usual reduced speed. Lastly, the skirmisher suffers a 1 point lower penalty to Armor Class when charging through terrain that would not normally reduce speed or prevent charging, if he or she does not make any direction changes. In order to select the Acrobatic Charge ability, the skirmisher must possess 5 or more ranks each in the Balance, Jump, and Tumble skills.

Agile Repositioning: A skirmisher with this Mobile Combat Technique knows how to push enemies around, catch them off-balance, and help his or her own allies get into better positions too. The skirmisher may bull rush multiple targets with the same action, moving from one target to another, as long as he or she still has movement left from that action. When charging for a bull rush, the targets must all be within the line of the skirmisher's charge, and he or she bull rushes them all along that line, until one successfully resists the bull rush, which ends the charge. Furthermore, regardless of this, the skirmisher no longer provokes attacks of opportunity for movement into, through, or out of opponents' threatened areas when bull rushing that opponent or moving to bull rush another creature within or adjacent to that threatened area.

The skirmisher may bull rush allies without an opposed check if the ally consents, to let the skirmisher move them into better positions (the ally may start resisting the bull rush at any point however). In addition, whenever the skirmisher bull rushes an opponent, he or she may make a trip attempt as part of that bull rush, if the bull rush is successful. The trip attempt just requires an opposed check (Strength or Dexterity as appropriate) and does not provoke attacks of opportunity itself. However, if successful, it does not trigger extra attacks from the Cleave, Great Cleave, or Improved Trip feats. Lastly, the skirmisher may use a Dexterity check to make or resist a bull rush attempt instead of a Strength check, when desired.

Armored Rush: With this ability, the skirmisher knows how to hustle in armor despite its bulk and movement restrictions. He or she ignores 5 feet of movement speed reduction from armor, medium loads, or heavy loads, if any, and suffers no reduction in his or her run speed multiplier for wearing armor or carrying a medium or heavy load. However, in order for Armored Rush to function with heavy armor or a heavy load, the skirmisher must be proficient in heavy armor. Unlike most other Mobile Combat Techniques, Armored Rush functions even in medium or heavy armor and when carrying a medium or heavy load.

Defensive Roll: The skirmisher can roll with a potentially lethal blow to take less damage from it. Once per day, when a skirmisher would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. He or she makes a Reflex saving throw (DC = damage dealt by that attack) and, if the skirmisher is successful, he or she takes only half damage form the blow. The skirmisher must be aware of the attack and able to react to it in order to use the Defensive Roll ability (if he or she is denied their Dexterity bonus to AC, they cannot roll). Since the effect would not normally allow a Reflex save for half damage, any Evasion or Improved Evasion abilities the skirmisher may possess do not apply to the Defensive Roll. In order to select Defensive Roll as a Mobile Combat Technique, the skirmisher must be at least 8th-level in this class.

Diversionary Maneuver: This Mobile Combat Technique allows the skirmisher to trick enemies momentarily with swift movements, then strike from an unexpected position. The skirmisher may make one Bluff check to feint in combat as part of movement in a move action (not a charge, partial charge, run, double-move, or move-equivalent action), against a foe that is within 20 feet at the start of the movement (not necessarily within the skirmisher's threatened area) and aware of the skirmisher's position. As long as the skirmisher moves at least 10 feet straight in any direction, does not move in a straight line the entire action, and stops in a position where the targeted foe is within his or her threatened area, the feint may be made at the end of that movement; otherwise, the feint cannot be attempted. The Bluff check suffers a -2 penalty, and the skirmisher's speed is reduced by 5 feet for the accompanying movement. In addition, he or she must give up one of their allowed number of attacks of opportunity for the round in order to make this feint. In order to select Diversionary Maneuver, the skirmisher must have at least 5 ranks each in the Bluff and Tumble skills.

Double-Time Hustle: Skirmishers with this ability may get short bursts of speed when they need it, at the cost of suffering some momentary fatigue. Once per round, the skirmisher may choose to take an additional move action (not move-equivalent), or an extra double-move action. The latter may only be done if the skirmisher has already taken a double-move action in the same turn. When taking an extra move action, the skirmisher is fatigued afterward for 1 round and suffers 1d4 points of subdual damage. When taking an extra double-move action, the skirmisher is exhausted for 1 round afterward and suffers 2d4 points of subdual damage. However, the skirmisher enjoys a +4 dodge bonus to AC during the extra movement, either way. Double-Time Hustle may be used in medium armor or with a medium load, but only for an extra move action, not an extra double-move action.

Evasion: With Evasion, a skirmisher suffers no damage on a successful Reflex save against any spell or effect that normally allows a Reflex save for half damage. The skirmisher has become skilled at dodging explosions, monstrous breath weapons, and similar attacks.

