As the title says this was actually inspired by a real boxing match. One of the fighters did almost nothing but stepping back or round, striking so few blows each round that they could be counted on a pair of hands. Even though he still won the fight and rightly so as he had the most blows that actually connected with body or head. I have expanded the concept to other types of fighters. Please read and comment.
Veteran
The veteran is the old campaigner, the over the hill fistfighter and the soon to retire career soldier. It’s often said “the best defense is a good offense” but the veteran know that its just a dangerous lie that only the very young or very foolish belives. Experience has shown him that cunning, patience and the careful approach wins out every time. Other warriors might charge into combat, raining mighty blows all around, but the veteran takes no chances, watches his back and studies his opponents, letting them wear themselves out before he strikes back.
Requirements
Base Attack Bonus: +7
Skills: Sense motive 4 ranks
Feats: Combat Expertise, Endurance
Weapon and Armor profiencies: All simple and martial weapons and all armor (heavy, medium and light)
Hd:1d12
Class Skills
The Veterans skills (and the key ability score for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Sense motive (Wis), Swim (Str).
Skillpoints per level: 2+ Int modifier.
Class Features
Weapon and Armor profiency: The veteran gains no new weapon or armor profiency
Seen it before (Ex): The veteran naturally has seen most feints and combat moves before and don’t fall for the anymore. He gains a +4 competence bonus to Sense motive checks versus feinting in combat
From a mile away (Ex): When fighting a less skilled opponent the veteran can easily read the pattern of attacks. If fighting a opponent of less base attack bonus than himself and using combat expertise, the veteran gains 1.5 times the penalty to attacks as a bonus to his armor class. When he reaches 9th level the dodge bonus becomes 2 times the attack penalty.
Wear them out (Ex): By moving around, dodging blows and only striking back occasionally a veteran can tire his opponent before going on the offense. If the veteran keeps engaging an opponent with at least one attack each round his opponent must roll a fortitude save (DC 10+veteran level and int modifier+1/round after the third) after three rounds and each following round. If he fails it he is fatigued for as long as the veteran keeps attacking +1 round.
Roll with it (Ex): The veteran can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the veteran can attempt to roll with the damage. To use this ability, the veteran makes an melee unarmed attack roll (DC = damage dealt). If the attack roll equals or surpasses the damage, he takes only half damage from the blow; if not, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. At 8th level the ability can be used twice per day.
Take no chance (Ex): A veteran is a master of pacing, staying out of reach and taking a pokeshot at just the right time. The veteran can spend a full round action gaining only one attack, in that round and until his next action he can take a penalty to attack of any number equal to his base attack bonus or less and gain that penalty as a dodge bonus to armor class. The From a mile away ability works as normal if the opponent has less base attack bonus than the veteran.
Improved feint (EX): The veteran gains the feat improved feint.
It's only fear boy (Ex): THe veteran knows and understands the nature of fear. Though he stills feel it, he has learned to contain it, not letting himself be overwhelmed by it. If affected by a spell or ability that causes the veteran to normally be panicked or frightened he is instead Shaken. If normally Shaken by an ability or spell he is unaffected.
Last strike counts (Ex): The veteran fouses on defending himself and then striking at the opening just as his opponent attacks. In any round were the veteran is already using the Take no chance ability and delays his action to just after an opponents (this usually requires Taking no chance in two consecutive rounds) he gets a +4 circumstance modifier to hit.
Out of harms way (Ex): The veteran is an expert at presenting only non vital parts of his body to attacks. If struck a critical hit while wearing light or heavier armor there is a 25 % chance that he turns the critical blow into a normal one. At 7 level the chance increases to 50 % and requires at least medium armor. Finally at 10th level the chance to avoid the critical rises to 75 % as long as the veteran wears heavy armor. He must be aware of the attack and able to react to it in order to use this ability—if he is denied her Dexterity bonus to AC, he can’t use this ability.
