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The

Quintessential
Fighter
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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.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Role-Playing: The marine is a team player, having long since
learned to appreciate what a skilled crew can accomplish that
an individual cannot. His energetic nature and can-do attitude is
often inspiring to his new friends. He works hard, he plays
hard, and does not always understand those who do not live
life to its fullest. Even on dry land, the life of a sailor tends to
cling to a marines every action and word. His personal
behaviour can often resemble one long shore leave, which can
make for interesting and often dangerous adventures.
Bonuses: Having adapted to the rigors of shipboard life, the
marine is adept at dealing with unstable environments. He
gains a +1 competence bonus to Balance checks, a +1
competence bonus to attack rolls when fighting aboard a ship,
and gains Use Rope as a class skill due to his experiences with
rigging and sail. None of these advantages function if the
marine is using a two-handed melee weapon, carrying a shield,
or wearing armour heavier than medium.
Penalties: The marine has accustomed himself to fighting in
and around obstacles, where having both hands encumbered is
a severe detriment. As a consequence, the marine begins the
game without the Shield and Heavy Armour Proficiencies
common to most fighters. Also, marines cannot begin play
with Weapon Focus in any weapon he must wield with two
hands.

Prestige Classes

Occasionally, however, some hope can shine through the


monotony of his existence. Pit lords sometimes hire out their
best and brightest as mercenaries to those who can pay their
exorbitant rates. Once a fighter gets a taste of freedom like
this, they will usually do anything they can to make it last.
Some pit fighters return when their contract is done, but others
run as far and as fast as they can get. Fighters like this are
often encountered working as muscle wherever they have
chosen as their new home. A warrior who is not afraid to do
whatever it takes to live from day to day is a valuable
commodity, after all.
Hit Dice: d10

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.

The Pit Fighter


Class
Level
1
2
3
4
5

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

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Vicious Attack: A pit fighter can make a desperate lunge to
score a deadly blow against an opponent, leaving himself open
and even injuring himself in the process. Vicious Attack can be
applied to any single attack in a round, incurs an attack of
opportunity from any foe that currently threatens the pit fighter,
and costs 1d8 hit points per attempt. If the attack hits, it inflicts
2d8 points of additional damage. The attacks original damage
must successfully wound the target before this extra damage is
applied.
Take the Blow: Pit fighters are subjected to injury constantly,
so much so that they learn to reduce it whenever possible by
defensive turns, toughing up the vital areas, and ignoring
crippling pain. At this level, their 1 point of Damage
Reduction works against all forms of physical attack and once
per day, the pit fighter can force an attack to do its minimum
amount of damage. This reduction can be applied to any form
of attack, including damaging spells and spell-like effects.
Bonus Feat: Through the kind of training that can only come
for constant adversity, the pit fighter has picked up a new
fighting trick or technique. This takes the form of a bonus feat
chosen from the same list available to fighters through their
Bonus Feat class feature.
Against All Odds: Even when a pit fighter is obviously
outclassed, he can inflict severe damage before succumbing to
the inevitable. At 5th level, a pit fighter can continue to take
normal actions even when he goes below 0 hit points and does
not die until he reaches -13 (-10 plus the three extra he receives
from his Toughness feat). If the pit fighter have more than one
Toughness feat, 3 more hit points is added to the negative total
he can go down to and still survive.

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.

Acrobatic Fighting (General)


