Beruflich Dokumente
Kultur Dokumente
Quintessential
Fighter
Web Enhancement
Character
Concepts
Honourable Warrior
Codes of honour are not merely the province of cavaliers and
paladins. Many warriors follow a code of conduct that
determines both their behaviour in battle and their activities
when not in combat. Sometimes, this code is an external one
taught to them by the same masters that instruct them in their
martial skills but others have their morals imparted by their
parents or a home village. In any case, this code of honour is
not easily set aside or ignored; it defines the honourable
warrior and everything he does. Despite their adherence to a
code, not all honourable warriors are good-hearted individuals.
Many are the product of their cultures, for good or ill.
Adventuring: Honourable warriors, if they are recognised as
such, are often drawn into adventures by being approached to
perform some task by those who trust their behaviour. Of
course, the person who sends them on this first adventure may
not be trustworthy. Alternately, the honourable warrior may be
in the service of his or her nation as a soldier or some other
martial role. No matter how honourable warriors become
adventurers, their code of conduct is constantly with them,
guiding (and sometimes impeding) their way through life.
Role-Playing: The most important thing in an honourable
warriors life is the code of conduct. Not only does it
determine how he reacts to each new situation and encounter, it
defines how others react as well. Those who know of the
honourable warriors code will often react to it instead of to the
character directly. This can make for excellent roleplaying,
especially if the honourable warrior has come to question the
values that have been with him all of his life. Few who begin
on the straight and narrow ever reach the end of such a difficult
path, but even when they stray, the journey can be an exciting
one to take. Many honourable warriors seek future careers as
holy warriors, monks, or clergy, as their discipline and
devotion makes them a natural for such roles.
Bonuses: While it can be limiting, a code of conduct can be a
reassuring thing to those who must deal with an honourable
warrior. This dependability can lead to greater trust and
reliance; those who talk with the character can take great
comfort in their trust that he will act exactly as he says he will.
This translates to a +2 bonus to all Diplomacy and Gather
Information checks, since there is a greater likelihood of the
honourable warrior being trusted by strangers. For this benefit
to come into play, the honourable warrior must identify himself
as such in some way (a uniform, for instance).
Penalties: An honourable warriors greatest penalty is his
code of conduct, which must be binding against certain
behaviours as the player and the Games Master sees fit. All
honourable warriors must begin play with a Lawful alignment.
The honourable warrior loses his skill bonuses if he loses this
lawful nature, even if the other part of his alignment remains
intact. Also, those who knew the warrior before his alignment
change will usually react poorly to his loss of faith, imposing
a -1 penalty to all Charisma based checks where they are
concerned.
Marine
Life aboard a seagoing vessel can often be dangerous. With
the prevalence of immense magical marine creatures, pirates
may be the least of a crews concerns. Aquatic humanoids,
dragon turtles, and even the restless dead of lost ships can turn
a peaceful ocean voyage into a nightmare. Wise captains hire
strong crewmen with martial skills to defend their ships in case
of attack. From first mates that lead a ships crew into battle to
a hired bodyguard who keeps vulnerable passengers safe
during dangerous voyages, marines can fulfil many roles. To
do so effectively, the marine has trained in the vagaries of
shipboard combat. Having learned how to deal with the
awkward nature of fighting around sail and rigging, he can
turn such obstacles to his advantage.
Adventuring: Marines tend to start their careers as
adventurers when adventure finds them. Aquatic-based
adventures are natural, but shipwrecks and other events can
lead a marine to take up a new way of making a living away
from the sea. Whenever possible, a marine will generally
prefer to remain near the coast or take boats whenever
journeying to new places. Bringing the mindset of someone
who is used to dealing with dangers approaching at every
angle and making do with very limited resources, a marine can
be a valuable member of any adventuring company.
Prestige Classes
Requirements
To qualify to become a pit fighter, a character must fulfil all the
following criteria.
Base Attack Bonus: +4 or higher.
Feats: Any three feats from the fighter bonus list, Great
Fortitude, Toughness.
Special: Must have actually competed in a pit fight.
Class Skills
The pit fighters class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Intimidate (Cha), Heal (Wis), Jump
(Str), and Tumble (Dex).
Skill points at each level: 2 + Int modifier.
Pit Fighter
There are those who fight for money in the open arena,
showing off their martial prowess amid the jeers and shouts of
their fans while they engage in bloodsport. Then there are
those who dont approach it as a sport at all. A pit fighter is to
a gladiator like a well honed, battle worn gladius is to a
ceremonial sword. Both can kill, but the former does not do so
with any style or flash. Usually raised from birth or childhood
to fight in the pits by those who cater to such barbaric
entertainment, pit fighters rarely know any other kind of life
and have no illusion of freedom or wealth to keep them going.
Instead, a pit fighter goes from battle to battle with the sole
motivation of survival. There may be screaming crowds, and
the occasional coin might fall down onto him while he
struggles for his life, but between every downed foes final
breath, there is only the raw expectation of the next days battle
to spur him onward. A pit fighters life is bleak, brutal, and
unrelenting.
Class Features
All of the following are class features of the pit fighter prestige
class.
Weapon and Armour Proficiency: Pit fighters gain
proficiency in simple and martial weapons, light and medium
armour, and shields. Note that armour check penalties for
armour heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and
Tumble.