Fast Climb: A skirmisher with this ability is possessed of great skill at climbing, and has learned to climb quickly, efficiently, and nimbly. They retain their Dexterity bonus to Armor Class, if any, when climbing, and opponents do not receive the usual +2 bonus on attack rolls against the ranger when he or she is climbing. Also, the skirmisher suffers no penalty on Climb checks for making an accelerated climb.

Fast Movement: This Mobile Combat Technique improves the skirmisher's natural base movement speeds by +10 feet. Unlike most other Mobile Combat Techniques, Fast Movement still functions in medium armor or when carrying a medium load.

Frantic Dodger: A skirmisher with this Mobile Combat Technique is good at dodging various attacks in a hurry and shifting position while they're at it, to make it harder for further attacks to strike. The skirmisher receives a +1 dodge bonus to Armor Class on any round in which he or she has moved at least 5 feet. This bonus improves by +1 after each attack made against the skirmisher in the same round, to a maximum of +5 AC. However, all the scrambling and scurrying about leaves the skirmisher unbalanced and tired for a moment, and he or she suffers a -2 penalty to Dexterity on the following round for every two points of dodge bonus granted by Frantic Dodger on the previous round. The skirmisher may choose on any round not to gain Frantic Dodger's benefits, but chooses at the start of the round. The dodge bonus to AC is lost whenever the skirmisher is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive).

Greater Fast Movement: With this ability, the skirmisher is even faster than before. He or she adds another +10 feet to all of his or her natural base movement speeds. In order to select and use Greater Fast Movement as a Mobile Combat Technique, the skirmisher must already possess the Fast Movement extraordinary ability (from any source). However, unlike that ability, Greater Fast Movement follows the normal restrictions for Mobile Combat Techniques.

Hasty Barrage: The skirmisher with this Mobile Combat Technique may attack more effectively on the move. Hasty Barrage allows him or her to perform two standard attack actions in the same round as a single move action (not move-equivalent), using the movement as desired before, after, and/or inbetween the attacks. However, he or she suffers a -10 foot penalty to movement speed while doing so, and suffers a -2 penalty on the attack rolls for it. In addition, the skirmisher may make a single standard attack action at any point during a double-move action or run action, but suffers a -10 foot penalty to speed for that movement and a -2 penalty on the attack roll, or -10 feet to speed and -5 to the attack roll if used with a run action. Hasty Barrage cannot be used in the same round as Double-Time Hustle. In order to select Hasty Barrage as a Mobile Combat Technique, the skirmisher must be at least 13th-level in this class.

Improved Evasion: The skirmisher is even more nimble and skillful at evading area attacks with this ability. Whenever the skirmisher's Evasion ability would apply, they suffer only half damage on a failed Reflex save, and they still retain the benefits of Evasion on a successful save. In order to select and use Improved Evasion as a Mobile Combat Technique, the skirmisher must already possess the Evasion extraordinary ability (from any source), and must be at least 8th-level in this class.

Nimble Maneuvering: If the skirmisher has acquired this Mobile Combat Technique, then he or she has learned how to make especially great use of special maneuvers while crossing the battlefield. Henceforth, whenever the skirmisher uses the double-move action and does not move in a straight line with it, using at least 15 feet of movement from that ability to move in two or three different directions, the skirmisher doubles his or her Dexterity bonus to Armor Class until his or her next turn (starting once they've moved far enough). The skirmisher knows how to juke, swerve, flip, and roll to make it harder for enemies to get a shot in. In addition, Nimble Maneuvering grants the skirmisher +4 on all Tumble checks made to avoid attacks of opportunity while moving.

Uncanny Dodge: A skirmisher with this ability can react quickly to ambushes and other situations, moving quickly to avoid surprise attacks. They retain their Dexterity bonus to Armor Class (if any) even when flat-footed or attacked by an invisible foe, but still lose the bonus when immobilized. In addition, the skirmisher gains a +1 bonus on Reflex saves to avoid the effect of traps and also a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge, unlike most other Mobile Combat Techniques, functions regardless of armor worn or load carried.[/sblock]
The remainder of the Skirmisher's details will be in the next post, due to post size limits.
 
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Arkhandus

First Post
Aurelian Skirmisher, continued

The Aurelian Skirmisher, continued

[sblock]Offensive Acumen: Skirmishers of 5th-level develop sufficient tactical prowess, anatomical know-how, anticipatory instincts, and weapon precision that they can strike more effectively in any situation. His or her bonus on opposed rolls for bull rush, disarm, and trip attempts from the Tactician class feature improves to equal the skirmisher's full Intelligence bonus. In addition, the skirmisher may add his or her Intelligence or Wisdom modifier, if positive, to one of his or her attack rolls or damage rolls each round. This is a competence bonus, and its use must be declared before the attack roll. It can only be applied to damage with weapons, natural weapons, or unarmed strikes (not grapple checks), and the damage bonus only applies against targets that are susceptible to critical hits. Note that competence bonuses to the same roll do not stack (only the higher bonus applies).