Your fighting style includes a great deal of quick but careful
movement.
Prerequisites: Dodge, base attack bonus 1+ or higher.
Benefit: You gain Tumble as a class skill; this skill costs 1
point per rank regardless of your current character class. In
addition, you receive a +1 competence bonus to Tumble checks
whenever you use the skill to avoid attacks of opportunity or
while engaged in melee combat. Because of your combat
training, you may use Tumble checks when wearing medium
armour, provided that is the only reason your movement is
reduced.
Sometimes, just moving is not enough. Battle conditions can
get complicated very quickly, with multiple opponents,
environmental hazards, and other allies and their threatened
areas to keep in mind. A fighter cannot afford to simply swing
away unthinkingly in the hopes of defeating his enemies.
Sometimes, moving from point to point on a battlefield even
while still engaged with the same opponent is a better tactic
than digging in and fighting to the last blow. Tumbling is not a
common skill among fighters, as their training is normally
more oriented toward heavy weapons, armour and endurance.
However, given the usefulness of tumbling and constant
motion to a fighter, acquiring these skills may be a serious
consideration but without multiclassing, it can be difficult to
develop them to any useful level. To overcome this trouble, a
fighter may try one of two things. First, a fighter character can
simply exchange his Heavy Armour Proficiency for Tumble as
a class skill. This is appropriate for campaigns with
specialized combat schools that teach mobility over massive
armour. The other option is feat-based, allowing any fighter to
gain Tumble, along with other benefits, at the cost of a feat.
In combat, tumbling can do considerably more than just keep
opponents from taking extra attacks. A skilful fighter can use
his agility to perform spectacular moves, including tumble
further than normal, make 10 ft. adjustments, move in diagonal
lines without taking a distance penalty, and even negate
potential sneak attacks. These manoeuvres all come with some
penalty against attacks but tactical conditions may call for
movement over melee.

Taking an Acrobatic Manoeuvre


To make an acrobatic manoeuvre, a combatant cannot have
impeded movement due to magical effects (slow, web, or other
entangling spells) or physical damage from weapons like
caltrops or called shots to the legs. Mounted characters cannot
make acrobatic manoeuvres at all. Both hands can be occupied
before the manoeuvre is attempted but both must be able to
release what they are holding easily. Obviously, grappled
individuals cannot take these actions until they free themselves.
Games Masters should determine if a given character is
currently mobile enough to attempt an acrobatic manoeuvre.
Unless otherwise noted, all the manoeuvres are moveequivalent actions. Taking a manoeuvre requires a Tumble

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


check and, where noted in the event of this failing, a Reflex
saving throw. These rolls are made as soon as the manoeuvre
is attempted, with failure resulting in the penalty noted under
the specific move. In addition to these penalties, any failed
acrobatic manoeuvre attempted while in a threatened area
provokes an attack of opportunity.

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.

Vault Over Opponent


Tumble DC: 25.
Reflex Save: Yes, DC 20.
With this action, you may flip over your current melee
opponent (who cannot be more than one size category larger
than you) as your 5 foot adjustment. No other movement
action is possible this round, but you may still take any other
full round action in conjunction, including a full attack action.

The surprise factor involved in this manoeuvre grants your


first attack against your opponent a +2 circumstance bonus.
This bonus cannot be applied more than once against the same
opponent.
Failure Penalty: If you fail the Tumble check, you take no
movement at all and fall prone in your current location. If you
fail the Reflex saving throw, you succeed in the vault but suffer
an attack or opportunity from your opponent.

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.

Negate Sneak Attack


Tumble DC: 30.
Reflex Save: Opposed Reflex save with attacker.
So long as you are not flat-footed, you may attempt to turn and
roll out of an attempted sneak attack. To use this ability, you
must have just been struck with a sneak attack and not be
suffering the effects of being stunned, dazed, dazzled, or
confusion. The tumbling involved in this action moves you 5
feet in any direction you choose that is not currently occupied.
If there is nowhere to move to, you cannot Negate Sneak
Attack. Using this ability successfully reduces the hit to its
normal damage, negating the extra dice rolled for a sneak
attack. You must be aware of your attackers location to use
this ability.
Failure Penalty: If the Tumble check is failed, the manoeuvre
is unsuccessful and you provoke an attack of opportunity from
anyone else (not the sneak attacker) who threatens you. If the
opposed Reflex saves fail, you open yourself to an even more
deadly strike, adding an extra +1d6 to the attack.