Survival: A pit fighter can find a way to stay alive in almost
any situation. This extreme toughness manifests itself as 1
point of Damage Reduction against any non-magical physical
attack, 1 point of resistance against all five elemental forms of
damage (fire, cold, acid, electricity, and acid) as per the spell
resist elements.
Base
Attack
+1
+2
+3
+4
+5
Fort
Save
+2
+3
+3
+4
+4
Ref
Save
+0
+0
+1
+1
+1
Will
Save
+0
+0
+1
+1
+1
Special
Survival
Vicious Attack
Take the Blow
Bonus Feat
Against All Odds
Tricks of the
Trade
Combat Acrobatics
Battle is a chaotic and dangerous affair, something that
experienced fighters enter understanding that standing still
means getting cut down quickly. A skilled combatant is always
in motion. Even a fighter loaded down with plate armour and a
large shield does his best to shift from foot to foot and move
whenever possible to keep his opponent from being able to
rely on any vulnerable spot being in the same place twice.
Armour, by its nature, moves against the wearer by covering
joints and vitals with sliding plates or links of chain. The only
way to keep this protection constant is to stay mobile and keep
maximum coverage turned towards the enemy. One of the
reasons a rogues sneak attacks work so effectively is because
when a fighters attention is turned towards a foe, his armour
has also been focused towards protection in that direction.
This leaves gaps in other places, spaces a skilled attacker can
take advantage of. To minimize this risk, savvy fighters are
constantly moving to overcome these vulnerabilities.
Distant Tumble
Tumble DC: 20 for 30 ft., 30 for 30 ft.
Reflex Save: No.
When taking this action, you can tumble up 30 feet without
provoking attacks of opportunity. This simulates rolling,
somersaulting, and flipping to avoid enemies and dangers. If
you are capable of greater than 30 feet of base land movement,
you may increase the distance of this tumble by adding 5 to the
DC for every 5 feet of additional distance (up to your
maximum base movement rate).
Failure Penalty: Because of the additional difficulty involved
in tumbling this fast, failing the skill check results in falling
prone halfway through the movement and suffering 1d6
subdual damage.
Double Adjustment
Tumble DC: 30.
Reflex Save: Yes to avoid an attack of opportunity; DC 10 +
highest opponents base attack bonus.
By flipping and rising quickly back to your feet, you can
accomplish a 10 foot adjustment in lieu of a move action.
Because of the strain involved in this manoeuvre, it cannot be
attempted two rounds in a row.
Failure Penalty: If the Tumble check fails, you suffer an
attack of opportunity and cannot make an adjustment or move
action of any kind this round.
Diagonal Movement
Tumble DC: 15.
Reflex Save: No.
When moving at a diagonal, every second square is considered
a 10 ft. distance as opposed to 5 ft. (this is normally an
optional movement rule). Using this manoeuvre is a free
action taken in conjunction with standard movement. If the
Tumble check is made successfully, this increase does not
occur in relation with your movement so long as your entire
movement is a straight line. No turns are possible with this
action.
Failure Penalty: If the Tumble check penalty fails, every
second square counts as normal and your movement will fall
short of where you intended to stop. If you end up in a
threatened area, you are subject to an immediate attack of
opportunity.
Regain Footing
Tumble DC: 25.
Reflex Save: No.
Whenever you are prone (unless falling prone was the result of
a failed acrobatic manoeuvre) and still have the option of doing
anything in your round, even just a partial action, you may
attempt to stand as a free action. You cannot have started the
round flat-footed and use this action, nor can you Regain
Footing if you are dazed or suffering any panic or fear effect.
Failure Penalty: If you fail, you lose any action you had
remaining in the current round.
Switch Opponents
Tumble DC: 20.
Reflex Save: No.
When you attempt this manoeuvre, you must have an ally
within 5 feet of you who is engaged with a melee opponent.
On your turn, you can grab your ally as a melee touch attack
and trade positions. The ally is now in your square and you
are now engaging the opponent in question. You can delay
your action contingent on your ally being attacked and perform
this manoeuvre when that condition occurs. If you are in
someones threatened area when you take this action, you must
also make a Tumble check as normal to avoid the attack of
opportunity you provoke doing this. Your chosen ally does
not provoke an attack of opportunity of any kind as a result of
this manoeuvre.
Failure Penalty: Failing the Tumble check provokes an attack
of opportunity from your allys opponent, even if you are not
in its threatened area. No switch occurs.
Fighter Feats
Exotic Mastery (Fighter)
Your dedication to an exotic weapon has provided you with
remarkable skill in wielding it.
Prerequisite: Base attack bonus +12 or higher, Proficiency
with an exotic weapon, able to take Weapon Specialisation.
Benefit: You gain a +1 attack roll bonus when wielding an
exotic weapon you are proficient with. This bonus stacks with
Weapon Focus. If you already possess Weapon Focus with
this exotic weapon, you also receive a +2 damage bonus. This
bonus stacks with Weapon Specialisation. If you already
possess Weapon Specialisation with the exotic weapon, this
feat adds one to its critical multiplier.
Massive (General)
You are much larger than normal members of your race.
Prerequisite: Str 14+, Con 14+, original size category of
Small or Medium.
Benefit: You are one size category larger than others of your
race. This brings with it all of the normal penalties and
benefits associated with the larger size, including increased
unarmed damage, Armour Class and attack roll penalty (if
any), and the ability to use larger weaponry. Equipment may
be more expensive and more difficult to find in your size.
