Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Compiled Custom Archetype List
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="xXxTheBeastxXx" data-source="post: 5325914" data-attributes="member: 90543"><p><span style="font-family: 'Verdana'">I</span><span style="font-family: 'Verdana'">'ve got 2.</span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'">The first is the Gunslinger--a fighter archetype. I made it for my Golarion Campaign I'm running. Essentially, it's a bit of a cross between the Archer and the Crossbowman, with a couple custom abilities thrown in.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><span style="font-size: 18px"><strong>Gunslinger</strong></span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px">With the new advent of guns come those who choose to wield them. And within those who wield them are the experts, the masters of their craft, the Gunslingers.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Weapon and Armor proficiency</strong>: The gunslinger is proficient with all firearms. This ability replaces martial weapon proficiency.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Draw!</strong>: At 1st level, the Gunslinger gains quick draw as a bonus feat. This ability replaces the 1st level bonus feat.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Crazy Eye</strong>: Starting at 2nd level, a gunslinger gets a +1 on intimidate checks. This bonus increases by +1 for every 4 levels beyond 2nd. This ability replaces Bravery.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Trick Shot</strong>: At 3rd level, a gunslinger can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a firearm against any target within 30 feet, with a -4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up bullets as normal. At 11th level, he may also choose from the following combat maneuvers: bull rush, trip. This ability replaces armor training 1, 2, 3, and 4.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Expert Slinger</strong>: At 5th level, a gunslinger gains a +1 bonus on attack and damage rolls with firearms. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Safe Shot</strong>: At 9th level, a gunslinger does not provoke attacks of opportunity when making ranged attacks with a firearm. This ability replaces weapon training 2.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Cover Expert</strong>: At 13th level, a gunslinger gains an additional +2 to their AC whenever they take cover. At 17th level, this bonus increases to +4. This ability replaces weapon training 3.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Meteor Shot</strong>: At 17th level, as a standard action, a gunslinger can make one attack with a firearm at a -4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The gunslinger must decide which maneuver to attempt before making his attack roll. This ability replaces weapon training 4.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Penetrating Shot</strong>: At 19th level, when a gunslinger confirms a critical hit with a firearm, the bullet pierces the target and can strike another creature in line behind it. The gunslinger must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a -4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bullet can continue to his another target, but the penalties stack. This ability replaces armor mastery. </span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Unload</strong>: At 20th level, as a full-round action, if the gunslinger is wielding a weapon with multiple shots (ex. a revolver), he can fire every shot in the gun. These attacks are all made at your highest base attack bonus -4. If the gunslinger is wielding multiple weapons, he can use this ability with one of them. This ability replaces weapon mastery.</span></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="font-size: 10px">The only issue I see with this Archetype are that the Unload ability could be abused if this was ever transported to a modern campaign. In Golarion, though, the maximum number of shots is 5, so it's not too bad.</span></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="font-size: 10px">My second class is the Street Fighter. It's half-transferred from a PrC in 3.5, but with a few more spins. This one feels much more custom than the Gunslinger, and is meant to be a nice tough "thug" character, either as a PC or NPC. It's also a fighter Archetype.</span> </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 18px"><strong>Street Fighter</strong></span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px">Sometimes a job requires a knight of lordly stature. Sometimes it requires a world-wary mercenary. But sometimes one needs to scrape the bottom of the barrel, sometimes the job calls for a Street Fighter.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Weapon and Armor proficiency</strong>: The street fighter is not proficient in heavy armors or shields.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Beat ‘em up</strong>: At 1st level, the street fighter gains Improved Unarmed Strike as a bonus feat. His unarmed strikes deal 1d6 damage.