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.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

Fighting With Style


Combat should be more than just making attack rolls, totalling
up damage, and keeping track of hit points. In a roleplaying
game, emphasis should be more on the details of a characters
actions, especially during something as exciting as life and
death struggles with fearsome opponents and terrifying
monsters. In an action movie or in the pages of a fantasy
novel, when a battle is described, it is just that - described. The
scene does not just play out as, Opponent B rolls a 23. That
hits. You take 13 points of damage. Your turn. Not only is
that poor roleplaying, it is downright dull.
The trouble with making combat more exciting lies partially
with the rules themselves. While there are a number of legal
actions a character can take during a fight (disarm, grapple,
trip, etc.), there are hundreds of other things that could be
attempted with just a little imagination and some cooperation
between player and Games Master. The combat system as it
stands does not readily incorporate actions that do not have a
direct set of rules to back them up.
That is where roleplaying and description come in. Depending
on what the player wishes to do, these unorthodox actions can
be handled two different ways. The first method of
adjudication is simple. So long as a Games Master approves
of a described course of action, a suitable ability or skill check
may be made and upon success, a circumstantial bonus of +1
to +4 can be applied to the type of action it most resembles. In
this way, a creatively described attack can gain a bonus due to
its unique nature.
An example of this would be a player telling the Games Master
that with his characters free hand, he wants to knock aside his
opponents parrying weapon just long enough to get his sword
past it. This is not quite a disarm attempt, so the Games
Master decides a Dexterity check at DC 20 is required. Upon
success, he assigns the player a +2 attack bonus instead to help
offset his foes defensive bonus from parrying.
The second method is better suited when the action suggested
does not really resemble a standard one well enough to just
provide a bonus. To qualify for this, the player must describe
an action that appropriately takes advantage of his characters
abilities and reflects the current situation adequately enough for
the Games Master to allow it. If the action is essentially a
combat one, an attack roll should be called for. If it seems
mostly defensive, an applicable saving throw (usually Reflex)
should be made. If none of these seem to fit, ability checks can
always be asked for instead. Sometimes, the rolls involved
will be required of individuals other than the character in
question.
An example of this kind of special action would be a player
describing taking a handful of powdered gemstone and
throwing it into the air to distract a charging weretiger. The
player, basing this idea on the fact that felines have excellent
tracking vision and are easily distracted by fast moving and
shiny objects, suggests that if this action works, the weretiger
will be startled long enough to stall in its charge and perhaps
even lose an action while it watches the glittering dust. The
Games Master, thinking this to be quite creative, allows it. He

determines that if the weretiger fails a Will saving throw at DC


12, it will be distracted by the gemstone dust and halt in its
tracks.
A final note about fighting with style; this idea should be
implemented slowly and fairly. Players should also be made
aware that if they are able to take advantage of these special
actions, opponents may be able to do so as well. These
bonuses are best used sparsely, with normal combat being the
primary system for resolving conflicts. Players may be
tempted to seek extra bonuses constantly but when an enemy
warrior uses one of the partys favourite tricks against them,
they will likely agree to limit their use of these actions
voluntarily.

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.

Greater Shield Bash (Fighter)


You are extremely skilled with using your shield as a weapon,
so much so that it still provides you protection while you attack
with it.
Prerequisite: Base attack bonus +4 or higher, Str 14+, TwoWeapon Fighting, Shield Proficiency
Benefit: When performing a shield bash, you only lose the
shields armour bonus during your action. Only those who
have readied an attack against you or act on the same Initiative
score can benefit from this lowered guard; you retain your full
shields Armour bonus at all other times. You also gain a +1
competence bonus to attack and damage rolls when shield
bashing.

Killer Instinct (General)


Whether through guile or brute force, when you put down a
foe, they usually stay down.
Benefit: Whenever you reduce an enemy to 0 hit points, they
actually go to -1 automatically but can stabilise normally. If
you actually reduce a foe to negative hit points, they may not
make a stabilisation check for 1d4 rounds due to the severity of
their wounds. You must be wielding a slashing or piercing
weapon or have the ability to do normal damage with unarmed
attacks to make use of this feat.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