Projectile Defense: Upon achieving 5th-level, the skirmisher learns some of the most effective techniques for evading and deflecting incoming projectiles. Thus, ranged attacks targeting the skirmisher have a 10% miss chance. This increases to a 20% miss chance at 11th-level, and a 30% miss chance at 17th-level. This is separate from any other miss chances. Projectile Defense only applies as long as the skirmisher retains their Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive), and is not immobilized.

Eagle Eye: At 6th-level, the skirmisher hones his sight and archery skill to improve his aim at long range, as well as his vision in general. The total range penalty the skirmisher suffers with any ranged attack is reduced by 2 points. At 9th-level the skirmisher reduces the total range penalty by 4 instead. The penalty is reduced instead by 6 at 12th-level, and by 8 at 16th-level, and finally by 10 after reaching 19th-level. If the range penalty is eliminated by this ability or another ability, then every 3 points of additional range penalty reduction, beyond the amount necessary to eliminate the penalty, are instead added as a +1 bonus to the attack roll. So at 19th-level they have +3 to attacks within one range increment. In addition to these benefits, Eagle Eye grants a +1 competence bonus on Spot checks at 6th-level, which improves to +2 at 9th-level, +3 at 12th-level, +4 at 16th-level, and finally to +5 at 19th-level.

Strategist: Once the skirmisher has attained 9th-level, he or she learns some new strategies and how to use different terrain, weather, and other battlefield factors to his or her advantage. Strategist provides the skirmisher with a bonus on Knowledge (war) skill checks equal to his or her Wisdom modifier, if positive, and applies the same bonus to attack rolls and Armor Class on the first round of each combat encounter in which the skirmisher is not surprised. The AC bonus is a dodge bonus, and does not apply when immobilized or denied a Dexterity bonus to AC. Besides those benefits, the skirmisher gains a bonus to his or her Leadership score (if they possess the Leadership feat or later gain it), equal to their Intelligence modifier or +1, whichever is higher.

Lastly, if the skirmisher has a reasonable idea of the location, terrain, and environmental factors for where a battle will take place (or is already taking place), he or she may spend 1 minute (10 rounds) devising stratagems for probable situations in that battle. If done during the heat of battle, these actions provoke attacks of opportunity, if the skirmisher is foolish enough to waste time on such preparations while in reach of the enemy. At the end of this planning, the skirmisher makes a Knowledge (war) skill check against a DC of 25 (adjusted by up to 6 points by the DM, as appropriate to how vague or clear the skirmisher's understanding of the battlefield was, and based on how much or little the skirmisher knew of the likely enemy forces or allied forces).

On a successful skill check, the skirmisher applies his or her Intelligence modifier (if positive) as a circumstance bonus to the attack and damage rolls of intelligent (Intelligence 3+) allies who've received the plans, and himself or herself, for the first round of the battle following the planning session, then only to attack rolls for the second round (after which the benefit is lost). He or she also adds their Wisdom modifier (if positive) to the initial Initiative scores of all allies involved in the battle, including himself or herself. In addition, each affected ally (including the skirmisher) may ignore any terrain or weather related penalties on attack rolls (as well as miss chances) and 5 feet worth of speed reduction (if any), for the first three rounds of battle following the planning, but only for terrain and weather that the skirmisher knew or expected to find there while planning (so if an enemy druid conjures up a storm that the skirmisher was not aware they'd produce, that storm cannot be ignored).

Multiple skirmishers cannot stack the benefits of their battle plans, though anyone trained in the Knowledge (war) skill may attempt aid another actions at the skirmisher's side to help him or her form the battle plan, and thus improve the chances of a successful check. On a failed check, the skirmisher's battle plan yields no benefit, and only one skirmisher in a force may attempt to form a battle plan of this sort for any given battle (note that even on a battlefield in times of war, there may be several separate battles each day). Other skirmishers may try, but only one actually makes the check and applies it to their force. However, if each skirmisher commands a separate unit of combatants and forms his or her own plan for that individual unit, then each skirmisher may form such plans, but only for that particular unit.


Superior Tactician: After reaching 11th-level, the skirmisher develops superior tactical skills and maneuvers, which further enhance his capability in battle. The skirmisher's tactical knowledge allows him to ignore the first attack of opportunity made against him each round, as he is able to more effectively evade such attacks, and to move fluidly and swiftly enough to prevent the enemy sufficient time to react. That attack of opportunity automatically fails. Also, the skirmisher gains a bonus to Initiative equal to their Intelligence modifier, if positive. Furthermore, the skirmisher learns how to better coordinate efforts in battle, so whenever he or she flanks an opponent with an ally, the skirmisher's allies (not himself or herself) get an additional +1 to their flanking bonus (if any) on attack rolls against that opponent. Multiple skirmishers do not stack this benefit (though it would allow each of them to gain the bonus).