Special: Must be selected at 1st level.
Tools of the
Trade
Weapons
Axe-Mace: This heavy and somewhat unwieldy weapon is a
common sight among some primitive tribes and in the hands of
warriors from cultures that value strength over finesse. With a
single edged axe blade mounted to one side of a thick mace
head, axe-maces tend to have very long handles to provide a
much needed counterbalance. Axe-maces provide their
wielders with the versatility to inflict either massive slashing or
severe bludgeoning damage as the combat situation demands.
Bracer Bow: A miniature crossbow assembled around a
heavy metal bracer, this weapon uses three shuriken at a time
for ammunition. The bow can be collapsed by drawing back a
lever on one side of the bracer and extended for use by
releasing a catch on the underside. Since the weapon is kept
loaded, it can be extended and fired as part of the same attack
action, but reloading it is a move-equivalent action. Magical
Weapons
Weapon
Martial Weapons Melee
Tiny
Dagger, Side Handled
Hand Blade
Medium-size
Axe-Mace
Large
Lance, Great
(includes saddle)
Exotic Weapons Melee
Small
Changiri
Critical
Range
Incement
Weight
Type
20 gp 1d4+1
22 gp 1d3
19-20/x2
19-20/x2
1 lb.
1 lb.
Slashing or Piercing
Slashing
15 gp 1d8
x3
9 lb.
Slashing or Bludgeoning
105 gp 1d10
x3
14 lb.
Piercing
40 gp 1d4
18-20/x2
1 lb.
Slashing
x2
30 ft.
3 lb.
Piercing
19-20/x2
120 ft.
20 lb.
Piercing
Cost
Damage
Armour
Buckler, Spiked: Normal shield spikes cannot be used with a
buckler due to their construction and weight. Intended to be
added to an existing suit or piece, these spikes detrimentally
affect a bucklers carefully balanced weight. For a buckler to
be spiked, it must be designed with that purpose in mind,
incorporating the spikes into its construction seamlessly.
Spiked bucklers are considered simple weapons anyone with
shield proficiency can use without a -4 penalty. Attacking with
a spiked buckler negates its armour bonus until your next
Initiative turn and is treated as a normal weapon attack, not a
shield bash.
Carapace Armour: Taking its inspiration from insects and
shelled crustaceans, carapace armour is a special form of plate
that is purposefully oversized in regards to the wearer.
Sections of a carapace suit of armour are built away from the
body, especially vital areas, with padding and cross bracing
making up the extra room. This channels and negates a great
deal of the force from any blow, but at a huge cost in mobility.
Most wearers of carapace armour appreciate its extra protection
but regret its bulky, cumbersome weight.
Dragonhide Armour: Most suits of armour rendered from
the bodies of slain dragons is made with the scales, but
dragonhide armour is a much lighter form tailored from
sections of thinner, more flexible material like the wings and
ears. This incredibly resilient hide is not as impervious as
dragonscale, but a suit of armour made from it is light, agile,
Armour Table
Armour
Cost
Light Armour
Dragonhide Armour 1,450 gp
Armour
Bonus
Max
Dex Bonus
Armour
Check
Spell
Failure
Speed
(30 ft.)(20 ft.) Weight
+4
+8
10%
30 ft. 20 ft.
20 lb.
Medium Armour
Jewelmail
2,500 gp
+5
+2
-5
20%
20 ft. 15 ft.
50 lb.
Heavy Armour
Carapace Armour
Hawk Armour
900 gp
595 gp
+10
+7
+0
+2
-8
-5
50%
25%
15 ft. 10 ft.
20 ft. 15 ft.
70 lb.
45 lb.
Shields
Shield, Throwing
90 gp
+2
-2
15%
10 lb.
Extras
Reinforced Armour
Tear-Away Armour
+150 gp
400 gp
+0
+6
-1
+2
-1
-5
+5%
30%
-5 ft. -5 ft.
20 ft. 15 ft.
+10 lb.
40 lb.
Blackpowder Weapons
Magic and Matchlocks
As powerful as a handkeg of blackpowder can be, it does not
have nearly the destructive potential of a wand of fireball.
Blackpowder takes up a lot of room, requires a great deal of
care in handling, and can be accidentally ignited by even a
small stray flame. While magic prevails in firepower and
dependability, it remains the province of spellcasters and those
rare few with the skill to manifest similar abilities.
Blackpowder weapons, on the other hand, have the advantage
of being usable by any being capable of lighting a fuse or
pulling a trigger. While a meteor swarm can devastate armies,
many men can be given muskets to fire back with.
Magic and blackpowder do not have to be mutually exclusive
styles, however. A blackpowder weapon is, ultimately, an
object like anything else that can be enchanted. As such,
magical versions of these deadly weapons are quite possible.
Magical blackpowder weapons follow all the normal rules for
enchanted ranged weapons, including the need to be of
masterworked quality. In campaigns that include blackpowder
weapons, these can appear on the Weapon Type Determination
chart in the Core Rulebook IIs magic item section as 99-100
Blackpowder weapon. In these cases, the Games Master
should determine the exact base weapon found.
In addition to the enchantments appropriate for ranged
weapons, blackpowder weapons can bear one of the following
special qualities.