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

bracers may be modified to incorporate a bracer bow at full


cost, but such bracer bows must be of Masterworked quality.
Changiri: An exotic weapon that demands a special kind of
fighter to make use of it, the changiri is a spiked and bladed
mask with a pair of edged, oversized fangs as its central
armament. Attacking with a changiri resembles the assault of a
rhinoceros and the savage bite of a sabre-toothed tiger.
Wielding a changiri replaces any bite attacks the wearer might
already possess, but allows a single bonus attack each round at
the wielders highest attack bonus -5. The fearsome
appearance of a changiri adds a +2 equipment bonus to
Intimidate checks but penalises Diplomacy checks by -2.
Crossbow, Heavy Mechanical: An improvement on the
repeating crossbow, a heavy mechanical crossbow features a
complex gear and pulley mechanism that allows the user to
crank all of the power necessary to propel its bolts at great
velocity without needing to cock or reload between shots. In
all ways except as noting in its statistics, a heavy mechanical
crossbow is treated like a repeating crossbow. The same
Exotic Weapon Proficiency feat works equally well for both
weapons.
Dagger, Side Handled: A dagger blade with a short normal
handle and a longer grip mounted perpendicular to the tang,
these weapons are wielded by grasping the side handle and
resting the hilt against ones forearm. Some have a secondary
hand guard built onto the blade, but these variations are rare. A
side handled dagger is not very effective as a defensive
weapon, incurring a -2 circumstance penalty to Armour Class
whenever the wielder tries to parry or take a total defence
action.
Hand Blade: A full set of heavy jointed rings, usually
ornamented with precious metals and jewels, this weapon
looks as much like armour for fingers as it does jewellery. The
tip of each ring holds a small, sharp blade with a slightly
hooked point. Used by raking the hand across a target, hand
blades do not do much damage by themselves, but they excel at
delivering poison with their wounds. Any toxic substance

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

Exotic Weapons Ranged


Tiny
Bracer Bow
200 gp 1
Large
Crossbow, Hvy Mechanical 350 gp 1d10

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


used with this weapon gains a +1 bonus to its Injury DC. A
hand blade grants a +10 bonus to resist Disarm checks.
Lance, Great: Essentially a horsemans pike, the great lance
is longer and thicker than a heavy lance and carries a small
shield which rests just in front of the grip. Because of its
encumbrance, a great lance must be mounted on a special post
built into a custom saddle. Even if a rider is normally skilled at
controlling his steed with his legs, a great lance requires that
his free hand be used to steer and steady the weapon. The
lances shield grants a +1 armour bonus and if the weapon is
masterwork, this shield can be separately enchanted as normal.
A great lance counts as a reach weapon.

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,

and protects far better than normal leathers ever could.


Because of the craftsmanship required to turn dragonhide into
armour, it is always considered masterworked.
Hawk Armour: Often very elaborately decorated, this
specialised form of scale mail has its scales engraved to
resemble feathers and an avian stylised helmet. The most
remarkable feature of hawk armour is its attached cloak of
heavy leather covered in long feathers, fashioned like folded
wings. While this occupies a wearers cloak magical item slot,
these wings act as a large steel shield, already accounted for in
the granted armour bonus. Since the wings are attached to the
wearers forearms, both hands are left free in combat.
Jewelmail: A sight guaranteed to drive rogues to distraction,
jewelmail is armour made from intricately carved links of
precious and semi-precious gemstones selected for their
durability and hardness. Usually crafted by gnomes or
dwarves, jewelmail is often used in sections as accent for
other, more practical forms of armour. When it is worn solely
as a full suit, jewelmail provides good protection and serves a
secondary role as a major topic of conversation. Jewelmail
grants a +2 equipment bonus to Diplomacy and Intimidate
checks.
Reinforced Armour: A modification that can be applied to
any existing suit of armour, reinforcement consists of small
metal plates added to vulnerable areas and sections of chain
link sewn into the armour along the joints. This adds bulk and
slows down the armour, but in return, the suit gains a nonmagical 10% fortification as per the special armour quality of
the same name.
Shield, Throwing: At least one edge of this exquisitely
balanced shield is bladed. Shields of this type never have an
attachment strap and often feature a secondary grip along one
side. Designed to be thrown at enemies, a strike from a
throwing shield can be extremely deadly due to its weight.
Because of its offensive construction, enchanted versions of
the throwing shield can also accept special weapon qualities
and it is common for magical throwing shields to bear the
returning power. Treat thrown shields as shortspears in
ranged combat.