Improved Weapon Focus: At 14th-level in this class, the skirmisher improves their prowess and accuracy, with the two weapons they had chosen for this class' Weapon Focus feature. They gain an additional +1 on attack rolls with those two weapons.


Perfect Strike: Upon reaching 15th-level in this class, the skirmisher learns how to strike an enemy or object in the perfect spot, at the perfect angle, at the perfect time, and with the perfect application of force. The culmination of his vast combat experience and tactical expertise. Once per round, the skirmisher may use one of the following Perfect Strike options.

Perfect Accuracy: With this option, the skirmisher ignores cover and concealment for one attack roll. Thus, they ignore the target's cover bonus to AC and concealment miss chance (and the Reflex bonus for cover, if the attack roll is part of an ability that also allows a Reflex save for some reason). Furthermore, the total threat range of the attack is increased by 2, for purposes of threatening a critical hit. Declare the use of this Perfect Strike option immediately before making the attack roll to be affected.

Perfect Critical: This option automatically confirms a critical hit if the skirmisher threatens a critical hit with an attack. Activate this use of Perfect Strike immediately after you threaten a critical hit with a successful attack, but before rolling to confirm. Not only is the critical hit automatically confirmed by this ability, but the first two base damage dice for that critical hit will deal maximum damage.

Perfect Impact: Skirmishers deal maximum damage with each damage die for an attack, when using this option. This only affects damage dealt to the first target of an attack roll, such as by a weapon attack, not a Fireball spell or similar (although any effect that delivers a spell via an attack roll will still be affected, but only against the first target). Use this Perfect Strike option immediately after your attack hits successfully, but before rolling damage.

Perfect Precision: When the skirmisher uses this Perfect Strike option, he or she adds +5 to one of his or her attack rolls (and any threat confirmation roll that may result from it). In addition, the skirmisher ignores the first 5 points of hardness or Damage Reduction of the target for this attack. Declare this option's use immediately before the attack roll to be affected.

Perfect Tactic: This Perfect Strike option makes the skirmisher's opposed roll during a disarm attempt, trip attempt, bull rush attempt, or grapple attempt automatically count as a natural 20, before modifiers, whether to make the attempt or resist such an attempt. This only applies to a single such roll each time. As far as grappling is concerned, this may only be used for the opposed roll to engage, or resist becoming engaged, in a grapple. Declare use of this option immediately before you and the opponent make the opposed rolls to be affected.


Tactical Awareness: A skirmisher of 17th-level or higher is able to notice changes in any tactical situation and react to them quickly. He or she adds their Wisdom modifier, if positive, as an additional bonus to Initiative. This stacks with the same bonus from the Strategist ability when used for a battle plan, though Tactical Awareness only applies to the skirmisher himself or herself. He or she also gains the capacity to use the refocus action as a special move-equivalent action, instead of a special full-round action.

Master Tactician: At 20th-level, the skirmisher acquires even greater tactical knowledge and instincts, and invents numerous new tactics of their own to give them an extra advantage. Thus, the skirmisher adds their Intelligence modifier to all attack rolls, if positive. This is a competence bonus. Furthermore, the skirmisher treats his or her cover as one degree better for their own defense, any time the skirmisher has cover, without increasing the skirmisher's own hindrance from it. This cannot increase their effective cover beyond total cover. The increased cover benefit does not apply when the skirmisher is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive).

Lastly, the skirmisher may provide tactical advice to other allies whenever he or she may communicate intelligently with them (not creatures of Intelligence 2 or lower, or with no Intelligence), granting those allies a +1 circumstance bonus to attack rolls or Armor Class each round by communicating that advice. The skirmisher chooses at the start of his or her turn which bonus to provide, and no creature may receive these benefits from more than one skirmisher at a time (each creature can choose whether or not to ignore a particular skirmisher, choosing on that skirmisher's turn). The circumstance bonus to AC is lost whenever the creature is immobilized or denied a Dexterity bonus to AC (even if its Dexterity modifier is not positive). Each ally is only affected while the skirmisher sees them or the opponents they are fighting (even if only through Blindsight, if the skirmisher has that ability).[/sblock]