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Always Ready</strong>: Starting at 2nd level, a street fighter gets a +1 on his initiative checks. This bonus increases by +1 for every 4 levels beyond 2nd. This ability replaces Bravery.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Stand Tough</strong>: At 3rd level, the street fighter can resist the damage being dealt to him. If he is hit by an attack, before taking damage, he can make a fortitude save with a DC equal to the damage that would be dealt. If the save succeeds, he takes half the damage as nonlethal damage. If the save fails, he takes damage normally. He can use this ability once at 3rd level, and one more time every 4 levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Sneak Attack</strong>: At 5th level, a street fighter inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 for every four levels beyond 5th. This ability replaces weapon training 1.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Uncanny dodge</strong>: At 9th level, a street fighter can no longer be denied his dex bonus to his AC. This ability replaces weapon training 2.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Crowd Expert</strong>: At 13th level, a street fighter that is fighting in a crowd or is flanked gains a +2 dodge bonus to his AC. This bonus increases to +4 at 17th level. This ability replaces weapon training 3.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Bring ‘em Down Quick</strong>: At 17th level, as a standard action, a street fighter may make an attack that deals nonlethal damage at no penalty. This attack deals double damage. Extra damage, such as precision damage or damage from magical effects are not multiplied. This ability replaces weapon training 4.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>One Tough Bastard</strong>: At 19th level, a street fighter gains DR 10/- against nonlethal damage. This damage reduction applies to nonlethal damage sustained from the Stand Tough ability. This ability replaces armor mastery. </span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">First: yes, I realize that the sneak attack I posted is an extremely dumbed down version of the one the rogue has, and doesn't take things like dim light into account. I stole it from the Sandman archetype, and it is obviously meant to be used as a rogue's sneak attack.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">DR 10/- against nonlethal might be too high, but I thought that, since it's just nonlethal damage, and he can only stand tough 5 times a day at level 19 (and have to make a save anyway), it wasn't out of the question.</span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Anyway, that's what I've got. Hope you enjoy and maybe adapt them to your own campaigns.</span></span></p></blockquote><p></p>
[QUOTE="xXxTheBeastxXx, post: 5325914, member: 90543"] [FONT=Verdana]I[/FONT][FONT=Verdana]'ve got 2. [/FONT] [FONT=Verdana]The first is the Gunslinger--a fighter archetype. I made it for my Golarion Campaign I'm running. Essentially, it's a bit of a cross between the Archer and the Crossbowman, with a couple custom abilities thrown in. [/FONT] [FONT=Verdana][SIZE=5][B]Gunslinger[/B][/SIZE][/FONT][FONT=Verdana] [/FONT] [FONT=Verdana][SIZE=2]With the new advent of guns come those who choose to wield them. And within those who wield them are the experts, the masters of their craft, the Gunslingers.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Weapon and Armor proficiency[/B]: The gunslinger is proficient with all firearms. This ability replaces martial weapon proficiency.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Draw![/B]: At 1st level, the Gunslinger gains quick draw as a bonus feat. This ability replaces the 1st level bonus feat.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Crazy Eye[/B]: Starting at 2nd level, a gunslinger gets a +1 on intimidate checks. This bonus increases by +1 for every 4 levels beyond 2nd. This ability replaces Bravery.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Trick Shot[/B]: At 3rd level, a gunslinger can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a firearm against any target within 30 feet, with a -4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up bullets as normal. At 11th level, he may also choose from the following combat maneuvers: bull rush, trip. This ability replaces armor training 1, 2, 3, and 4.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Expert Slinger[/B]: At 5th level, a gunslinger gains a +1 bonus on attack and damage rolls with firearms. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Safe Shot[/B]: At 9th level, a gunslinger does not provoke attacks of opportunity when making ranged attacks with a firearm. This ability replaces weapon training 2.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Cover Expert[/B]: At 13th level, a gunslinger gains an additional +2 to their AC whenever they take cover. At 17th level, this bonus increases to +4. This ability replaces weapon training 3.