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.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Tear-away Armour: A special type of armour that involves
multiple layers of metal protection attached with thin, easily
torn cords. While this additional layering does create a
reasonably effective defence, it comes at a significant loss in
mobility and speed. The true purpose of tear-away armour is
to evade grapples and other movement impediments. By
sacrificing a point of armour bonus, the wearer can negate a
successful Grapple check made against him or move 5 feet
through a physically hindering effect like web or entangle.
Lost points can be reattached later for the same cost as
repairing damaged armour. A character may evade multiple
hindrances, losing a point of armour bonus each time.

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,

allowing the wielder to fire as many times as he has attacks per


round.
Caster Level: 10th; Prerequisites: Craft Magic Arms and
Armour, telekinesis; Market Price: +4 bonus.
Silversmithing: The shot fired by this blackpowder weapon
is polymorphed into silver, which can have special effects on
certain types of creatures. This power can simulate other
abilities that transform a weapons ammunition and can be
applied to any ranged weapon that utilizes ammunition.
Caster Level: 10th; Prerequisites: Craft Magic Arms and
Armour, major creation; Market Price: +1 bonus.

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

No level of ability may be missed even if the fighter meets the


prerequisites of a higher level of ability all must be learnt, in
sequence, before the fighter can progress further. Once each
new level of ability is attained, the fighter gains both new
bonuses in combat, as well as a new title to reflect his
capabilities within the style, the latter of which the fighter is
more than welcome to use when introducing himself to others
(I am Torgar, Watchman of Stoneholm. Fear my axe,
Goblin).
All abilities granted by a fighting style are considered to be
extraordinary abilities.

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

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


weapon and defence against an enemy. While the Ironstar style
is not the only effective school of mounted combat, it has
gained in popularity because of its sheer effectiveness.

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.

Warriors following the Ironstar method are schooled not only


in combat techniques but also the virtues of chivalrous
conduct. The forms founder was knight in word and deed; his
outlook on life has permeated his teachings and those of his
protgs. Not every practitioner of the Ironstar style acts in a
knightly way, but most who recognise the form will come to
expect a dedication to fair play and honourable combat. Those
who do not live up to this code are reviled by their fellows and
must constantly defend themselves against the outraged
challenges of idealistic, indignant Ironstar students.

Prerequisite: Ride 8 ranks, Str 14+.


Benefit: When mounted and engaged in a charge, a Knight
Errant can choose to use Implacable Guard. Doing so denies
him any Dexterity or Dodge bonus to Armour Class, but if he
is missed by the enemys attack and if the attack roll was 10 or
higher, the opponents weapon is assumed to have struck the
shield. This immediately causes the weapon doing so to inflict
its own damage against itself in a Sunder attack that does not
draw any attacks of opportunity. If this attack destroys the
weapon, the wielder must make a Fortitude save equal to the
damage total (or 20, whichever is lower) or be stunned for one
round. Implacable guard only affects the first attack a Knight
Errant suffers in any given round after he uses the skill but
before his initiative turn.

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.

Prerequisites: Spirited Charge, Ride 10 ranks, Dex 12+.


Benefit: A Knight Gallant may take an extra attack in any
round he performs a charge action and does not use Implacable
Guard. This extra attack is always a shield bash, which
follows all of the rules for doing so as described in the Core
Rulebook I. No other benefits are gained aside from the
additional attack, which uses the Knight Gallants full attack
bonus 6 (-4 if he possesses Ambidexterity or -2 if he also
has Two Weapon Fighting).

Benefit: A squire automatically succeeds in any Ride check


with a DC of 15 or less and gains a +2 competence bonus to
Ride checks in all other situations. He does not require free
hands to guide his mount or to attempt any Ride check with a
DC of 20 or less. Ride checks with a DC of 21 or higher still
require one free hand, but a Squire never needs more than one
free regardless of the checks DC.

The Ironstar Fighting Style


Level of
Ability
1
2
3
4
5

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

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

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.

The Storm Razor school of fighting is a demanding discipline.


The sheer strength and dexterity needed to wield one, not to
mention the constitution required to do so for any significant
amount of time, ensures that only the most physically capable
students ever graduate to its upper disciplines. Even those
who only master its simplest forms should be feared, as they
can wreak terrible destruction with their chosen blades.
Devotees of this school follow a simple creed. When the
storm comes, only one will stand. The others will fall beneath
the razor and quench the battlefield in a rain of their lifes
blood.