Dragonsbreath: Instead of firing normal shot like a standard
blackpowder weapon, this pistol or rifle transforms its powder
charge into a massive gout of deadly flame. Treat any shot
fired by this weapon as the spell burning hands, inflicting 5d4
fire damage. Any damage bonuses the weapon or wielder
might enjoy (such as Weapon Specialization or the weapons
enchantment bonus) is added to this total.
Caster Level: 5th; Prerequisites: Craft Magic Arms and
Armour, burning hands; Market Price: +2 bonus.
Neverloading: Weapons with this enchantment do not require
loading with blackpowder to propel their shot. A bullet must
still be dropped into the barrel as normal, but no powder is
needed. This reduces the reload time to virtually nothing,
Fighting Styles
Beyond the Initiate
Every fighting style detailed here has five levels of ability,
starting with Initiate. The level of Initiate is granted as soon as
the fighter meets the listed prerequisites, concludes his initial
training and expends 100xp. From this point forward, he may
always use the bonuses granted by the fighting style.
However, by continuing his training in the same style, the
fighter may be able to reach ever greater levels of ability on his
way to true mastery. Every new level of ability has a listed set
of prerequisites and a period of training, both of which must be
met before the fighter is permitted to advance one step higher.
The fighter must also expend an amount of xp shown on the
table below.
Level of Ability
1
2
3
4
5
XP Cost
100
250
500
1,000
2,500
Ironstar
A prominent and effecting form of fighting on the jousting
field and the battlefield alike, the Ironstar method of lance and
shield combat comes from the life experience of Methrys
Ironstar, originator and master of the style. Well acquainted
with the limitations of heavy armour, a large shield, and a
heavy lance while trying to control his mount, Methrys
developed a way of controlling his steed while hefting both
Knight Errant
Implacable Guard
The student of the Ironstar form has now learned one of its key
defences- an unwavering shield arm. Designed to stand fast
against the forceful blow of an enemys weapon against the
shield, this unmoving stance channels the force of the strike
back into the weapon itself and, hopefully, the enemy himself.
When performed properly, Implacable Guard can shatter a
foes weapon and leave him stunned, open for a devastating
counterattack.
Style Restrictions
Required Weapons: Any spear or lance.
Required Armour: Heavy only and any large shield.
Prerequisites
Base Attack Bonus: +4 or higher.
Equipment: Masterworked spear or lance, masterworked
heavy armour, masterworked small or large shield.
Feats: Mounted Combat, Ride-By Attack, Weapon Focus (any
form of spear or lance).
Skills: Ride 5 ranks.
Alignment: Any non-chaotic.
Knight Gallant
Passing Bash
Not considered entirely fair in honourable combat, this
technique is normally reserved for the battlefield as directed by
the styles founder. Using Passing Bash in a tournament or
other show combat is a roguish act, frowned upon severely
by practitioners of Ironstar. Essentially an attack made by a
mounted combatant as he rides past an opponent, Passing Bash
turns the students shield into an effective weapon, especially
for unhorsing or knocking down a foe.
Squire
Horsemanship
Essential to every other skill the Ironstar style offers,
Horsemanship allows the Squire to guide his horse as
effectively with just his knees as another rider can do with his
hands. Through subtle pressure and body movements, the
Squire learns to interact with his mount in a way that goes
beyond simple riding skill and becomes almost a spiritual bond
between the two. A Squire skilled in Horsemanship is capable
of some astounding equestrian feats, though his steed must be
up the demands of this training.
Title
Squire
Knight Errant
Knight Gallant
Knight Marshall
True Knight
Bonus
Horsemanship
Implacable Guard
Passing Bash
The Dragons Dance
Master of the Lance
Training Time
2 weeks
3 weeks
1 Month
2 Months
3 months
Knight Marshall
The Dragons Dance
So called because of the founders own lance, which features a
roaring dragon as a device running the length of the shaft, The
Dragons Dance involves the warrior weaving a complex
pattern with his lance (or spear) while he charges. This is both
disorienting for an opponent and allows the Knight Marshall to
perform acts of incredible agility with his weapon.
Prerequisites: Base attack bonus +10 or higher, Expertise,
Ride 12 ranks.
Benefit: Using the Dragons Dance denies an opponent any
Dodge-based modifiers to his Armour Class and allows the
Knight Marshall to perform either Disarm or Trip manoeuvres
in combat without incurring attacks of opportunity. Knight
Marshalls can also use their lances to simulate a non-magical
mage hand (affecting up to 10 lbs.) effect to a range equal to
the length of their weapon.
True Knight
Master of the Lance
Few aspirants to the Ironstar style advance to this level of skill.
Teaching opportunities are scarce, and the time required to
master the intricacies of advanced lance combat keeps most
students from harnessing the schools ultimate technique. A
Master of the Lance is a fearsome foe on horseback, however,
and those who do persevere and see their training through to
the end gain greatly by it.
Prerequisites: Base attack bonus 14+ or higher, Power
Attack, Great Cleave, Ride 15 ranks, Str 16+.
Benefit: When a True Knight attacks with his lance (or spear)
during a charge action or a single attack after a move action, he
may take a single attack at his full attack bonus on every foe he
can threaten during his movement (using Ride-By Attack).
