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Venetor Classes

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ARCHER
The archer is a master with ranged weapons. Though the name of this class indicates a close connection to bows, many
“archers” prefer to fight with thrown weapons, crossbows, or slings.
The archer excels at long-range combat. An archer focus on keeping away from the enemy. You are at your best when
your enemy cannot reach you—and you can rain arrows, daggers, or bolts upon him. Either find adventuring
companions who can occupy your opponents while you fight at range, or seek out inaccessible firing points, such as in a
tree, atop a boulder, behind cover, and so on.

Table: Archer Hit Die: d10


Character Base Attack Archery Attack Saving Throw
Mastery
Level Bonus Bonus Fort Ref Will
1 +0 +1 +0 +2 +0 Archer's aptitude, aim (+1d6), archer feat
2 +1 +2 +0 +3 +0 Archer feat
3 +2 +3 +1 +3 +1 Aim (+2d6)
4 +3 +4 +1 +4 +1 Archer feat, defensive shot
5 +3 +5 +1 +4 +1 Aim (+3d6)
6 +4 +6/+1 +2 +5 +2 Archer feat
7 +5 +7/+2 +2 +5 +2 Aim (+4d6)
8 +6/+1 +8/+3 +2 +6 +2 Archer feat
9 +6/+1 +9/+4 +3 +6 +3 Aim (+5d6)
10 +7/+2 +10/+5 +3 +7 +3 Special ability
11 +8/+3 +11/+6/+1 +3 +7 +3 Aim (+6d6)
12 +9/+4 +12/+7/+2 +4 +8 +4 Special ability
13 +9/+4 +13/+8/+3 +4 +8 +4 Aim (+7d6)
14 +10/+5 +14/+9/+4 +4 +9 +4 Special ability
15 +11/+6/+1 +15/+10/+5 +5 +9 +5 Aim (+8d6)
16 +12/+7/+2 +16/+11/+6/+1 +5 +10 +5 Special ability
17 +12/+7/+2 +17/+12/+7/+2 +5 +10 +5 Aim (+9d6)
18 +13/+8/+3 +18/+13/+8/+3 +6 +11 +6 Special ability
19 +14/+9/+4 +19/+14/+9/+4 +6 +11 +6 Aim (+10d6)
20 +15/+10/+5 +20/+15/+10/+5 +6 +12 +6 Special ability

Class Skills (4 + Int modifier per level, ×4 at 1st level)


Climb (Str), Concentration (Con), Craft (Int), Disable Devivce (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge
(Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive
(Wis), Spot (Wis), and Survival (Wis).

CLASS FEATURES
Weapon and Armor Proficiency: Archers are proficient with all Simple weapons and with all bows (including
exotic bows). They are proficient with light armor but not with shields.
Archer’s Aptitude: They excel at archery at the expense of combat with other weapons. While wielding any bow, the
archer substitutes her Base Attack Bonus with her Archery Attack Bonus. An archer also uses her AAB in lieu of her BAB
for the purpose of qualifying for archery feat. Finally her Archer levels are applied as fighter level for the purpose of
accessing feat in the Weapon Focus tree.
Aim: As a standard action an archer may ready a single arrow and take aim at a target. In doing so the archer is
consider to have readied an attack against the target that can be used as an immediate action. An archer can hold her aim
in this way for as long as she chooses but may not take any other actions while doing so.
At the beginning of each round, the archer is entitled to an aim check which is resolved as a concentration check (DC
15). Each successful check grants the archer an aim counter. The counters are accumulative (at 5 the attack cannot critcally

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fail). However, if she rolls a natural one on this check all the counters are lost. Any arrows fired while aiming receives a
bonus of +2 per aim counter to attack rolls. An archer who spends at least one rounds aiming deals additional +1D6
points of precision damage on damage rolls, plus an additional 1D6 for every two archer levels beyond the first. Once the
arrow is fired aim ends and the counters are burned; likewise, the counters are lost if aim is dismissed or dropped for any
other reason.
An archer is considered flat footed while aiming and is treated as such for any attack directed at her while aiming,
even if she releases in response to being attacked, though doing so negates any chance of the attack interfering with the
shot. If the archer takes damage while maintaining aim she must make a concentrate check (DC 15 + damage taken) to
continue. If the target moves more then five feet within a single action the archer must immediately make a concentration
check DC equal to the distance of movement made to maintain aim. She can however release an arrow in response to the
target's movement to avoid this check. If she fails any of these checks aim is dropped and the associated counters are
burned.
Archer Feats [1st / 2nd / 4th / 6th / 8th level]: The archer strives to increase her skill and prowess with the bow. At 1st
level and every even numbered level, the archer can select a feat from the following:
Deadeye Shot, Far Shot, Improved Critical ( Any ranged),
ranged), Improved mounted archery, Improved Precise Shot, Improved rapid
shot, Manyshot, Greater Manyshot, Mounted Archery, Penetrating Shot, Point Blank Shot, Precise Shot, Power Critical, Ranged
disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, Rapid Shot, Sharp-Shooting, Shot on the Run, Weapon
(Any ranged),
Focus (Any ranged), Greater Weapon Focus (Any (Any ranged), (Any ranged),
ranged), Weapon Specialization (Any ranged), or Greater Weapon
(Any
Specialization (Any ranged).
ranged ).
Defensive Shot: Once per round the archer may spend a swift action to grant herself a +4 dodge bonus versus
attacks of opportunity drawn from firing a bow within a threatened square. This bonus last until the beginning of her
next turn.
Special Archery Ability [10th / 12th / 14th / 16th / 18th / 20th level]: The archer learns unusual maneuvers with the
bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level
and every two levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special
ability can be selected only once:
Archery: The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.
Barrage: (Rapid Shot, and Manyshot) This ability can be used once per day as a full round action to lay fire to an area.
Barrage effects a designated 60ft cone, allowing the archer to make one attack against each creature within the target area
at her highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.
Called Shot: While aiming the archer can attempt to strike a specific body part on a targeted creature within 30 feet, to
cause various effects so long as she has at least one aim counter. The archer must declare her intention to attempt a Called
Shot and designate the specific target and body part (an
arm, a leg, etc.) before the attack roll is made. The archer
then makes a single standard attack at the archer's highest
BAB. A successful attack deals weapon damage normally,
but if the archer's attack roll exceeds the target's AC by 2
or more or resulted in a successful called shot, striking the
targeted body part and causing a debilitating secondary
effects. Conditions and penalties incurred by called shot
lasts for 24 hours, or until the creature is successfully
treated with a DC 15 Heal check, or until it receives the
benefit of a lesser restoration spell or equivalent effect.
Creatures immune to critical hits are immune to the
effects of a Called Shot, and creatures with multiple limbs
or eyes may suffer reduced effects. Multiple successful
Called Shots against the same body part or body parts of a
single creature have a cumulative effects:
• Arm: An archer using this ability receives a –2
penalty on her attack roll. A successful hit imparts
a -2 penalty to both damage rolls and skill checks
(Climb, Sleight of Hand, Use Rope, etc.), which
utilize the arm struck. A target with more than
four arms is immune to these penalties.
• Hand: An archer using this ability receives a –5
penalty on her attack roll. The creature struck
must succeed Reflex save DC verses damage