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

The Storm Razor Fighting Style


Level of
Ability
1
2
3
4
5

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

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


may make an automatic Sunder attack against the foes shield.
Only one such free Sunder attack may be made each round.

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

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

The Hand of Valour Fighting Style


Level of
Ability
1
2
3
4
5

Title
Iron Hand
Brawler
Steel Warrior
Battleguard
Warlord

withdraw safely. Most who feel a Dire Blow remember it for a


long time to come, assuming the Iron Hand that delivered it lets
them live. Some practitioners even go so far as to have special
shapes worked into their gauntlets, all the better to leave an
impression on their targets.
Benefit: An Iron Hand can punch an opponent of one size
category larger than him or smaller as a full-attack action with
his off hand. If this strike hits, it moves the foe back 5 feet and
lets the Iron Hand take an immediate follow up attack with his
primary weapon or take a single move at his normal base
speed. These are the only attacks the Iron Hand can take in the
given round.

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

Benefit: When engaged in melee combat, the Steel Warrior


can designate one opponent in the same manner as the Dodge
feat. Against this chosen foe, the Steel Warrior gets a +4
competence bonus to all Disarm checks and to his total defence
dodge bonus. In addition, locked gauntlets cannot provide any
bonus against his disarm attempts.

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.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


First Blood
Because of the approximate nature of hit points and damage, it
can be difficult to determine exactly when first blood has
been achieved in a contest or battle. First blood, defined as a
wound that draws blood from a target in combat. Hit points,
being a measure of luck and skill as well as physical health, do
not entirely reflect the actual damage a creatures body has
suffered.
The First Blood rule creates a new score called the First Blood
Threshold, equal to half the hit points a character possesses at
first level. For players and non-player characters, this score
equals half the value of their 1st level Hit Die plus their
Constitution modifier. For monsters, use half the maximum
value of their first Hit Die plus any Constitution modifier they
may possess. When a living creature has taken enough
damage that its current hit points go below this Threshold, it is
considered to be bleeding.
This rule is useful for more than just the determination of a
winner in a First Blood contest. Topical exposure to an injury
poison by someone who is bleeding may constitute a Fortitude
save as the toxin can reach their bloodstream through the open
wounds and diseases can take hold in the same way. Creative
Games Masters can find numerous uses for the First Blood
Threshold.

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

others grapple for some reason. Holds are then maintained


until one wrestler loses consciousness or fails three opposed
Grapple checks in a row while held. The winner must be able
to stand and remain conscious for six seconds afterwards otherwise, the contest is considered a draw.
In traditional wresting tournaments, unarmed attacks other than
grappling are disallowed. This form of combat is considered
noble wrestling and is the only form of such base combat
present at official competitions. Other wresting arenas have
fewer restrictions, allowing punching, kicking, and any form
of unarmed combat the participants wish to indulge in. These
brutal forms of wrestling often have esoteric win conditions,
like first blood or loss by unconsciousness. In legitimate
wrestling contests, the prizes for winning or placing among the
top fighters can be considerable. As these tournaments cater
mostly to the lower classes, the common prize of a rise in
station can bring fighters from all over a kingdom for a
desperate (though spectacular) display of strength and skill.
Other possible awards can be small parcels of land, the right to
bear arms, military rank, and other benefits not available to the
peasantry any other way.