Storm Razor
Swift as a lightning strike, deadly as a raging gale, the Storm
Razor style of fighting focuses on a single weapon and
elevates its use to a lethal art form. Those who learn the
techniques of the Storm Razor are true masters of the
greatsword, practically dancing with their immense weapons as
they move across the field of battle with a trail of slain foes to
mark their passing. A greatsword can wreak carnage in the
hands of any warrior; wielded by a master of this school, the
weapon is like unto the hand of death itself.
Style Requirements
Required Weapon: Greatsword.
Required Armour: Any
Special Restriction: Even if the practitioner can somehow do
so (through special feats or additional limbs), no shield or offhand weapon may be wielded with the Storm Razor style.
This school involves one greatsword wielded with two hands
only.
Prerequisites
Base Attack Bonus: +4 or higher.
Equipment: Masterworked greatsword.
Feats: Weapon Focus (greatsword), Weapon Specialisation
(greatsword), Power Attack, Sunder.
Statistics: Str 12+, Dex 12+, Con 12+.
Saves: Fortitude +4, Reflex +1
Ill Wind
Sheering Gale
The initial manoeuvre that marks a student of the Storm Razor
style is the Sheering Gale, a circular attack and defence form
that emphasises constantly keeping the greatsword in motion
while in combat. An Ill Wind is never still, nor does he relent
or pause while fighting. His opponent must always be
prepared to block an incoming strike and will rarely, if ever,
find a gap in an Ill Winds guard. A foes shield is always
considered a viable target; when the Ill Wind is not striking at
his enemy, he is usually trying to sheer through anything in his
way.
Benefit: Slow moving foes have a difficult time defending
against a student of this style; if an opponent does not have a
Dexterity bonus to Armour Class, it suffers a -2 penalty to
Armour Class against the Ill Winds attacks. Also, any time an
Ill Wind attacks an opponent and does not successfully hit, he
Title
Ill Wind
Thunder
Dark Lightning
Raging Tempest
Raven Blade
Bonus
Sheering Gale
Roar of Battle
Lash of the Storm Crow
Storm Spiral
Staggering Strike
Training Time
1 week
3 weeks
1 Month
2 Months
2 months
Thunder
Roar of Battle
An unnerving trait of Storm Razor combatants is their
tendency to be utterly calm and quiet during battle. This is
startlingly offset by the Thunders ability to roar while fighting,
breaking the silence with a deafening scream of pure rage.
Used as a focus for all of the power in a Thunders body, the
Roar of Battle usually proceeds a devastating blow from the
students greatsword.
Prerequisites: Base attack bonus +6 or higher, Str 14+,
Intimidate 4 ranks.
Benefit: A Thunder can shout the Roar of Battle as many
times per day as his Charisma modifier (minimum of once per
day). The wild nature of the Thunders attack after the roar
penalises his attack roll by -5, but if it hits, the strike deals
maximum damage. If the attack is a critical hit, the extra critical
damage is rolled normally but the swords multiplier is
increased by one.
Dark Lightning
Lash of the Storm Crow
Advanced students of the Storm Razor school often wear a
raven motif to symbolise their growing mastery of the
greatsword. At this level of training, the Dark Lightning learns
to lunge with his hands far back on the grip, taking advantage
of the length of his blade. Those fighting a Dark Lightning
often underestimate him, getting speared by a greatsword when
they thought they were out of reach.
Prerequisites: Base attack bonus +8 or higher, Dex 14+,
Dodge, Mobility.
Benefit: When wielding their chosen weapon, a Dark
Lightning is treated as having 10 ft. of reach. Whenever he
uses this reach to strike in melee, he incurs an attack of
opportunity because of his over-extended stance. The Dark
Lightning does, of course, benefit from Mobility against this
attack.
Raging Tempest
Storm Spiral
In combat, a student of the Storm Razor is a whirlwind of
destruction. Greatsword shrieking in a spinning dance that
cleaves throats and slashes through the vitals of his enemies, a
Raging Tempest never stops moving until everyone raising
arms against him lies still amid a battlefield of crimson.
Prerequisites: Base attack bonus +10 or higher, Whirlwind
Attack, Improved Initiative, Con 14+, Perform (dance) 4
ranks.
Benefits: Once a Dark Lightning has acted in combat (is no
longer considered flat-footed), he cannot be flanked for any
reason. He gains a +2 competence bonus to all saving throws
against effects that would impede or halt his movement (i.e.
slow or hold person spells, among others).
Raven Blade
Staggering Strike
The highest form of this school is the Staggering Strike, a
blow so skilfully and forcefully placed that even when it does
not kill the opponent, it often knocks them back and carries its
force into another target all in the same stroke. The power
behind a Staggering Strike is almost beyond imagining, but
only the most talented and exceptional student can achieve its
execution.
Prerequisites: Base attack bonus +13 or higher, Great
Cleave, Str 16+.
Benefit: Any time the Raven Blade strikes an opponent in
combat, it must make a Fortitude save (DC equals the damage
dealt by the attack) or be moved back 5 feet. Only creatures up
to one size category larger than the Raven Blade are subject to
this ability. If the target is moved, this can be treated as killing
it for purposes of the Cleave or Great Cleave feats. A given
target cannot be moved more than once each round.
Hand of Valour
A shield is a wonderful means of defence, but for some
warriors, having a free hand to act with is far more valuable.
Whether it is to punch, grab, knock a blow aside, or vault from
the furnishings into the face of a surprised enemy, an empty
hand is more versatile than one occupied with a shield or
secondary weapon. While most fighters can make use of a free
hand, some have taken the weapon and open hand form and
crafted a viable fighting style from it.