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taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2
penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand
struck.
• Eye: An archer using this ability receives a –10 penalty on her attack roll. The creature struck is partially
blinded, suffering a -2 penalty to his AC, Spot checks, search checks and deals critical damage. If both or all of its
eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a
critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death
from massive damage, regardless of damage roll. A creature with blindsight is immune to these penalties.
Blindness and partial blindness represent condition more server than others covered under called shot and
require the equivalent a of a remove blindness spell to be cured.
• Gut: Creature struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort
saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.
• Leg: An archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no
longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2
penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s
legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.
• Neck: An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to
bleed taking 2 points of Con at the beginning of each of it turn each round.
• Wing: Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature
brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.
Devastating Strike: When wielding any bow in which she has Weapon Focus or Improved Critical, the damage
multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more
damage in a single attack the DC to avoid death by massive damage is increases from 15 to 20.
Dismiss Arrow: The archer gains the Deflect Arrows feat even if she does not meet the requirements if the archer
already has Deflect Arrows she instead gains Snatch Arrows. This special ability may be taken twice, in order to gain both
effects.
Eagle Eye: While wielding a bow you are considered to be one range increment closer your target for all attack rolls
made outside of your first range increment. In addition aim, point blank shot, sniper attack, sneak attack, and skirmish
are now effective out to 60ft.
Hunter’s Shot: (Prerequisite: Survival 12 ranks) The archer can take a shot, while aiming with at least one aim counter,
that ignores natural armor. This special ability may be used a number of time per day equal to three plus the archers Wis
mod.
Mighty Draw: ( Str of 15 or higher ) The archer is consider to have +4 Str for the purposes of wielding a composite
bow
Pepper Shot: (Prerequisite: Rapid Shot) You can use a full round action to pepper a target within 30ft. When doing so
make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful
attack deals full damage and dazes the target for 1 round. If you miss with this attack and have 10 or better on your D20
roll daze is negated but you still deal have damage. This attack expends 5 arrows. Creatures with evasion are afforded no
protection from this attack.
Piercing Strike: When wielding any bow in which she has Weapon Focus or Improved Critical, the net threat range is
increased by 1, and is allow to take ten on rolls to confirm crit.
Ranged Flank: On a successful attack made with a bow against a target within 30ft, you may declare a ranged flanking
position. You are therefore treated as though you occupied the nearest square adjacent to the target for the purposes of
determining whether or you or and allies are flanking the target, so long as you maintain a position that is known to and
within 30ft of the target. You may only use this ability once per round, and only against one target at a time.
Ranged Sneak Attack: (Prerequisite: Hide 5 ranks, Move Silently and 5 rank) The archer deals an additional +1D6
points of Sneak Attack damage with Projectiles against any target within 30 feet that is flanked or denied its Dexterity
bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak
attack. This ability otherwise functions as the rouge’s Sneak Attack ability.
Ricochet Shot: As a standard action the archer can attempt to strike a target within 30 feet with a Ricochet Shot,
allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even
total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall)
and a conceivable flight path. This attack uses the archers highest base attack bonus –2.
Sniper: (Prerequisite: Hide 12 ranks) When the archer uses the hide skill then attacks she can immediately roll another
hide check to remain hidden without incurring the normal penalty so long as she makes only a single attack.

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Steady Aim: The archer no longer losses any accumulated aim bonus on a concentrate check when she rolls a natural
and receives a +5 competency bonus on all concentrate checks made for the purpose of aiming.
Trace: The archer can ignore the first 10 feet of a targets movement and she gains a +10 competency bonus on
concentration check required for addition movement beyond that. In addition she may take a five foot step while aiming.
Quick Aim: This special ability allows the archer may take a single standard action to aim, instantly gaining the
benefit of three rounds of aiming. The archer then attempts a DC 15 aim check to receive three aim counters. This ability
can be used a number of times each day equal to her wisdom modifier.
Volley: As a full round action an archer with this special ability can make an attack against a target who is within line
of site but at least four range increment out with a -4 penalty to his attack. This negates all other ranged penalties.

BERSERKER
Driven by raw fury, the berserker cleaves through his enemies with a combination of heavy weapons, powerful
strength, and an endless well of fury. The berserker epitomizes the idea that the best defense is a good offense.
This character overcomes his enemies by hammering them with powerful blows. His defenses are almost nonexistent,
but his emotional fury and relentless fighting style allow him to ignore wounds that would leave other warriors mere
crumpled lumps of agony.
Strength and Constitution are equally important to berserkers. Strength allows their attacks to hit more often and deal
more damage, while Constitution increases their hit point totals. Since berserkers absorb many attacks, they need lots of
hit points to survive.

Table: Berserker Hit Die: d12


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
1 +1 +2 +0 +0 Berserker rage 1/day, power attack
2 +2 +3 +0 +0
3 +3 +3 +1 +1 Cleave
4 +4 +4 +1 +1 Berserker rage 2/day, berserker smite
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2 Die hard
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Berserker rage 3/day, endless berserk
9 +9/+4 +6 +3 +3 Supreme cleave
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Berserker rage 4/day, improved power attack
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 Supreme power attack
16 +16/+11/+6/+1 +10 +5 +5 Berserker rage 5/day
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Immortal berserker
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Berserker rage 6/day, last berserk

Class Skills (2 + Int modifier per level, ×4 at 1st level)


Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

CLASS FEATURES
Weapon and Armor Proficiency: A berserker is proficient with all simple and martial weapons, light armor, and
medium armor.

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Berserker Rage (Ex): The berserker temporarily gains
+4 to Strength, Damage Reduction 2/- , a +4 bonus on
Intimidate checks and a +4 morale bonus on Will saves
against fear effects, but suffers a –2 penalty to AC. While
raging, a berserker cannot use skills or abilities that require
patience and concentration. He can use any feat he might
have except for Combat Expertise and item creation feats.
A fit of rage lasts for a number of rounds equal to 3 + the
character's Constitution modifier. The berserker may
prematurely end the rage voluntarily. At the end of the
rage, the berserker is fatigued (–2 to Strength, –2 to
Dexterity, can't charge or run) for the duration of that
encounter. The berserker can only fly into a rage once per
encounter. Entering a rage takes no time itself, but the
berserker can only do it during his action.
At 8th level the Berserker gains +6 to Strength, damage
reduction 3/- ;at 12th level gains +8 to Strength, damage
reduction 4/-, +6 to intimidate and +6 on will saves
against fear.; at 16th level gains +10 to Strength, damage
reduction 5/-, +8 to intimidate and +8 on will saves
against fear.
Bonus Feats: At 1st level the Berserker gains Power
Attack, at 3rd level Cleave and at 6th level Diehard, he
does not need no meet the prerequisites for these feats,
and he gains these feats before choosing his feat for the
appropriate level.
Berserker Smite (Ex): Starting at 4th level the
berserker can expend a use of his Berserker Rage to deliver
a powerful blow, he must be on a rage (even rages from
spells or different class features) to use this ability, he expends a use of his Berserker Rage to make a single attack roll
with a -5 penalty, if the attack hits, it becomes an automatic critical threat (confirmation is rolled normally); if the enemy
is knocked out or killed from this attack, cleave or similar feats do not apply.
Endless Berserk (Ex): Starting at 8th level the berserker can prolong his rage if the combat lasts too long, if his
Berserker Rage was to end, on the turn it end he can spend an extra use of his Berserker Rage to prolong it for a new full
duration, he does not feel the tiring effects until the end of this new rage, he can continue to prolong the rage as long as
he has rages, at the end of this prolongation he becomes exhausted instead.
Supreme Cleave: Beginning at 9th level the Berserker can take a 5-foot step between attacks when using Cleave or
Great Cleave, he can only do so once per round and if he hasn't done his 5-foot step that round.
Improved Power Attack: Beginning at 12th level the Berserker gains +3 on his melee damage rolls for every -2 he
takes when using Power Attack (or +3 for every -1 if wielding a two-handed weapon)
Supreme Power Attack (Ex): At 15th level the Berserker gains +2 on his melee damage rolls for every -1 he takes
when using Power Attack (or +4 for every -1 if wielding a two-handed weapon)
Immortal Berserker (Ex): Starting at 18th level whenever a Berserk is raging and is reduced to -10 hit points or
lower, he continues to fight until his Berserker Rage ends, during this time, he can spend one use of his Berserker Rage to
return himself to -1 hit points; if the rage ends and he is still at -10 hit points or below, he dies normally.
Last Berserk (Ex): At 20th level the Berserker becomes the terror of the battlefield, from this point on he can strike so
hard that even the hardest enemies are crushed by his attacks, whenever he starts a Berserker Rage, he can spend 3 extra
uses, if he does the Berserker will ignore all damage reduction for the duration of that rage, he can also take an attack
action every round to take a single attack and score an automatic critical threat, cleave attacks are also treated as critical
threats.