Code:
[B][COLOR=Red][U][I]The Skirmisher:[/I][/U][/COLOR]
[COLOR=Blue]Class	Base		Fort.	Ref.	Will
Level	Attack		Save	Save	Save	Special[/COLOR][/B]
1	+0		+0	+2	+2	Bonus Feat, Tactician, Weapon Focus
2	+1		+0	+3	+3	Skill Plus, Weapon Focus
3	+2		+1	+3	+3	Mobile Combat Technique
4	+3		+1	+4	+4	Bonus Feat
5	+3		+1	+4	+4	Offensive Acumen, Projectile Defense I
6	+4		+2	+5	+5	Eagle Eye I
7	+5		+2	+5	+5	Bonus Feat, Skill Plus
8	+6/+1		+2	+6	+6	Mobile Combat Technique
9	+6/+1		+3	+6	+6	Eagle Eye II, Strategist
10	+7/+2		+3	+7	+7	Bonus Feat
11	+8/+3		+3	+7	+7	Projectile Defense II, Superior Tactician
12	+9/+4		+4	+8	+8	Eagle Eye III, Skill Plus
13	+9/+4		+4	+8	+8	Bonus Feat, Mobile Combat Technique
14	+10/+5		+4	+9	+9	Improved Weapon Focus
15	+11/+6/+1	+5	+9	+9	Perfect Strike
16	+12/+7/+2	+5	+10	+10	Eagle Eye IV, Bonus Feat
17	+12/+7/+2	+5	+10	+10	Projectile Defense III, Skill Plus, Tactical Awareness
18	+13/+8/+3	+6	+11	+11	Mobile Combat Technique
19	+14/+9/+4	+6	+11	+11	Eagle Eye V, Bonus Feat
20	+15/+10/+5	+6	+12	+12	Master Tactician
 
Last edited:

Arkhandus

First Post
Aurelian Slayer, Variant Fighter

The Slayer, Variant Fighter
It takes special tenacity, bravado, and grim determination to become a slayer, so these are the least common sorts of fighter. Unlike the basic fighter, a slayer is highly focused in the art of killing, recklessly forsaking personal defense for the sake of maximum offensive power. Slayers learn only minimal tactics for self-preservation, and believe the greatest defense is an overwhelming offense.

While not quite as tenacious and vicious as barbarians, slayers still possess a killer instinct well beyond that of most fighters. Slayers pursue the quickest path to victory, often driven to hunt down their enemies by a ruthless bloodlust or a deep-seated drive for revenge. Many are outright insane with deadly obsessions, but some are just very grim avengers, crusaders, or bounty hunters. Most slayers are driven by their deadly instincts, choosing a lifestyle and goals that suit their violent nature. With great skill, determination, and luck, a slayer destroys his enemies in a relentless flurry of blood and steel.

Races: Slayers are typically found among firagi, githyanki, githrani, draegi, thri-kreen, giantkin, wang-liang, sahuagin, and tasloi fighters. They are actually fairly common among firagi, wang-liangs, and sahuagin, as far as fighters go, but the skills and mentality of a slayer are rare among most other races. The humans, dwarves, orcs, half-orcs, githmarri, bugbears, rokuro-kubi, ogres, merrow, and tengu become slayers on occasion, but not nearly so often as firagi, githyanki, or their ilk. A rare few githzerai become slayers, to more effectively destroy their race's hated foes as part of a rrakkma.

Other Classes: A slayer tends to be fairly grim or mentally unstable, so he or she is often a lone warrior. However, slayers are most likely to work alongside fellow warriors in firagi, githyanki, githrani, draegi, thri-kreen, sahuagin, and githzerai forces. Tasloi, orc, half-orc, and rokuro-kubi slayers are as likely as not to work in groups. Other slayers tend to fight alone or with other misfits, rather than join a hunting party or military unit.

Game Rule Information
Slayers have the following game statistics.
Abilities: Strength is especially important for slayers because it improves their melee attack and damage rolls. Constitution is important for giving slayers lots of hit points, which they’ll need in their many battles. Dexterity is important for slayers who want to be good archers or who want access to certain Dexterity-oriented feats, but the medium armor slayers often wear tends to reduce the benefits of a high Dexterity score. Also, many slayers focus on melee combat, in which Dexterity is less important. Intelligence, Wisdom, and Charisma are slightly helpful for a slayer, since they affect some of the slayer’s class skills, but aren’t particularly important in combat, so a good score in any of them is only marginally beneficial.
Alignment: Any.
Hit Die: d6.

Class Skills
The slayer’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (geography) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the slayer.
[sblock]Weapon and Armor Proficiency: The slayer is proficient in the use of light and medium armors, and with shields. In addition, the slayer is proficient in the use of up to ten weapons of your choice. These weapons may be simple, martial, or exotic, or any mix of those types. However, each martial weapon you choose counts as two weapons for these purposes, and each exotic weapon you choose counts as three weapons for these purposes, since it takes more time and training to learn the use of a martial or exotic weapon. At least one weapon chosen in this manner must be a simple weapon.