Marked by the wearing of a single heavy gauntlet on the offhand, students of the Hand of Valour often work as
mercenaries, putting their skills to good use for those with the
resources to pay handsomely for a well-trained warrior. In
fact, mercenary service and the signature gauntlet of the Hand
of Valour style are synonymous so that whenever the latter is
seen, the former is expected. Practitioners of this style are
often offered positions of employment or treated like
mercenaries, whether they are or not.
Style Requirements
Required Weapon: Gauntlet or spiked gauntlet, any onehanded simple or martial weapon.
Required Armour: Any.
Prerequisites
Base Attack Bonus: +4 or higher.
Equipment: Masterworked gauntlet or spiked gauntlet.
Feats: Weapon Focus (gauntlet or spiked gauntlet), Weapon
Specialisation (gauntlet or spiked gauntlet), Power Attack, Two
Weapon Fighting, Ambidexterity.
Statistics: Str 12+, Dex 12+.
Iron Hand
Dire Blow
With one punch, a Hand of Valour devotee can drive an
opponent backwards, opening up the distance between them
for a deadly weapon strike or giving him the chance to
Title
Iron Hand
Brawler
Steel Warrior
Battleguard
Warlord
Brawler
Unyielding
Normally considered a base term for someone who fights with
his fists, a Hand of Valour student looks upon the word
brawler with pride. This level of training teaches the disciple
one simple truth; once you have your hands on an opponent,
never let go until he stops fighting back. A Brawler fights by
grappling skilfully, mastering the art of holding an opponent
with one hand and attacking relentlessly with the other.
Prerequisites: Base attack bonus +6 or higher, Improved
Unarmed Strike, Weapon Focus (any one-handed martial or
simple weapon).
Benefit: By taking a grapple action in combat and suffering a
-2 circumstantial penalty to all rolls made to establish and
maintain his hold, a Brawler can still take a single attack each
round against his target with the weapon in his primary hand,
even if the weapon is heavier than light. Because of the special
skills learned to maintain this special one-hand grapple, the
Brawler can still take any brawling-related action while
receiving this extra attack.
Steel Warrior
Strike Aside
Students of the Hand of Valour style work for long hours to
accomplish the Strike Aside technique. With it, an opponents
own weapons cannot hope to prevail against him. Using quick
reflexes in tandem with his gauntlet to ward off blows, a Steel
Warrior can deflect and disarm melee weapons that would
otherwise score against him.
Prerequisites: Base attack bonus +9 or higher, Dex 14+,
Improved Two Weapon Fighting, Improved Disarm.
Bonus
Dire Blow
Unyielding
Strike Aside
Inviolate March
Two Strikes, One Wound
Training Time
2 weeks
3 weeks
1 Month
2 Months
2 months
Battleguard
Inviolate March
Through rigid discipline and constant combat experience, a
Battleguard learns to move in safety through a chaotic
battlefield while keeping his objectives in mind. No matter
what the distraction, he can avoid the attacks of others long
enough to engage his enemies. This agile movement takes an
extremely long time to learn, but the work and dedication are
worth it.
Prerequisites: Base attack bonus +12 or higher, Reflex Save
+6, Dodge, Mobility.
Benefit: The Battleguard chooses a single foe during his
round and makes a move or charge action towards it. During
this movement, he cannot be targeted by attacks of opportunity
no matter how many threatened areas or how far he travels
through them. When he reaches his target, he receives a +1
morale bonus to his first attack and damage roll against it.
Warlord
Two Strikes, One Wounds
When a Warlord engages an opponent, he can perform dual
strike with his gauntlet and primary weapon that hit with such
precision and timing that the result feels like a single
devastating injury rather then two separate ones. Through this
technique, even creatures resistant to injury can be sorely
wounded.
Prerequisites: Base attack bonus +15 or higher, Improved
Critical (gauntlet or spiked gauntlet), Improved Critical (any
one-handed simple or martial weapon).
Benefit: As a full attack action, the Warlord can make two
attacks in place of any of his existing attacks. Each attack
substituted in this way involves both the primary weapon and
the gauntlet, and is rolled as a two attacks. The first is made
with a -5 circumstance penalty, the second at a -10 penalty. If
either hits, it deals primary weapon damage plus gauntlet
damage combined. The effective bonus of the attack for
purposes of Damage Reduction is the higher of the two
weapons and counts for the entire damage roll.
Tournaments
Wrestling Competitions
In tournaments that feature contestants from the lower stations
in life, weapons and armour may not be a common
denominator. Plate armour is an expensive commodity, and
even the cost of a lance can be more than a peasant family
makes in a year. For these people to participate in a
tournament, certain concessions have to be made. These
special rules have led to contests that favor physical strength
and endurance over might of arms. Over time, these
competitions have gained in popularity and can often be found
as events in more typical tournaments featuring jousting and
archery.
The basic form of these contests is much like single combat
and an area is set aside for contestants to do battle. Because
there are no weapons, the risk to observers is minimal, this
relative safety allowing onlookers to crowd against the 10 ft.
by 10 ft. fenced off area and watch the action. While the lists
usually dictate a layer of hay or sand over the combat area,
wrestling requires a more stable surface. A heavy quilted mat
normally covers the combat area. The common wrestling
expression of taking it to the mat comes from this padded
surface.