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BLADEMASTER
In every city there exists a place where the talented are pushed to the extreme ends of development. They spend hours
honing their skills until they are the best of the best. These are the blademasters. They excel at stabbing the faces of their
foes, and cutting into demons' chests. In melee combat no one out performs a blademaster.

Table: Blademaster Hit Die: d10


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
1 +1 +2 +2 +0 Blade expertise
2 +2 +3 +3 +0 Weapon art
3 +3 +3 +3 +1 Parry, insight
4 +4 +4 +4 +1 Evasion, Weapon art
5 +5 +4 +4 +1
6 +6/+1 +5 +5 +2 Weapon art
7 +7/+2 +5 +5 +2 Bonus feat
8 +8/+3 +6 +6 +2 Weapon art
9 +9/+4 +6 +6 +3 Cleaving mastery
10 +10/+5 +7 +7 +3 Weapon art
11 +11/+6/+1 +7 +7 +3
12 +12/+7/+2 +8 +8 +4 Weapon art
13 +13/+8/+3 +8 +8 +4 Courageous
14 +14/+9/+4 +9 +9 +4 Weapon art
15 +15/+10/+5 +9 +9 +5
16 +16/+11/+6/+1 +10 +10 +5 Weapon art, insight
17 +17/+12/+7/+2 +10 +10 +5 Dance of blades, critical focus
18 +18/+13/+8/+3 +11 +11 +6 Weapon art
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 Mastery art

Class Skills (2 + Int modifier per level, ×4 at 1st level)


Balance (Dex),
(Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis),
Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).

CLASS FEATURES
Weapon and Armor Proficiency: A Blademaster is proficient with all simple and martial slashing weapons. With
all armor (Heavy, Medium and Light). As well as shields (except tower shields)
Blade Expertise: At 1st level a Blademaster shows his great proficiency with bladed weapons. He gains a +1 bonus
on attack and damage rolls when wielding any slashing weapon.
Parry: A blademaster learns to become one with the sword. It becomes an extension of his body and he learns to
move it in the way of danger at the last moment. Beginning at 3rd level, whenever a blademaster has a non-reach weapon
in his hand, he gains a +1 deflection and Ac bonus to armor. This armor works even when he is flat footed. This bonus
increases by an additional +1 every four levels (+2 at level 7, +3 at level 11, and so on...). A blademaster, also can, any
time he desire(even out of is turn), sacrifice (even when using two weapon fighting) 1 or more attacks to block or deflect a
melee or a range attack with a normal attack rolls versus enemy attack rolls.
Evasion (Ex): Blademasters learn to jump out of the way of danger just in time. At 4th level and higher, a
blademaster can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used
only if the blademaster is wearing light armor or no armor. A helpless blademaster does not gain the benefit of evasion.
Weapon Art: At 2nd level and every other level thereafter the Blademaster gains a special weapon technique that he
can perform. These techniques are drawn from the Blademaster Weapon Art list shown below. A weapon art can only be
used by a Blademaster wielding a slashing weapon. After a weapon art has been used unless noted otherwise it cannot be
used for another 3 rounds. In order to learn a weapon art your Blademaster level must be equal to or greater than the
requirement of that Weapon Art.
Level 2: Swift Blade: You strike the enemy with great speed and precision. Make a standard attack against an enemy
with a +1 bonus on your attack roll. If you hit you may immediately make a second attack roll against that creature. If
you hit, your attack deals additional 1d6 points of damage for every two Blademaster levels you have.

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Level 2: Counter Stance: You steady yourself against
oncoming attacks, you shift into a defensive stance and ready
yourself to deflect your enemies' strikes. You delay your
initiative until you are attacked, you gain a +4 dodge bonus to
your AC and Reflex Saves, if succeed on a reflex save that would
ordinarily deal half damage on a successful save you instead
take no damage. In addition after being attacked you can now
choose to take your turn, you gain a +4 bonus to attack and
damage rolls made against any creature that attacked you prior
to you taking your turn. You may only choose to take your turn
after being attacked. If you were attacked but chose to not take
your turn then, you can only take it if you are attacked again.
Level 4: Keen Slash: As your blade strikes the enemy it cuts
them with impossible sharpness. Make a standard attack against
an enemy, also increase your normal critical range by 3. If you
threaten for a critical you gain a +4 bonus on your attack roll to
confirm the critical.
Level 4: Avenger's Blade: You crouch down and lean
forward, keeping your center of gravity low and your focus
toward the foe. Using this ability is a full-round action, you
preform multiple actions as a part of that in the following
sequence. You close in on your opponent quickly, you gain a
+10 bonus to your movement speed, you can only move toward
the foe you wish to attack, not away. Once you are within range
of them you make a single melee attack against that foe. If they
are being threatened by an ally, treat them as flat-footed against
this attack. In addition if this technique is used against a flat-
footed foe, you deal an additional 1d6 + 1d6 per two
Blademaster levels points of extra damage. This bonus damage
does not apply against creatures that are normally immune to
critical hits.
Level 6: Masterful Strike: With peerless skill and mastery of slashing weapons you can bypass your opponent's
defense to deliver a deadly attack. Make a standard attack against an enemy, for this attack you ignore the target's shield
and armor bonuses to it's AC.
Level 6: True Strike: With focus and speed you slash at your foe, you attune yourself to your foes movements and
adjust yourself to their fighting style. Make a standard attack on an enemy within range, you gain a bonus on your attack
roll equal to half your Blademaster level.
Level 8: Terrifying Slayer: As a swift action, whenever you deal enough damage to cause a creature to die or be
knocked unconscious. All enemies within 40ft of you must make a will save with a DC equal to 10 + 1/2 Blademaster
Level + Charisma Modifier or become frightened.
Level 8: Bladed Assault: Your weapon gleams as you swing it, your foes see themselves reflected for a split second in
the shimmering metal as you raise the weapon. You may use this weapon art only if you ended your last turn in a
threatened square, doing so is a full-round action. If the foe you were in range of, is now further than 10ft away from you
but not farther than twice your movement speed you may take a move action, doubling your movement for this round. If
you are within melee range, either before or after taking this bonus movement. You now make a single melee attack
against your foe, if you successfully deal damage they are unable to take a move action during their next turn, unless they
succeed on a DC 10 + 1/2 Blademaster level + Strength Modifier fortitude save.
Level 10: Devastating Flurry: With unmatched speed and tenacity you strike your enemy with all you have. You
make a full attack against a creature within range, all attacks you make as part of this full attack use your highest Base
Attack Bonus. Each successful strike deals a cumulative 1d6 points of bonus damage, for example. If you hit the enemy
with your first attack it would deal an extra 1d6 and if you hit again on your second attack that attack would gain a
bonus 2d6 damage and so on.
Level 12: Vicious Cut: With all your strength you drive your weapon deep into your foe inflicting severe damage.
Make a standard attack against a creature in range. If you hit your attack deals an additional 1d8 points of constitution
damage from internal bleeding and ruptured organs.
Level 12: Unrelenting Breaker: With incredible strength you strike your enemy's weapon. Make a sunder attempt
against your foe's weapon, you gain a bonus on this attempt equal to half your Blademaster level. You are also treated as
having the improved sunder feat for this attack. If successful you bypass the weapon's hardness and inflict double