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Meteor Shot[/B]: At 17th level, as a standard action, a gunslinger can make one attack with a firearm at a -4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The gunslinger must decide which maneuver to attempt before making his attack roll. This ability replaces weapon training 4.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Penetrating Shot[/B]: At 19th level, when a gunslinger confirms a critical hit with a firearm, the bullet pierces the target and can strike another creature in line behind it. The gunslinger must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a -4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bullet can continue to his another target, but the penalties stack. This ability replaces armor mastery. [/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=3][SIZE=2][B]Unload[/B]: At 20th level, as a full-round action, if the gunslinger is wielding a weapon with multiple shots (ex. a revolver), he can fire every shot in the gun. These attacks are all made at your highest base attack bonus -4. If the gunslinger is wielding multiple weapons, he can use this ability with one of them. This ability replaces weapon mastery. The only issue I see with this Archetype are that the Unload ability could be abused if this was ever transported to a modern campaign. In Golarion, though, the maximum number of shots is 5, so it's not too bad. My second class is the Street Fighter. It's half-transferred from a PrC in 3.5, but with a few more spins. This one feels much more custom than the Gunslinger, and is meant to be a nice tough "thug" character, either as a PC or NPC. It's also a fighter Archetype.[/SIZE] [/SIZE][/FONT] [FONT=Verdana][SIZE=5][B]Street Fighter[/B][/SIZE][/FONT][FONT=Verdana] [/FONT] [FONT=Verdana][SIZE=2]Sometimes a job requires a knight of lordly stature. Sometimes it requires a world-wary mercenary. But sometimes one needs to scrape the bottom of the barrel, sometimes the job calls for a Street Fighter.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Weapon and Armor proficiency[/B]: The street fighter is not proficient in heavy armors or shields.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Beat ‘em up[/B]: At 1st level, the street fighter gains Improved Unarmed Strike as a bonus feat. His unarmed strikes deal 1d6 damage.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Always Ready[/B]: Starting at 2nd level, a street fighter gets a +1 on his initiative checks. This bonus increases by +1 for every 4 levels beyond 2nd. This ability replaces Bravery.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Stand Tough[/B]: At 3rd level, the street fighter can resist the damage being dealt to him. If he is hit by an attack, before taking damage, he can make a fortitude save with a DC equal to the damage that would be dealt. If the save succeeds, he takes half the damage as nonlethal damage. If the save fails, he takes damage normally. He can use this ability once at 3rd level, and one more time every 4 levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Sneak Attack[/B]: At 5th level, a street fighter inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 for every four levels beyond 5th. This ability replaces weapon training 1.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Uncanny dodge[/B]: At 9th level, a street fighter can no longer be denied his dex bonus to his AC. This ability replaces weapon training 2.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Crowd Expert[/B]: At 13th level, a street fighter that is fighting in a crowd or is flanked gains a +2 dodge bonus to his AC. This bonus increases to +4 at 17th level. This ability replaces weapon training 3.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Bring ‘em Down Quick[/B]: At 17th level, as a standard action, a street fighter may make an attack that deals nonlethal damage at no penalty. This attack deals double damage. Extra damage, such as precision damage or damage from magical effects are not multiplied. This ability replaces weapon training 4.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]One Tough Bastard[/B]: At 19th level, a street fighter gains DR 10/- against nonlethal damage. This damage reduction applies to nonlethal damage sustained from the Stand Tough ability. This ability replaces armor mastery. [/SIZE][/FONT][FONT=Verdana][SIZE=2] First: yes, I realize that the sneak attack I posted is an extremely dumbed down version of the one the rogue has, and doesn't take things like dim light into account. I stole it from the Sandman archetype, and it is obviously meant to be used as a rogue's sneak attack. DR 10/- against nonlethal might be too high, but I thought that, since it's just nonlethal damage, and he can only stand tough 5 times a day at level 19 (and have to make a save anyway), it wasn't out of the question.[/SIZE][/FONT] [FONT=Verdana][SIZE=2] Anyway, that's what I've got. Hope you enjoy and maybe adapt them to your own campaigns.[/SIZE][/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Compiled Custom Archetype List
Top