When two wrestlers engage in a competition, they make
Initiative checks as in normal combat. They both grapple using
the standard combat rules, though a touch attack roll is not
usually required unless one combatant wishes to evade the
Physical Games
Fighters benefit from more than just superior combat ability.
Their training also lends itself to acts of strength and skill.
From these secondary skills has arisen another form of contest,
the physical games. Less a matter of combat than about
sportsmanship, these games involve running, jumping,
climbing, and endurance. When physical games are held, the
exact format can vary greatly. In any case, the playing area for
physical games is a large elliptical track with several running
lanes surrounding an oval field laid out for the days
competitions. Physical games pit contestants against each
other in a variety of sports such as a foot race, endurance
marathon, throwing contest, and obstacle course. These games
are often run over two days, with a light event followed by a
longer, more physically demanding one. For example, the first
day may offer a foot race and an obstacle course, while the
second day would feature a throwing contest and end with the
endurance marathon.
Foot Race
A foot race is a quick race of less than 1,000 feet run on a
circular track. Runners line up in their lanes and, when the
signal to begin is given, move as quickly as they can to reach
the finish line. Since movement rates are all constant by rate,
determine the winner by taking every contestant with the
fastest land speed and rolling Dexterity checks for each against
a DC of 10. The largest margin of success wins the foot race.
Lower scores finish in descending order.
Endurance Marathon
An endurance marathon is also a race, but stamina and
determination play a much greater role. Marathons are run in
laps around the circular track, with ten laps or more stretching
out the race until fatigue and endurance become more important
than speed. Running a marathon involves using the foot race
rules above to determine the order of runners after the first lap.
Each additional lap requires a Fortitude saving throw. The first
save has a DC of 10; each save DC thereafter increases by +2.
Success at the saving throw advances a runners place in the
line by one, while a failed save moves a runner back one place.
Throwing Contest
Throwing contests involve javelins, spears, or axes hurled in a
specially prepared area with targets or distance marks along the
ground. Target throwing is easily adjudicated using attack rolls
against a variable armour class and range increments as targets
are placed farther out. The last contestant to strike his target
successfully is the winner, with highest margin of success
deciding ties.
Distance Throwing
Distance throwing is a little more complicated. Each thrower
makes an attack roll without adding his or her base attack
bonus. All other modifiers apply however. An attack roll
totaling less than 10 indicates a disqualified throw that leaves
the designated area. Subtracting 10 from a contestants attack
roll and dividing the remainder by 2 gives the number of range
increments the weapon traveled. The furthest distance wins the
contest, with lower rolls showing placement in descending
order.
Obstacle Courses
Obstacle courses take several forms, with wooden walls,
hurdles, and mildly dangerous hazards facing those who
participate. A suggested course involves seven skill checks
and three Reflex saving throws. The skill checks can be any
combination of Balance, Tumble, Climb, and Jump, with DCs
ranging from 10 to 25. The Reflex saves simulate dangerous
areas that must be avoided or moved through. Failure on any
these saves inflict 1d6 to 3d6 of real or subdual damage for
each save failed, as determined by the Games Master. The
contestant who succeeds at the most checks is the winner, with
ties decided by margin of success or a second pass through the
course.
Mercenaries
Retaining Mercenaries
For the purpose of long-running campaigns, a Games Master
may be satisfied to let his players simply pay mercenaries each
month to retain their services. If the current setting supports
the need for mercenaries through battles and skirmishes, the
kind of action that keeps warriors occupied, that should be
enough to maintain the continued loyalty of hired troops.
However, long periods of inaction can cause the focus of a
mercenary unit to wander. Many soldiers are content to collect
their pay while doing nothing but others are motivated by
conflict and quickly grow resentful of peacetime.
If a Games Master desires to incorporate this possible unrest
into their scenarios, mercenaries may become disloyal over
time. This dissention can be kept at bay through honest
treatment and occasional conflict, as shown in the following
table. The player who recruited the mercenary unit in question
makes one Loyalty check on this table every month. Success
indicates continued loyalty and good service. Failure has
varying consequences, depending on how much the check is
failed.
Check Modifier
-1
-1
-1
Mistreatment*
-1 to -3
Starvation or Disease
lasting one week or more
-5
+4
Recruiter is a fighter
+2
+1 (Maximum of +5)
Excellent Treatment*
+1 to +3
4-6
7-9
10+
Result
Unit deserts at the first opportunity,
taking any upgraded equipment it might
possess.
Unit deserts as above, but also takes
with it ten times its monthly cost in
additional supplies.
Unit takes twenty times its month cost in
supplies.
Unit becomes so disenchanted that in
addition to taking twenty times its
monthly cost in goods, it immediately
goes over to serve on the enemy side (if
appropriate).
Strongholds
Magic and Castles
A well-designed fortress can be a very formidable obstacle for
would-be conquerors. Barbicans, defended gates, and
weapons on the walls can drive back invaders and keep those
within safe and secure. In a medieval setting, strongholds
were the peak of warfare architectural development, combining
the finest innovations in mundane construction and the strength
of solid stone. In a world of swords and steel, castles reign
supreme.