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damage against your target's weapon. If your sunder attempt successfully destroys the enemy's weapon, you may
immediately make a normal attack against them.
Level 14: Vorpal Slash: As your blade strikes the enemy it cuts them with an unimaginably sharp edge. Make a
standard attack against an enemy, you increase your normal critical range by 4. If you threaten for a critical you gain a +6
bonus on your attack roll to confirm the critical. In addition if you roll a 19 or a 20 on your attack roll and successfully
confirm your critical hit. The attack strikes the neck, cleanly and swiftly it cuts your foe's head from their shoulders,
instantly killing most foes.
• This weapon art improves upon and replaces Keen Slash, it can only be taken if you have previously taken Keen Slash. The cooldown
time for this ability is 1d8 rounds.
Level 14: Merciless Edge: With a powerful swing, your blade cuts through everything in it's path. Make a standard
attack against a creature within range, for this attack treat your attack as a melee touch attack. If you hit, you ignore the
target's Damage Reduction and Energy Resistance if applicable. If your attack deals enough damage to kill the creature or
knock it unconscious, you may immediately make another attack using the same attack bonus as your first attack at
another creature within range. You may repeat this as many times as it is applicable, using the effects of Merciless Edge
on each enemy struck.
Level 16: Reaving Counter: As an immediate action, With lightning fast reflexes you deliver a staggering slash to an
enemy attempting to strike you. When an enemy declares an attack against you, you immediately make an attack against
them. If you successfully hit, you deal twice the normal damage, the attack is negated and the enemy is unable to perform
any further actions until it's next turn.
• If you use Reaving Counter while in Counter Stance, you instead inflict four times the normal damage.
Level 16: Eternal Heat: As a standard action you channel your burning spirit into your weapon, a coat of white hot
flame sweeps across the edge of your weapon. For the next minute your weapon deals 1d4 per Blademaster level points
of additional fire damage on a successful hit.
• This weapon art is a supernatural ability, the cooldown time is 10 minutes.
Level 18: Blade Supremacy: As a free action, you demonstrate your unparalleled mastery over bladed weapons, you
may make a full attack action as a standard action. In addition you gain a +3 bonus on all attack and damage rolls you
make during this round. If you successfully inflict damage on an enemy at any time, they must succeed a fortitude save
DC 10 + 1/2 Blademaster Level + Strength Modifier, or they become paralyzed for 1 round and take 1d6 points of
dexterity damage. Even if they succed the save they are still subject to the dexterity damage.
Level 20: Armageddon: The earth itself trembles as you make your strike, the air around you is blown away by your
slashes, you unleash a barrage of fatal attacks at your foe. You make a full attack at any creature within range, all attacks
must be aimed at that creature. All attacks are made at your best base attack bonus. Each time a strike successfully inflicts
damage, your foe must succeed on a fortitude save DC 10 + 1/2 Blademaster Level + Strength Modifier or die. On a
successful save each attack still inflicts an additional 5d6 points of damage.
• This is a Mastery Art, the cooldown time is 1d12 rounds.
Level 20: Ruin: Everything around you begins to slow to a stop as you lock eyes with your foe. In a blinding flash of
speed you dart at them, your weapon raised high. You make a single charge at your foe, for this charge you provoke no
attacks of opportunity for moving out of threatened squares and may charge across difficult terrain unobstructed. You
must have a clear path to your foe however. You may move up to 3 times your normal movement. You gain a bonus on
your attack roll equal to half your Blademaster level and inflict an additional 20d6 points of damage on a successful hit.
The enemy is also subject to a bull rush to which you gain a +1 bonus for each square you moved during your charge.
Unlike normal you do not follow your foe for this bull rush, they are flung back by the force of your strike. The enemy is
always moved back an additional 10ft for every 5 points you beat their strength check by. If they are stopped by a
creature or object they take 1d6 points of damage for each square they would have been knocked. The object or creature
blocking the enemy's path also takes an equal amount of damage for each square they would have been moved.
• This is a Mastery Art, the cooldown time is 1d12 rounds.

Insight(Ex): At 3rd level the Blademaster has learned to attune himself to the world and has gained the ability to
meditate for a short amount of time to improve his abilities. A number of times per day equal to your wisdom modifier
you may use this ability. As a swift action, you enter a place of stillness and merge your mind with the world around you,
using all your senses to outmaneuver your opponents. You gain an insight bonus to your attack rolls, damage rolls,
saving throws and armor class equal to half your Blademaster level for 1 round.
Dance of Blades: A blademaster learns to master the battlefield as well as the blade, he slip in between enemies as if
they aren't there. From 17th level onwards, the blademaster never provokes attacks of opportunity by any action that he
takes. For example, he can leave a foes threatened square without provoking one. And anytime a Blademaster rolls any
kinds of critical attacks the target is kill( not working on large creature, but do x4 bonus damages ).

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Venetor Classes

HARRIER
He is the fastest warrior on the field and, while he attacks may lack crushing force, he slips beyond a foe’s grasp,
slicing with both his blades, before the target can counter-attack.
Harriers overcome their opponents by never giving them a chance to strike. They slip in, deliver attacks, and speed
away from harm. They prefer open spaces lacking in difficult terrain, but even in tight situations they can excel.
The harrier is a terrifying opponent. He can wield melee weapons and he attacks so fast and so quickly that his blade is
just a blur. Some powerful whirling blades are themselves just a blur, while others stand still in heavy armor, forming an
impenetrable wall of death. However, Whirling Blades are not ranged warriors, as the name might suggest.
Dexterity is critical to a harrier. Harriers rely on a variety of skills such as Tumble and Balance to evade attack, and to
make use of these skills, they disdain heavy armor that might protect them from attacks. A good Strength score also helps
a harrier, as it gives their attacks extra power.

Table: Harrier Hit Die: d8


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
1 +1/-2 +2 +2 +0 Extend Speed
2 +1/-1 +3 +3 +0 Keen Eye
3 +2/+0 +3 +3 +1 Bonus Feat
4 +2/+1/-2 +4 +4 +1 Speedy
5 +3/+1/-1 +4 +4 +1 Arrow Cut
6 +3/+2/+0 +5 +5 +2 Standing Dodge
7 +4/+2/+1/-2 +5 +5 +2 Greater Extend Speed, Bonus Feat
8 +4/+3/+1/-1 +6 +6 +2 Overwhelming Blows
9 +5/+3/+2/+0 +6 +6 +3
10 +5/+4/+2/+1/-2 +7 +7 +3 Run or Stand
11 +6/+4/+3/+1/-1 +7 +7 +3 Bonus Feat
12 +6/+5/+3/+2/+0 +8 +8 +4
13 +7/+5/+4/+2/+1/-2 +8 +8 +4
14 +7/+6/+4/+3/+1/-1 +9 +9 +4 Shower of Swords
15 +8/+6/+5/+3/+2/+0 +9 +9 +5 Bonus Feat
16 +8/+7/+5/+4/+2/+1/-2 +10 +10 +5
17 +9/+7/+6/+4/+3/+1/-1 +10 +10 +5 Feinting Blur
18 +9/+8/+6/+5/+3/+2/+0 +11 +11 +6
19 +10/+8/+7/+5/+4/+2/+1/-2 +11 +11 +6 Bonus Feat
20 +10/+9/+7/+6/+4/+3/+1/-1 +12 +12 +6 Intense Speed

Class Skills (4 + Int modifier per level, ×4 at 1st level)


Balance (Dex), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Sleight of Hand (Dex), Tumble (Dex),
Use Rope (Dex).