Class Base Fort Ref Will Special
Level Attack Bonus Save Save Save
1 +1 +2 +0 +0 Seen it before, From a mile away I
2 +2 +3 +0 +0 Wear them out
3 +3 +3 +1 +1 Out of harms way 25 %
4 +4 +4 +1 +1 Roll with it 1/day
5 +5 +4 +1 +1 Take no chances
6 +6 +5 +2 +2 Improved feint, Its only fear boy
7 +7 +5 +2 +2 Out of harms way 50 %
8 +8 +6 +2 +2 Last strike counts, Roll with it 2/day
9 +9 +6 +3 +3 From a mile away II
10 +10 +7 +3 +3 Out of harms way %
Veteran
The veteran is the old campaigner, the over the hill fistfighter and the soon to retire career soldier. It’s often said “the best defense is a good offense” but the veteran know that its just a dangerous lie that only the very young or very foolish belives. Experience has shown him that cunning, patience and the careful approach wins out every time. Other warriors might charge into combat, raining mighty blows all around, but the veteran takes no chances, watches his back and studies his opponents, letting them wear themselves out before he strikes back.
Requirements
Base Attack Bonus: +7
Skills: Sense motive 4 ranks
Feats: Combat Expertise, Endurance
Weapon and Armor profiencies: All simple and martial weapons and all armor (heavy, medium and light)
Hd:1d12
Class Skills
The Veterans skills (and the key ability score for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Sense motive (Wis), Swim (Str).
Skillpoints per level: 2+ Int modifier.
Class Features
Weapon and Armor profiency: The veteran gains no new weapon or armor profiency
Seen it before (Ex): The veteran naturally has seen most feints and combat moves before and don’t fall for the anymore. He gains a +4 competence bonus to Sense motive checks versus feinting in combat
From a mile away (Ex): When fighting a less skilled opponent the veteran can easily read the pattern of attacks. If fighting a opponent of less base attack bonus than himself and using combat expertise, the veteran gains 1.5 times the penalty to attacks as a bonus to his armor class. When he reaches 9th level the dodge bonus becomes 2 times the attack penalty.
Wear them out (Ex): By moving around, dodging blows and only striking back occasionally a veteran can tire his opponent before going on the offense. If the veteran keeps engaging an opponent with at least one attack each round his opponent must roll a fortitude save (DC 10+veteran level and int modifier+1/round after the third) after three rounds and each following round. If he fails it he is fatigued for as long as the veteran keeps attacking +1 round.
Roll with it (Ex): The veteran can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the veteran can attempt to roll with the damage. To use this ability, the veteran makes an melee unarmed attack roll (DC = damage dealt). If the attack roll equals or surpasses the damage, he takes only half damage from the blow; if not, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. At 8th level the ability can be used twice per day.
Take no chance (Ex): A veteran is a master of pacing, staying out of reach and taking a pokeshot at just the right time. The veteran can spend a full round action gaining only one attack, in that round and until his next action he can take a penalty to attack of any number equal to his base attack bonus or less and gain that penalty as a dodge bonus to armor class. The From a mile away ability works as normal if the opponent has less base attack bonus than the veteran.
Improved feint (EX): The veteran gains the feat improved feint.
It's only fear boy (Ex): THe veteran knows and understands the nature of fear. Though he stills feel it, he has learned to contain it, not letting himself be overwhelmed by it. If affected by a spell or ability that causes the veteran to normally be panicked or frightened he is instead Shaken. If normally Shaken by an ability or spell he is unaffected.
Last strike counts (Ex): The veteran fouses on defending himself and then striking at the opening just as his opponent attacks. In any round were the veteran is already using the Take no chance ability and delays his action to just after an opponents (this usually requires Taking no chance in two consecutive rounds) he gets a +4 circumstance modifier to hit.
Out of harms way (Ex): The veteran is an expert at presenting only non vital parts of his body to attacks. If struck a critical hit while wearing light or heavier armor there is a 25 % chance that he turns the critical blow into a normal one. At 7 level the chance increases to 50 % and requires at least medium armor. Finally at 10th level the chance to avoid the critical rises to 75 % as long as the veteran wears heavy armor. He must be aware of the attack and able to react to it in order to use this ability—if he is denied her Dexterity bonus to AC, he can’t use this ability.
Class Base Fort Ref Will Special
Level Attack Bonus Save Save Save
1 +1 +2 +0 +0 Seen it before, From a mile away I
2 +2 +3 +0 +0 Wear them out
3 +3 +3 +1 +1 Out of harms way 25 %
4 +4 +4 +1 +1 Roll with it 1/day
5 +5 +4 +1 +1 Take no chances
6 +6 +5 +2 +2 Improved feint, Its only fear boy
7 +7 +5 +2 +2 Out of harms way 50 %
8 +8 +6 +2 +2 Last strike counts, Roll with it 2/day
9 +9 +6 +3 +3 From a mile away II
10 +10 +7 +3 +3 Out of harms way %
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