Bonus Feats: At 1st-level, the slayer gets a bonus feat. The slayer gains an additional bonus feat at 4th-level, and another every three levels in the class beyond that, such as 7th, 10th, 13th, 16th, and 19th-level. These bonus feats must be drawn from the following list:

Ambidexterity, Blind-Fight (Close-Proximity Blindsight), Combat Reflexes (Dual Strike, Flail Flenser), Dodge** (Armor Familiarity*, Mobility, Spring Attack), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Whirlwind Attack), Favored Weapon, Improved Critical* (Power Critical*), Improved Initiative (Death Blow), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Power Attack, Improved Sunder, Knock-Back, Power Lunge, Sunder, Supreme Cleave), Rapid Reload, Quick Draw (Knife Gouger), Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Pin Shield, Stinging Bombardier, Superior Two-Weapon Fighting), Weapon Finesse* (Deadly Impaler, Light Fencer), Weapon Focus* (Ace Javelineer, Adept Musketeer, Bone-Shattering Slinger, Champion Jouster, Expert Arbalestier, Fierce Hatchetman, Focused Archer, Gauntlet Gladiator, Great Swordsman, Heavy-Hander, High Marksman, Keen Lancer, Monkey Grip*, Nimble Aggressor, Pulverizer, Scouring Bladesman, Scything Scourge, Stavemaster, Vexing Pikeman, Weapon Expertise*, Weapon Specialization*, Whiplasher), Zen Archery.

Some of the bonus feats available to a slayer cannot be acquired until the slayer has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A slayer can select feats marked with an asterisk (*) more than once, but it must be for a different weapon or armor each time. Any feats marked with two asterisks (**) may be selected multiple times by the slayer, and their effects stack. A slayer must still meet all prerequisites for a feat, including ability score and base attack bonus minimums, and level prerequisites such as for Weapon Specialization.


Special Feats: Slayers gain access to a small number of feats which are exclusive to the fighter class and a few others. These feats may be taken as slayer bonus feats, or chosen as feats from normal character level progression. The slayer gains access to the Armor Familiarity and Weapon Specialization feats once he or she is 4th-level or higher in this class, and the Weapon Expertise feat at 8th-level in this class. The slayer does not gain these feats for free, he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally.

Lucky Strike: Slayers of 2nd-level and higher have a knack for seeing opportune moments to strike a foe's weakpoint. Once per day, they may declare one of their normal hits against a foe to instead be a critical hit, before rolling damage. No threat confirmation roll is needed, and the slayer does not need to roll within their threat range for this declared critical. With any Lucky Strike, the slayer may re-roll any damage dice that come up a natural 1 or natural 2, if desired (except on a d1 or d2 roll). The stricken enemy must be vulnerable to critical hits, or else Lucky Strike cannot be used; effects that have a chance of negating critical hits do not prevent the use of Lucky Strike (such as an opponent with magic armor of Light Fortification). Lucky Strike may be used one more time per day for every 9 additional levels acquired in this class.

Toughness: A slayer gains the Toughness feat for free at 3rd-level as a free bonus feat, in addition to his other bonus feats. The slayer gains another free Toughness bonus feat for every twelve additional levels in this class.

Mighty Strike: At 5th-level, the slayer learns how to strike most efficiently with his weapon. He henceforth doubles his effective Strength modifier, if positive, for purposes of determining any Strength bonuses to damage with weapons, unarmed strikes, natural weapons, and grapple checks. This includes any extra effects, such as feats, that provide a Strength-based damage bonus on such attacks.


Threatening Defense: Slayers of 6th-level or higher may attempt to fend off attacks by flailing about with their own weaponry in a dangerous, unpredictable frenzy. This requires using the fighting defensively action, and requires forgoing all attacks of opportunity for the round. In exchange, the slayer receives an additional +2 dodge bonus to Armor Class from the fighting defensively action. If the slayer would normally be allowed multiple attacks of opportunity each round, then he or she receives another +2 dodge bonus in this manner.

The extra +2 or +4 dodge bonus from Threatening Defense only applies against attacks with weapons, natural weapons, and unarmed strikes, as well as melee touch attacks to initiate a grapple or trip attempt. It also applies against any disarm attempts by opponents, and any attempts by opponents to strike the slayer's held or carried equipment.

Furthermore, if any melee attack with a weapon hits the slayer himself or herself, then the slayer receives a free disarm attempt against that weapon. This disarm attempt does not provoke attacks of opportunity, and if it fails, the opponent does not receive a chance to disarm the slayer. Also, the slayer's attack penalty from using the fighting defensively action does not apply against these disarm attempts. Threatening Defense functions only if the slayer is wielding at least one melee weapon, of a size category equal to or larger than the slayer's own size category.


Sweep: Experienced slayers are powerful enough with their weapons to deliver wide, sweeping attacks that harm or drive back multiple foes. A slayer gains this capacity at 8th-level, and using Sweep is a special full-attack action that cannot be combined with other special full-attack actions. Slayers also cannot fight defensively on the same round they use Sweep. In order to use Sweep, the slayer must be wielding a weapon two-handed, and that weapon must be at least equal in size category to the slayer. He or she cannot attack with other weapons during the same full-attack action.