CLASS FEATURES
Weapon and Armor Proficiency: A harrier is proficient with all martial melee slashing and bludgeoning weapons
and light armor.
Extend Speed: Starting at 1st level, once per round, the harrier may make an additional attack up to his highest base
attack bonus. If he does, he suffers 1 point of damage for each point of attack bonus used.
Keen Eye: Starting at 2nd level, the harrier gains the Improved Critical feat with any (blade) weapon he uses. The
harrier also gains the Called Shot feat. In addition, when the harrier uses the Called Shot feat, he gains an additional 3
points of damage for each 1 point subtracted from his attack rolls as opposed to the normal 1 point of damage.
Speedy: Starting at 4th level, the harrier becomes faster and faster as he levels, gaining a +10 movement speed and an
additional +10 movement speed every 5 levels thereafter.
Arrow Cut: Starting at 5th level, when targeted by a ranged attack (but not a ranged touch attack) the harrier may
make a reflex save with a DC equal to the attack role of the attacker to cut the projectile out of the air. The DC increases
by 5 for every projectile he attempts to cut in a turn. The harrier is treated as though he had the Deflect Arrows feat for
the purposes of determining prerequisites for other feats and abilities.
Standing Dodge: Starting at 6th level, the harrier retains his Dexterity bonus to AC (if any) even if he is caught flat-
footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. This ability is

9
Venetor Classes
the same as the Uncanny Dodge ability.
Greater Extend Speed: Starting at 7th level, the harrier may make an additional attack with an attack bonus up to
his highest base attack bonus. If he does, he suffers 1 point of damage for each point of attack bonus used. This ability
stacks with Extend Speed, thus granting the harrier two additional attacks per round.
Overwhelming Blows: Starting at 9th level, the harrier can hit so quickly and so numerously that enemies become
less and less able to see the attacks coming, and move appropriately. For every harrier attack that hits in a row after the
fourth, the enemy takes a -1 to the Dexterity bonus on his AC. This only works if you attack the same enemy. The attacks
must be sequential and are reset at the end of every round.
Run or Stand: Starting at 10th level, the harrier must choose speed or stability. If he choosees speed, the character's
base movement speed increases by 10 feet, plus 5 feet for every 2 levels thereafter, to a maximum of an additional 35 ft at
20th level. If he chooses stability, the character gain 20 additional hp, and his Hit Dice for all levels of harrier after the
10th level increase by one size.
Shower of Swords: Starting at 14th level,
whenever the harrier would attack using a full
round action, he may sacrifice any number of
attacks to give an opponent within reach a
cumulative -1 penalty to their armor class
against him until the beginning of that
opponent's next turn. These penalties may be
distributed among multiple opponents.
Feinting Blur: Starting at 17th level, the
attacks of the harrier become so numerous that
they become confounding to the enemies at
which they strike. Any enemy struck by at least
5 consecutive strikes must make a fortitude save
DC equal to the harrier's level + 1/10 amount of
damage dealt or become dazed for 2d4 rounds.
Intense Speed: Starting at 20th level, the
harrier is able to move at inhuman speeds and
appears to be in multiple places at once. Once
per day, the harrier can create up to 1/3 his
dexterity modifier in "copies" that have his
complete stats, attacks, and abilities. These
copies cannot move more than 10 feet away
from each other and may not use the Intense
Speed ability.
Bonus Feat: Starting at 3rd level and every
fourth level thereafter, the harrier gains a bonus
feat. A harrier may choose from the Fighter
bonus feat list (the harrier must still meet the
prerequisites for these feats) or one of the
following feats: Acrobatic, Agile, Athletic, Deft
Hands, Diehard, Endurance, Lightning Reflexes,
Run, Toughness.

SWORDSMAN
Swordsmen venture forth for a variety of reasons. Some seek wealth, others seek fame, and still others quest for the
sake of some guiding principle. However, they all have in common a desire to meet and do battle with worthy foes,

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Venetor Classes
testing their skills against equals or betters in order to learn their own limits.

Table: Swordsman Hit Die: d10


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
1 +1 +0 +2 +0 Dexterous defense, blade technique
2 +2 +0 +3 +0 Footwork
3 +3 +1 +3 +1 Blade technique
4 +4 +1 +4 +1 Deft cut, principle of combat
5 +5 +1 +4 +1 Blade technique
6 +6/+1 +2 +5 +2 Elegant parry +1
7 +7/+2 +2 +5 +2 Blade technique
8 +8/+3 +2 +6 +2 Eager +2, principle of combat
9 +9/+4 +3 +6 +3 Improved footwork, blade technique
10 +10/+5 +3 +7 +3 Masterful parry
11 +11/+6/+1 +3 +7 +3 Blade technique
12 +12/+7/+2 +4 +8 +4 Elegant parry +2, principle of combat
13 +13/+8/+3 +4 +8 +4 Blade technique
14 +14/+9/+4 +4 +9 +4 Greater footwork
15 +15/+10/+5 +5 +9 +5 Blade technique, riposte
16 +16/+11/+6/+1 +5 +10 +5 Eager +4, principle of combat
17 +17/+12/+7/+2 +5 +10 +5 Blade technique
18 +18/+13/+8/+3 +6 +11 +6 Elegant parry +3
19 +19/+14/+9/+4 +6 +11 +6 Blade technique
20 +20/+15/+10/+5 +6 +12 +6 True clarity, principle of combat

Class Skills (4 + Int modifier per level, ×4 at 1st level)


Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex),Escape
(Dex),Escape Artist (Dex), Jump (Str), Intimidate (Cha),
Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