Most fantasy campaigns feature magic as well as might of
arms. Against a flight of arrows, a postern gate might remain
sovereign, but after a couple of fireballs, the beleaguered
defenders are going have little more than molten rock between
them and a besieging army. For a stronghold to stay functional
against such threats, it must also possess some magic of its
own. A wizard tasked to defend it is an excellent start, but if
the funds and resources are available, a stronghold can be
enchanted much like a massive magical item.
Magical
Augmentations
Astrallarium
Bastion Golem
Dragonbane Defences55,000
Guardian Gargoyle
Living Fortress
Trollstone
Modification
Cost
80,000
75,000
30,000
Triples construction cost
Doubles construction cost
LICENCES
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have
contributed Open Game Content; (b)Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgement or other form in which an existing work may be recast, transformed or
adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)Open Game Content means the game
mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and
any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) Product Identity
means product and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the Open Game Content; (f)
Trademark means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the
Open Game License by the Contributor (g) Use, Used or Using means to use,
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of
Open Game Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed using
this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation and/
or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used
in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so
affected.
13 Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D20 System Rules & Content Copyright 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax
and Dave Arneson.
Open game content from The Quintessential Fighter Web Enhancement copyright 2003,
Mongoose Publishing.
The d20 System License version 3.0
By downloading the enclosed graphic files and/or by returning the Confirmation Card as
presented in the file card.pdf, the Licensee (You) accept to be bound by the following
terms and conditions:
1. Copyright & Trademark
Wizards of the Coast, Inc. retains title and ownership of the d20 System trademark logos,
the d20 System trademark, and all other copyrights and trademarks claimed by Wizards of
the Coast in The Official Wizards of the Coast d20 System Trademark Logo Guide
version 1.0, incorporated here by reference.
2. License to use
You are hereby granted the non-transferable, non-exclusive, royalty-free license to use
the d20 System trademark logos, the d20 System trademark, and certain other trademarks
and copyrights owned by Wizards of the Coast in accordance with the conditions
specified in The Official Wizards of the Coast d20 System Trademark Logo Guide
version 1.0. (the Licensed Articles)
3. Agreement not to Contest
By making use of and/or distributing material using the d20 System Trademark under the
terms of this License, You agree not to contest the ownership of the Licensed Articles
4. Breach and Cure
In the event that You fail to comply with the terms of this License, You will be considered
to be in breach of this License. Wizards of the Coast will attempt to notify you in writing
by sending a Registered Letter to the address listed on the most recent Confirmation Card
on file, if any. You will have 30 days from the date the notice (the cure period) to cure
the breach to the satisfaction of Wizards of the Coast. If no Confirmation Card is on file,
you will be considered to be in breach of this License immediately.
5. Termination
If, at the end of the cure period, the breach is not cured, Wizards of the Coast may
terminate this License without further written notice to You.
6. Effects of Termination
Upon termination, You shall immediately stop all use of the Licensed Articles and will
destroy any inventory or marketing material in Your possession bearing the d20 System
Trademark logos. You will remove any use of the d20 System Trademark logos from your
advertising, web site, letterhead, or any other use. You must instruct any company or
individual that You are or become aware of who is in possession of any materials
distributed by You bearing the d20 System Trademark logos to destroy those materials.
You will solely bear any costs related to carrying out this term of the License.
7. Penalty for Failure to Comply with Termination Instructions
If You fail to comply with the Effects of Termination, Wizards of the Coast may, at its
option, pursue litigation, for which You shall be responsible for all legal costs, against You
to the full extent of the law for breach of contract, copyright and trademark infringement,
damages and any other remedy available.
8. Updates
Wizards of the Coast may issue updates and/or new releases of the d20 System
Trademark logos without prior notice. You will, at the earliest possible opportunity, update
all material distributed by You to use the updated and/or new version of the d20 System
Trademark logos. You may continue to distribute any pre-existing material that bears an
older version of the d20 System Trademark logo.
9. Changes to Terms of the License
Wizards of the Coast may issue updates and/or revisions to this License without prior
notice. You will, at the earliest possible opportunity, conform in all respects to the updated
or revised terms of this License. For a period of 90 days You may continue to distribute
any pre-existing material that complies with a previous version of the License. Thereafter
written consent should be obtained from Wizards of the Coast. Subsequent versions of this
License will bear a different version number.
10. Updates of Licensee information
You may transmit an updated version of the card.pdf Confirmation Card at any time to
Wizards of the Coast.
11. Notices to Licensor:
Wizards of the Coast
d20 System License Dept.
PO Box 707
Renton, WA 98057-0707
12. No maintenance or support
Wizards of the Coast shall have no obligation whatsoever to provide You with any kind of
maintenance or support in relation to the d20 System Trademark logos.
13. No Warranty / Disclaimer
THE d20 SYSTEM TRADEMARK LOGO FILES ARE MADE AVAILABLE ON AN
AS IS BASIS. WIZARDS OF THE COAST DOES NOT MAKE ANY
REPRESENTATION OR WARRANTY, WHETHER EXPRESS OR IMPLIED, AS TO
THE FITNESS FOR A PARTICULAR PURPOSE, USE OR MERCHANTABILITY.
WIZARDS OF THE COAST MAKES NO REPRESENTATION OR WARRANTY THAT
THE d20 SYSTEM TRADEMARK LOGO FILES ARE ERROR-FREE.MAKES NO
REPRESENTATION OR WARRANTY THAT THE D20 SYSTEM TRADEMARK
LOGO FILES ARE ERROR-FREE.