When a Sweep is performed, the slayer forgoes his or her iterative attacks from their Base Attack Bonus, executing only the first attack from their full-attack action. This attack strikes at up to four enemies, each of which must be adjacent to another and within the slayer's melee reach. The slayer makes a single attack roll with Sweep, and that attack roll is opposed by each target's AC, separately. The attack roll for Sweep receives an extra +1 bonus if the slayer's Base Attack is +11 or higher, and another +1 bonus if his or her Base Attack is +16 or higher.

Creatures stricken by the Sweep attack are subject to a free trip attempt as part of the Sweep (with no melee touch attack required), and the slayer makes a single Strength check for this trip attempt, opposed by each stricken creature's Strength or Dexterity check separately. The slayer gains a +1 bonus on his Strength check if his or her Base Attack is +11 or higher, and another +1 bonus if the slayer's Base Attack is +16 or higher. The trip attempt does not provoke attacks of opportunity, and if it fails to trip an opponent, that opponent does not receive a chance to trip the slayer. Any additional attacks the slayer may receive this round, besides his or her normal iterative attacks (which the Sweep replaces), are entirely separate from the Sweep attack.


Crack Shot: Slayers of 9th-level or higher know how to anticipate some enemy movements and strike from a distance with more accuracy. Once per round, the slayer may treat one opponent in line of sight and within 100 feet as though denied a Dexterity bonus to AC against his or her next ranged attack in that round. Crack Shot does not apply against opponents who are using total defense actions or who have a +5 or higher AC bonus from Combat Expertise, Superior Expertise, or fighting defensively.

Precision Strike: At 12th-level, the slayer learns the best ways to strike with his weapon in order to have the greatest chances of inflicting maximum damage. Henceforth, the threat range of any weapon he uses, including unarmed strikes and natural weapons, is increased by 1, as long as he is using the weapon. This stacks with other abilities that increase the threat range of a weapon, but is counted separately; thus, a 12th-level slayer using a weapon with the Keen special ability would gain the separate benefits of that special ability and this one; likewise with the Improved Critical feat and other such abilities.


Grind Down: Slayers of 14th-level or higher know how to weaken an opponent's armor, shield, or natural armor while they fight. Each time a slayer's melee attack misses an opponent due to that foe's armor, shield, or natural armor bonuses to AC, there's a chance the slayer's attack will crack, loosen, thin, shift, or otherwise weaken the foe's physical defense. Other types of AC bonus, such as deflection bonuses, are unaffected.

Grind Down only functions when the slayer is using a melee weapon. Grind Down cannot affect AC from spells, psionic powers, magical force effects, psionic force effects, spell-like abilities, supernatural abilities, magic items, or psionic items, except for magical or psionic armor and shields of physical composition (not composed of energy). In order to affect magical or psionic armor and shields, the slayer's weapon must have an enhancement bonus equal to or greater than that of the armor or shield to be affected.

Any time that Grind Down would apply, there is a 75% chance that it will succeed in grinding down the opponent's defenses, reducing that foe's armor bonus to AC, shield bonus to AC, or natural armor bonus to AC, by 1 point. Each time a piece of armor or shield loses AC to the slayer's Grind Down ability, that armor or shield takes 1 damage and loses 1 point of hardness. Shields are ground down first, until the shield bonus to AC (excluding enhancements) is +1; shields that have a base AC bonus of +1 or lower cannot be ground down.

Armor is ground down second, until the armor bonus to AC (excluding enhancements) is +2; armors that have a base AC bonus of +2 or lower cannot be ground down. Natural armor is ground down last, until the natural armor bonus to AC (excluding enhancements) is down to one-half normal, rounded down; a base natural armor bonus of +1 or lower cannot be ground down. AC bonuses ground down by this ability can be restored over time. Natural armor heals and mends itself naturally for living creatures at the rate of 1 point per three days. Also, any creature that lost some natural armor to the Grind Down ability has their natural armor restored fully whenever they change shape into a different creature through magical or psionic means.

Other sources of armor, shield, or natural armor bonuses to AC must be repaired. This is the same as repairing damaged armor or shields normally, in the case of armor and shields, but other things must be repaired in a different manner. Each point of AC restored for a shield or piece of armor also restores 1 point of hardness lost to the Grind Down ability, but any hit point damage from Grind Down must be healed or repaired normally. Constructs, magic items, or psionic items must be repaired in the normal fashion for their kind, with each point of lost AC bonus being equivalent to 5 damage (but the lost AC cannot be repaired like damage by other effects, such as Repair Light Wounds spells).