CLASS FEATURES
Weapon and Armor Proficiency: A swordsman is proficient with all simple and martial swords as well as and
bastard swords and with medium and light armor. Many of the abilities of the swordsman require the user to be wielding
a sword, which means either a short sword, long sword, or bastard sword.
Dexterous Defense (Ex): When a swordsman is wearing medium, light or, no armor and wielding a sword in one
or both hands and nothing other then the same sword in the other hand, he may add his dexterity modifier to AC as a
dodge bonus. (Example: a character with a dexterity modifier of +2 would receive a +2 dodge bonus to his AC. This
amounts to the character having a 14 AC without any armor) This bonus disappears if in any circumstance the
swordsman wields anything in his off-hand other then his primary weapon or if he is denied His dexterity bonus to AC.
Blade Technique (Ex): At 1st level and every odd-numbered level, a swordsman learns a blade technique chosen
from the list below. Once a blade technique is chosen, it may not be changed later. Blade techniques can only be used by
swordsmen wielding a sword in one or both hands and nothing other then the same sword in the other and wearing
medium, light, or no armor. The list of blade techniques is listed below, along with how often they may be used and what
kind of action they require to be used. A blade technique that is used as part of an attack may be used in conjunction with
a full-attack, but its benefits will only be applied to the first attack. A use of a blade technique that involves an attack or
full-attack is expended regardless of the success of the attack roll.
Blade Lock: This technique is usable as a swift action after making a full-attack on an opponent wielding a melee
weapon. You lock weapons with your opponent, defending yourself more with brute strength than agility. This allows
you to add your Strength modifier to AC for as long as this technique persists. This technique’s benefits are canceled if
you and your opponent separate by a distance of more than 5 feet for more than one round. This technique is usable 3
times, plus 1 per class level, per day. (Maximum 13)
Sweeping Cut: This technique is usable as part of a single attack and allows you to attack any two opponents that are
adjacent to your target and within your reach, but all of these attacks add half the normal Strength bonus to damage. This
technique is usable 3 times, plus 1 per class level, per day. (Maximum 13)
Atom Edge: This technique is usable as part of a single attack and allows you to ignore a number of points of damage
reduction or hardness equal to one-half your level plus your Intelligence bonus. This technique may be used a number of
times per day equal to your Intelligence bonus plus 1 per class level. (Maximum 10 unmoded)

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Venetor Classes
Crush Slash: This technique is usable as part of a single attack and allows you to make a bull-rush attempt after your
attack strikes. If you succeed on your opposed Strength check, you need not move with your target, he is instead forced
back by the force of your strike. This technique may be used a number of times per day equal to your Strength modifier
plus 1 per class level. (Maximum 10 unmoded)
Cleaving Throw: This technique is usable as part of a single attack that brings a foe to negative hit points (it is declared
to be used after dealing the needed damage) and allows you to hurl your dying opponent 15 feet outwards in a line. If
your dying opponent strikes anyone, the struck target must make a Reflex save (DC 10 + half class level + Str bonus) or
be knocked prone. If it succeeds, the movement of the body is arrested and the target is not knocked prone. This
technique is usable a number of times per day equal to your Strength modifier plus 1 per class level. (Maximum 10
unmoded)
Iaido: This technique is usable as part of a single attack and requires that you draw your weapon as part of the attack.
The opponent is flat-footed against this attack, and if it lands, it deals an extra 2d10 points of damage (critical hits made
as part of this technique have their critical multiplier increased by one). This technique is usable 3 times, plus 1 per class
level, per day.(Maximum 13)
Cage of Blades: This technique is usable as part of a full-attack. After the full-attack is done, the target must make a
Reflex save (DC 10 + half class level + Int bonus) or be immobilized for one round. This technique is usable a number of
times per day equal to your Intelligence modifier plus 1 per class level. (Maximum 10 unmoded)
Parry: This technique is usable as an immediate action upon being attacked in melee. Instead of making your AC,
your opponent is forced to make an opposed attack roll with you. If his roll is higher, he hits, but if his roll is lower, he
misses. This technique can be used 3 times, plus 1 per class level, per day. (Maximum 13)
Momentum Slash: This technique is usable as part of a full-attack and allows you to deal 2 points of extra damage per
successive hit in the full-attack. This technique is usable a number of times per day equal to your Constitution bonus plus
1 per class level. (Maximum 10 unmoded)
Power Break: This technique is useable as part of a
single attack and allows you to force your opponent
to make a Fortitude save (DC 10 + half class level +
Str bonus) in addition to taking damage. If the target
fails this saving throw, it has a -4 penalty imposed on
its Strength score for 5 rounds. Multiple uses of this
ability do not stack. This technique is usable a
number of times per day equal to your Intelligence
modifier plus 1 per class level. (Maximum 10
unmoded)
Speed Break: This technique is useable as part of a
single attack and allows you to force your opponent
to make a Fortitude save (DC 10 + half class level +
Str bonus) in addition to taking damage. If the target
fails this saving throw, it has its movement speeds
cut in half for 5 rounds and cannot charge or run for
the duration of the effect. Multiple uses of this ability
do not stack. This technique is usable a number of
times per day equal to your Intelligence modifier
plus 1 per class level. (Maximum 10 unmoded)
Armor Break: This technique is usable as part of a
single attack and allows you to force your opponent
to make a Reflex save (DC 10 + half class level + Dex
bonus) in addition to taking damage. If the target
fails the saving throw, he only adds half of his armor
bonus to his AC for the rest of the encounter (this
includes enhancement bonus). This technique is
usable twice per day plus 1 per class level.
(Maximum 12)
Mind Break: This technique is usable as part of a
single attack and allows you to force your opponent
to make a Will save (DC 10 + half class level + Dex
bonus) in addition to taking damage. If the target
fails the saving throw, he is dazed for one round and

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Venetor Classes
shaken for the next 4 rounds. This technique is usable a number of times per day equal to your Intelligence modifier plus
1 per class level. (Maximum 10 unmoded)
Violent Disarm: This technique is usable as part of a disarm attempt and allows you to throw the successfully
disarmed weapon 30 feet with a ranged attack, dealing the weapon’s normal damage plus your Strength bonus. This
technique is usable a number of times per day equal to your Intelligence modifier plus 1 per class level. (Maximum 10
unmoded)
Ruthless Cut: This technique is usable as part of a single attack and allows you to resolve a single melee attack as a
melee touch attack. This technique can be used once, plus 1 per class level, per day. (Maximum 11)
Weapon Bind: This feat is useable as part of a single attack and forces the enemy to make an opposed Strength check
with you in order to move away from you or make attacks of opportunity.
Footwork (Ex): A swordsman of 2nd level knows the importance of good footwork and trains tirelessly to keep
himself at his peak. This ability allows a swordsman to add half of his class level to all Balance, Jump, and Tumble checks.
Deft Cut (Ex): A swordsman of 4th level has honed his skill and accuracy with a blade so much that he adds his Dex
modifier to damage (in addition to Strength) when attacking with a single slashing one-handed or light weapon.
Principle of Combat (Ex): At 4th level, a swordsman may select a single principle of combat to focus on, gaining
passive abilities associated with that principle. Every 4 levels after 4th, he may select a new principle (or the advanced
version of a principle he has already selected), but once a principle is selected, it can never be changed. The principles and
their effects are listed below, but they can only be used with the same constraints as canny defense.
Defense: This principle lets the swordsman sacrifice combat potency for increased defense, granting him Combat
Expertise as a bonus feat. The advanced form of this principle allows a swordsman to add double his Dexterous Defense
bonus to AC when fighting defensively or using the total defense action.
Speed: This principle allows the swordsman to react quickly, granting him Combat Reflexes as a bonus feat. The
advanced form of this principle allows a swordsman to make a single extra attack at his highest base attack bonus when
making a full-attack, but all the attacks that he makes in a round that he does this suffer a -2 penalty to their attack roll.
Power: This principle allows a swordsman to make the most of his own strength, granting him the Power Attack feat
as a bonus feat. The advanced form of this feat allows the swordsman to trade his accuracy more efficiently when
wielding a one-handed weapon in one hand both hands and nothing other then the same weapon in the other, granting
him a +3 bonus to damage rolls for every -2 penalty on the attack roll.
Tactics: This principle teaches the importance of using different tactics in battle, granting a swordsman Improved
Bull-Rush, Improved Trip, or Improved Disarm as a bonus feat. The advanced form of this principle lets the swordsman
select another one of these feats as a bonus feat.
Resilience: This principle grants a swordsman Great Fortitude as a bonus feat. The advanced form of this principle
grants a swordsman a +4 bonus to resist being tripped, bull-rushed, or grappled.
Elegant Parry (Ex): At 6th level, a swordsman can designate a single opponent and gain a +1 shield bonus against
that creature. He may change the subject of his elegant parry once per round as a free action. At 12th level and every 6
levels after, the shield bonus provided by this ability increases by one.
Eager (Ex): At 8th level, a swordsman’s ceaseless training to be ready for battle at any time begins to pay off, granting
him a +2 bonus on Initiative checks and damage rolls made in the first round of combat. At 16th level, this bonus
improves to +4.
Improved Footwork (Ex): At 9th level, the focus with which the swordsman has studied footwork pays off again,
granting him the ability to make all Jump checks as if he had a running start and granting him a +10 increase in land
speed.
Masterful Parry (Ex): At 10th level, whenever a melee attack would make the swordsman’s regular AC but is
negated because of the bonus provided by the elegant parry class feature, the attacker takes a -2 penalty to all attack rolls
until the start of his next turn, as he is knocked slightly off balance by the sweeping nature of the swordsman’s blade
movements.
Greater Footwork (Ex): At 14th level, a swordsman refines his control of footwork again, granting him the ability to
take 10 on all Balance checks. He also gains the ability to cut the DC of a high Jump check in half a number of times per
day equal to his Constitution bonus.
Riposte (Ex): Whenever a swordsman of 15th level has his masterful parry class feature activated by the attack of an
enemy, he may immediately make an attack of opportunity against that opponent. This does not count against his normal
limit of attacks of opportunity per round.