The Great Hunt


In the pursuit of entertainment, the nobility can go to great
lengths. Not always satisfied with physical combat, which
many find barbaric even in the most dignified of forms, the idle
rich turn to other forms of sport. For many, a popular
diversion is the Great Hunt, an event that combines many of a
fighters skills into a challenge of cunning and perseverance.
Great Hunts are held on private land, bordered by tall fences
and patrolled by guards who keep out all but those invited to
participate. At the lodge of the Hunts host, these guests
gather, talk over conquests of old and victories of the future,
and feast for long hours before retiring to bed. In the morning,
often with the first rays of dawn, the quarry of the hunt is
released into the wild and the game begins.
Mounted and armed with bows or crossbows, the hunters seek
whatever quarry has been chosen for the Great Hunt. For
most Hunts, a fox or stag is the object of the game. With a
considerable head start and the whole of the hosts land to hide
in, these hunts can take some time to conclude. During the
tournament, numerous Ride checks may be required to keep up
with the fleet-footed quarry as well as attack rolls to try and
bring it down. Handle Animal checks can easily become
necessary if the rules of the Great Hunt allow participants to
track with hunting hounds.
Great Hunts can become complicated in a number of ways.
First, the highest levels of nobility often participate in these
games. While it might be advisable to lose to your sovereign
lord, those who join in these Hunts tend to be very
competitive. This can lead to considerable intrigue as lesser
nobles and knights vie for success and struggle with the
political repercussions of losing intentionally over claiming
victory regardless of their lieges desires. Sabotaged horses,
attacks in the deep woods made to look like accidents, and
other treachery is not unheard of when Great Hunts are called.
As hard as it might be to believe, there is an ever darker form
of the Great Hunt. Some nobles, bored with the killing of

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


lesser beasts, come together in private places for a more
dangerous sport. These nobles capture a physically intriguing
creature or even peasant, perhaps a player, and use him as their
quarry. These games are always rigged to ensure the death of
the hunted, as the nobles dare not risk the object of their Hunt
escaping and bringing their activities to light.
Prizes for the Great Hunt are usually far less than for other
types of tournament, as the companionship and thrill of the
chase are the only rewards those who participate in the Hunts
require. Sometimes, a host will offer a nominal prize to raise
the stakes of the event. These prizes often fit the theme of
hunting, ranging from a pair of champion hunting dogs to a
magical bow.

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.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Mercenary Loyalty Checks
Base Loyalty check: Charisma Check (DC 10)
Action
Each consecutive week without
military action

Check Modifier
-1

Each death in the unit

-1

Each battle fought while the units


side was outnumbered

-1

Mistreatment*

-1 to -3

Starvation or Disease
lasting one week or more

-5

Recruiter possesses the


Leadership feat

+4

Recruiter is a fighter

+2

Every gold piece paid over the


units monthly cost

+1 (Maximum of +5)

Excellent Treatment*

+1 to +3

* These penalties or bonuses are at the Games Masters


discretion.

Failed Loyalty Checks


Loyalty check
Failed by
1-3

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).

Circumstances may arise that will not allow dissenting


mercenary units from deserting immediately. In these
conditions, a disloyal unit will fight if ordered to, but at a
cumulative -1 morale penalty to attack and damage rolls. The
penalty accumulates each week until it reaches a maximum of
5. If a disloyal mercenary troop is forced to fight while it has a
morale penalty of this type, there is a 10% chance per -1 point
that during the battle it will turn on its former employers. If
this occurs, the penalty becomes a bonus.
At the Games Masters option, the Loyalty check can be made
secretly without informing the player of its result. In this
instance, the recruiter will not know of his troops

dissatisfaction until it becomes painfully apparent. A recruiting


player can attempt one Gather Information check (DC 20)
immediately after the Loyalty check is made to determine its
outcome. Failure indicates no useful information.