A Mending spell or effect can repair nonmagical, nonpsionic items of any ground down AC, if within the spell's limits, but only repairs 1 point of AC each time. A Make Whole spell or effect can do likewise, even for magical or psionic items, if within the spell's limits, but Make Whole repairs all AC that was ground down from the item. Nonliving creatures must have their lost AC restored through a Restoration spell, which may be used for this purpose regardless of its normal limits.


Critical Strike: At 17th-level, the slayer learns how to get the most out of any particularly solid or accurate strikes he makes. Henceforth, the critical multiplier of any weapon he uses, including unarmed strikes and natural weapons, is increased by 1. This stacks with other abilities that improve a weapon’s critical multiplier, but is counted separately, just as with Precision Strike.

Execute: Slayers of 18th-level or higher may finish off enemies with greater ease than less experienced slayers. Execute provides three benefits for the slayer. Firstly, increase the DC of Fortitude saves against massive damage from a slayer's attack, and against coup de grace attempts by the slayer. The increase is equal to 5 + the slayer's Intelligence or Wisdom modifier, whichever is higher. However, other slayers who possess the Execute class feature do not suffer from this DC increase to their own saves.

Secondly, the slayer receives a dodge bonus of +10 to AC, against attacks of opportunity provoked by a coup de grace attempt. This AC bonus does not apply against attacks by other slayers who have the Execute class feature, however. Thirdly, the slayer needs only a standard action to perform a coup de grace attempt, and if the slayer already possesses that capacity, he or she may even attempt a coup de grace against enemies who are dazed or stunned (not just helpless foes).[/sblock]

Code:
[COLOR=Red][U][I][B]The Slayer:[/B][/I][/U][/COLOR]
[COLOR=Blue][B]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/B][/COLOR]
1	+1			+2	+0	+2	Bonus Feat
2	+2			+3	+0	+3	Lucky Strike 1/day
3	+3			+3	+1	+3	Toughness
4	+4			+4	+1	+4	Bonus Feat
5	+5			+4	+1	+4	Mighty Strike
6	+6/+1			+5	+2	+5	Threatening Defense
7	+7/+2			+5	+2	+5	Bonus Feat
8	+8/+3			+6	+2	+6	Sweep
9	+9/+4			+6	+3	+6	Crack Shot
10	+10/+5			+7	+3	+7	Bonus Feat
11	+11/+6/+1		+7	+3	+7	Lucky Strike 2/day
12	+12/+7/+2		+8	+4	+8	Precision Strike
13	+13/+8/+3		+8	+4	+8	Bonus Feat
14	+14/+9/+4		+9	+4	+9	Grind Down
15	+15/+10/+5		+9	+5	+9	Toughness
16	+16/+11/+6/+1		+10	+5	+10	Bonus Feat
17	+17/+12/+7/+2		+10	+5	+10	Critical Strike
18	+18/+13/+8/+3		+11	+6	+11	Execute
19	+19/+14/+9/+4		+11	+6	+11	Bonus Feat
20	+20/+15/+10/+5		+12	+6	+12	Lucky Strike 3/day
 
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Arkhandus

First Post
Graaagh, I've been lazy this week due to insomnia and tiredness during the day.

I finally added some updates though. I expanded the Archer's bonus feat list a bit and such, and fixed a few missing bits of the Fighter's bonus feat list. I added my houserules for Clobbered status and Massive Damage in Aurelia, to the Basic Aurelian Houserules section.

I also added the Slayer variant Fighter, above. The Skirmisher variant Fighter, or the Scout variant Ranger, may be posted soon if I get around to finishing the intro and last ability descriptions for them (still have to finish typing up the Skirmisher's Mobile Combat Techniques, and I think there were one or two abilities of the Scout that I still have to finish typing up).

I might get something else added soon, including the Doom Factor houserule (I just keep forgetting to actually type it up, despite brainstorming over it on several days in the past week or two). If I can remember to finish working on them soon, I should, hopefully, get Aurelian goblinoids or Aurelian kobolds posted in the next week or two (I just haven't done any work on Aurelian monsters in the past few weeks, so it keeps slipping my mind). Also, I should probably have Aurelian elves posted soon, I just keep forgetting (of course) to finish typing up their background description.
 

Arkhandus

First Post
I've fixed the spells in my earlier post that I thought needed a bit of re-wording or some minor tweaking to their effects and parameters. I'll stop being lazy and distracted with other stuff soon and get a real update done. Just been so tired lately. :\ :mad:

Quick edit: Basically all I've worked on for Aurelia lately is adding and tweaking several prestige classes, getting the Bard nearly done, and working some more on a few monsters and races. The Elves are nearly complete in background and such too, now. I got the Monk about halfway finished (still need to devise and detail most of its Martial Arts Talent options for the flame, water, wind, and wood paths; the metal path is finished and so is nearly all of the non-MAT rules bits). So I should have something done soon once I stop fiddling with random bits of everything.
 
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