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Venetor Classes
True Clarity (Sp): At 20th level, once per day a swordsman may, as a swift action, add a +10 competence bonus to
his AC, attack and damage rolls, skill and ability checks, and saving throws for 5 rounds.

HUNTER
The many locations of the world are home to fierce and cunning creatures, such as bloodthirsty owlbears and
malicious displacer beasts. But more cunning and powerful than these monsters is the hunter, a skilled hunter and
tracker. He knows the many environments of the world as if they were his home (as indeed they are), and he knows his
prey in deadly detail.

Table: Hunter Hit Die: d8


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
1 +1 +2 +2 +0 1st favored enemy, favored smite 1/day, track, detect favored
2 +2 +3 +3 +0
3 +3 +3 +3 +1 Endurance
4 +4 +4 +4 +1 Protection 1/day, animal companion
5 +5 +4 +4 +1 2nd favored enemy, favored smite 2/day
6 +6/+1 +5 +5 +2 1st critical
7 +7/+2 +5 +5 +2 Favored strike
8 +8/+3 +6 +6 +2 Swift tracker, protection 2/day
9 +9/+4 +6 +6 +3 Evasion
10 +10/+5 +7 +7 +3 3rd favored enemy, favored smite 3/day, 2nd favored critical
11 +11/+6/+1 +7 +7 +3
12 +12/+7/+2 +8 +8 +4 Protection 3/day
13 +13/+8/+3 +8 +8 +4 Camouflage
14 +14/+9/+4 +9 +9 +4 3rd favored critical
15 +15/+10/+5 +9 +9 +5 4th favored enemy, favored smite 4/day
16 +16/+11/+6/+1 +10 +10 +5 Protection 4/day
17 +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18 +18/+13/+8/+3 +11 +11 +6 4th favored critical
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 5th favored enemy, favored smite 5/day, protection 5/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)


Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int),
Knowledge (Monster) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis),
Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

CLASS FEATURES
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons, and one additional
weapon of the players choice, and with light armor and medium armor.
Favored Enemy (Ex): At 1st level, a hunter may select a type of monster. The hunter gains a +2 bonus on Bluff,
Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a
+2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the hunter may select an additional favored
enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by 2.

Table: Favored Enemies Classes


Monster Class Monster Class

14
Venetor Classes
Beasts Maleficar
Cursed Ones Necrophages
Draconoids Ogroids
Elementa Relicts
Hybrids Spectre
Insectoids Vampires

The benefits of the hunter’s chosen favored enemy apply only when he wears light or no armor. He loses all benefits
of his favored enemy bonus when wearing medium or heavy armor.
Favored Smite (Su): Once per day, a hunter may attempt to smite a favored enemy with one normal melee attack.
He/she adds her Charisma bonus (if any) to his/her attack roll and deals 1 extra point of damage per hunter level. If the
hunter accidentally smites a creature that is not a favored enemy, the smite has no effect, but the ability is still used up for
that day.
At 5th level, and at every five levels thereafter, the hunter may smite a favored enemy one additional time per day, as
indicated on Table: The hunter, to a maximum of five times per day at 20th level.
The benefits of the hunter’s favored smite apply only when he wears light or no armor. He loses all benefits of his
favored smite when wearing medium or heavy armor.
Track: A hunter gains Track as a bonus feat.
Detect Favored (Sp): At will, a hunter can use detect evil, as the spell but detects favored enemies rather than evil.
Endurance: A hunter gains Endurance as a bonus feat at 3rd level.
Protection (Sp): Once a day, a hunter can use Protection from Evil, as the spell but protects from favored enemies
rather than evil. The hunter can use protection two times per day at 8th level and one additional time per day every four
levels thereafter.
Favored Critical (Su): A hunter can either increase the critical
modifier of his attacks by one against a favored enemy or allow a
favored enemy that would normally be immune to critical hits to be
critical hit with his/her attacks.
At 10th level, and at every four levels thereafter, the hunter may
increase his/her critical modifier against another favored enemy or the
same as before, or allow a favored enemy that would normally be
immune to critical hits to be critical hit with his/her attacks, as
indicated on Table: The hunter, to a maximum of four at 18th level.
Favored Strike (Ex): At 7th level, a hunter may add his/her
favored enemy bonus to attacks against his/her favored enemies.
Swift Tracker (Ex): Beginning at 8th level, a hunter can move at
his normal speed while following tracks without taking the normal –5
penalty. He takes only a –10 penalty (instead of the normal –20) when
moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a hunter can avoid even magical and
unusual attacks with great agility. If he makes a successful Reflex
saving throw against an attack that normally deals half damage on a
successful save, he instead takes no damage. Evasion can be used only
if the hunter is wearing light armor or no armor. A helpless hunter does
not gain the benefit of evasion.
Camouflage (Ex): A hunter of 13th level or higher can use the Hide
skill in any sort of the native terrain of his favored enemies, even if the
terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of native terrain of his
favored enemies, a hunter of 17th level or higher can use the Hide skill
even while being observed.
Animal Companion (Ex): At 4th level, a hunter gains an animal companion selected from the following list: Dire
cat, dog, eagle, hawk, horse (light or heavy), snake (Small or Medium viper) or Dire wolf.

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Venetor Classes

ARMIGER
While other warriors rely on speed or canny parries to defend themselves, the armiger trusts in his armor. Armigers
create their own protective gear and improve it over time. They can stand before dozens of opponents, confident that
their armor will shield them from harm.
The armiger wins battles by wearing down his foes. If you decide to play an armiger, keep close to your friends but
stay near the front of every battle. Ideally, the most powerful monsters and opponents you face focus their attacks on you.
This may sound suicidal, but the armiger excels at defending himself. Attacks that barely faze you could seriously injure
your friends. As your foes’ attacks harmlessly rebound off your armor, you wear down their stamina and position
yourself for a devastating counterattack.
Constitution is the armiger’s most important ability. He needs lots of hit points to survive.