Mercenaries, Followers, and the


Leadership Feat
Mercenaries are soldiers bought and paid for by those with the
resources to do so. Their loyalties lie ultimately with the fees
they charge and their own sense of self-preservation.
Followers and cohorts, on the other hand, are bound to a
player with the Leadership feat through something far more
powerful - trust. They trust their leader to take care of them,
look out for his best interests, and provide for his needs
because of the friendship they share.
Mercenaries can become followers if the player recruiting them
eventually selects the Leadership feat necessary to do so. If the
player is not of sufficient level to get every member of a given
mercenary unit as followers, the excess is lost from the unit
and leaves the players employ. Divided loyalties can be a
dangerous thing and members of a mercenary unit will not
often serve the same master for different reasons. The primary
benefit of taking former mercenaries as followers is that they
no longer require any official upkeep. Followers do not charge
monthly pay or require a Loyalty check. This can save the
player a great deal of bookkeeping and frustration but it does
not necessarily make the mercenaries free. As noted above,
followers and cohorts trust their leader to take care of their
needs. If they are mistreated, their trust is not infinite.
That said, followers will put up with far more than mercenaries
ever would. Followers will remain loyal while traveling across
the arid wastes of a desert with dwindling supplies and no
relief in sight. A cohort will guard the players flank while an
angry dragon roars toward him. Mercenaries will usually
desert under such conditions unless the player has been
extremely charismatic and inspiring. At best, events like these
will force an immediate Loyalty check using the rules given
above.
On the other hand, mercenaries can be hired in much greater
numbers than followers, allowing a recruiter to build a larger
army than he could through the use of the Leadership feat.
Cohorts are often excellent commanders for units of
mercenaries in the players employ, as they remain loyal even
when the group beneath them deserts. In cases like this, any
damage the unit might cause on their way out can be reduced
or negated through the clever use of a cohort commander.
Games Masters are encouraged to take the actions of followers
and cohorts into account when determining the actions of
mercenaries in battle. A player who treats his followers well
can act as an inspiration to the mercenaries under him, as they
might believe that his favour will provide them with better
treatment as well. This can backfire if that treatment is not
forthcoming, but a player who cares for his troops, even the
ones he has to pay for, should find that loyalty rewarded.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

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.

Guardian Gargoyles: One gargoyle can be placed every 30


feet along the outer wall of a stronghold. Each one had a
hardness of 10 and 30 hit points. Once every three rounds, a
guardian gargoyle can be commanded to cast a fireball or
lightning bolt (determined when the gargoyle is created, caster
level 5) by the wearer of a controlling amulet or ring. The
wearer chooses the target of this spell, which must be within
range of the gargoyle in question.
Living Fortress: A powerful (and expensive) enchantment,
the magic of a living fortress awakens a stronghold in much
the same way as an intelligent weapon. By itself, the living
fortress modification does not have any noticeable effect other
than to allow it to communicate verbally and affect any of its
doors, windows, or attached devices with a telekinesis spell.
This allows a living fortress to fire its own weapons, but not
reload them. Other powers can be given to a living fortress at
the Games Masters discretion, for the same cost and duration
as a hallow spell, save that these effects cover the entire
fortress regardless of size.

Below, some suggestions for useful augmentations are given


along with their costs. Completion times are equal to magic
item creation; 1 day per 1000 gold piece value. Games
Masters are encouraged to work with fortress-minded Player
Characters to develop others.

Trollstone: Strongholds (or certain parts of a stronghold)


made of trollstone regenerate 1 structure point per round, even
if destroyed. Only damage caused by fire or acid cannot be
healed in this way. In addition, only magical damage,
enchanted weapons, or massive damage can harm trollstone; its
hardness is increased to 15. Fire and acid attacks ignore this
hardness completely.

Astrallarium: An astrallarium is an observatory built atop the


tallest tower of a stronghold. A stronghold must incorporate at
least one tower to have an astrallarium. Enchanted with
celestial patterns and magical focusing spells at each of its wide
windows, an astrallarium provides a +1 caster level increase
for purposes of level-variable spell effects (damage, range,
etc.) for up to four arcane spellcasters that stay within its 20 ft.
by 20 ft. confines.

Magical
Augmentations
Astrallarium
Bastion Golem
Dragonbane Defences55,000
Guardian Gargoyle
Living Fortress
Trollstone

Bastion Golem: Replacing a normal bastion this can, by


verbal command of someone wearing a special amulet attuned
to the task, transform into a stone golem as described in Core
Rulebook III. Bastion golems can only remain in golem form
for 10 rounds each day, after which it returns to its place and
becomes a bastion once more. A destroyed bastion golem
must be recreated completely.
Dragonbane Defences: A stronghold with dragonbane
defences is very distinctive, with large sweeping blades and/or
spikes jutting from the edges of every outer wall and the tops
of every tower. Dragonbane defences exist to discourage
physical contact by massive enemies like dragons, giants, or
any other opponent that strikes at a stronghold in melee. Any
time a Huge or larger creature attacks a stronghold with this
modification in melee combat, it suffers half the damage it
inflicts. After three successful attacks, the defences become
useless until they are repaired at half their original cost.

Modification
Cost
80,000
75,000
30,000
Triples construction cost
Doubles construction cost

LICENCES
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