Table: Armiger Hit Die: d10


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
1 +0 +2 +0 +0 Armor mastery, master armorer, armored master of defense
2 +1 +3 +0 +0 Bonus feat
3 +2 +3 +1 +1 Armor ability
4 +3 +4 +1 +1 Unyielding defense
5 +3 +4 +1 +1
6 +4 +5 +2 +2 Bonus feat
7 +5 +5 +2 +2 Armor ability
8 +6/+1 +6 +2 +2
9 +6/+1 +6 +3 +3 Reinforced defense
10 +7/+2 +7 +3 +3 Bonus feat
11 +8/+3 +7 +3 +3 Armor ability
12 +9/+4 +8 +4 +4 Improved unyielding defense
13 +9/+4 +8 +4 +4
14 +10/+5 +9 +4 +4 Bonus feat
15 +11/+6/+1 +9 +5 +5 Armor ability
16 +12/+7/+2 +10 +5 +5
17 +12/+7/+2 +10 +5 +5 Armor ability
18 +13/+8/+3 +11 +6 +6 Bonus feat
19 +14/+9/+4 +11 +6 +6 Armor ability
20 +15/+10/+5 +12 +6 +6 Supreme reinforced defenses

Class Skills (Int modifier per level, ×4 at 1st level)


Climb (Str), Craft (Armorer) (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex),
(Dex), Survival
(Wis)

CLASS FEATURES
Weapon and Armor Proficiencies: Armigers are proficient with all simple and martial weapons, all armor, and all
shields.
Armor Mastery: Drawing on his ability to modify armor and his uncanny talent for using it to absorb blows, the
armiger is the unquestioned master of armored fighting. When he wears armor, he improves its abilities according to the
Armor Traits and Ratings table. Its headers are explained below.
Max. Dex Increase: You increase the maximum Dexterity bonus to AC for your armor by the listed amount.
Armor Check Reduction: When you wear armor, it is like a second skin to you. You can move and maneuver in it with
unmatched speed and grace. Reduce the armor’s check penalty by the listed amount, down to a minimum of 0.
Speed Category: You move much faster than normal while wearing armor. Treat your armor as one category lighter
from class levels 1 to 10, and two categories lighter from class levels 11 to 20 for the purposes of determining your speed.
Otherwise, its category type remains unchanged. You cannot reduce armor’s category to less than light. For example, a
1st level armiger in medium armor moves as if he wore light armor, while one in heavy armor moves as if he wore
medium armor.

Class Max. Armor Check Speed


Level Dex Increase Reduction Category
1 +0 0 1 category

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Venetor Classes
2 +0 0 1 category
3 +0 0 1 category
4 +0 0 1 category
5 +0 1 1 category
6 +1 1 1 category
7 +1 1 1 category
8 +1 1 1 category
9 +1 2 1 category
10 +1 2 1 category
11 +2 2 2 categories
12 +2 2 2 categories
13 +2 3 2 categories
14 +2 3 2 categories
15 +2 3 2 categories
16 +3 3 2 categories
17 +3 4 2 categories
18 +3 4 2 categories
19 +3 4 2 categories
20 +3 4 2 categories

Master Armorer: You gain access to the special Craft (Armorer) skill that allows you to create armor. You have ranks
in this skill equal to your armiger level +3, but you can use this skill only to create and repair suits of armor and shields.
You can apply either your Constitution modifier or your Intelligence modifier to this skill.
Armored Master of Defense: One of the greatest powers of the armiger, are their ability to resist damage through
their expertise of using an armor to its fullest. Armigers receives their armor's Armor Class as a damage reduction, for
example, an armiger wearing a chainmail, would gain a damage reduction 5/-.
Bonus Feats: At 2nd, 6th, 10th, 14th and 18th levels, you gain a bonus feat.
Armor Abilities: At 3rd, 7th, 11th, 15th, 17th, and 19th level, the armiger may choose an Armor Ability from the list
below. However, otherwise noted each ability are as followed:
• An armor ability is activated as a response to an action by your opponent. Resolve your armor ability before your
opponents action continues. You do not have to
choose on your turn which armor ability to use.
• You can only activate an armor ability in
response to an opponent who has attacked you
earlier in the combat.
• You can only activate one type of armor
ability, once! per round.
• You cannot activate an armor ability in
response to an attack against which you would lose
your active bonus to AC. For example, you cannot
use an armor activity if you are flat-footed and do
not have the dodge feat, or if you are stunned,
blinded or helpless.
Fortified Defense: You have the ability to turn
aside blows that would otherwise be lethal. If you
are struck by a critical hit or sneak attack, you may
negate the extra damage.
Iron-Sheathed Counterattack: When an
opponent hits you in melee, you automatically gain
an attack of opportunity against them.
Indomitable Wall of Iron: If an opponent hits
you, you can increase your damage reduction
against that attack by 1 point per Constitution
modifier.
Distracting Lure: If using a move action at the
end of your turn, and an opponent attacks you,
your opponent must make a Reflex save (DC 10 +
1/2 class level) or lose their active Dexterity

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Venetor Classes
modifier bonus to AC against the next attack that targets them, provided it is made before the beginning of their next
turn.
Draining Defense: When an opponent attacks you in melee he must make a Fortitude save (DC 10 + 1/2 class level +
Constitution modifier) or suffer from fatigue for 2d4 rounds. A fatigued creature can't run or charge, and suffers a -2
penalty to Strength and Dexterity.
Defensive Stance: Before ending your turn, if only spending your standard action for attacking an opponent, you can
end by using a move action to take a defensive stance. When an opponent hits you during his turn, but before rolling
damage, you can force an immediate re-roll of the attack, plausible making him miss instead. However, you must take
the result of the re-roll, even if it's better than the original roll. You cannot use this ability if your opponent scores a
critical hit.
Sentinel's Defense: When an opponent attempts to grapple, overrun or bull rush you, and you have in the previously
round spent a move action for sentinels defensive stance, you can make an immediate attack of opportunity against them
even if you would not normally gain such an attack. If you hit, add any damage you inflict to your result on the opposed
check.
Unyielding Defense: Beginning at 4th level, on your turn you can take a -4 penalty to attacks to gain a +2 bonus to
your damage reduction for 1 round. The penalty applies to all attacks you make for that round, including any attacks of
opportunity. The bonus damage reduction only applies to attacks from opponents you are aware of, and against whom
you have not lost your active bonus to defense.
Improved Unyielding Defense: At 12th level, when you use unyielding defense, the bonus to your damage
reduction increases to +4.
Reinforced Defenses: You gain this ability at 9th level. If an opponent strikes you with a weapon that would
normally ignore your damage reduction, you instead only looses half damage reduction, rounded down, against the
damage from the attack.
Supreme Reinforced Defenses: At 20th level, you gain the full benefit of your damage reduction, even against
attacks that would normally ignore it.

ROGUE
While many adventurers rely on a sharp blade and heavy armor to defeat their foes, the rogue prefers to let others do
the fighting. Instead, he relies on his golden tongue and sharp mind to get what he wants. The rogue prefers to achieve
victory through subtle methods. He might simply sneak past a guard to rob the treasury or knife an opponent in the back
when she least expects it.
Fast paced fighters that are at home on the battlefield, they took the best of both roles and combined them into quick
and ruthless machines of death. These warriors have learned to tap into the hidden reserve of strength that most
humanoids have: Adrenaline. Using adrenaline to fuel their techniques, they look as blurs upon the battlefield. Besting
some in straight combat with lightning quick precision or using lightning speed surprising the enemy with a series of
sneak attacks. Combat Rogues are a force to be reckoned with on and off the battlefield, because you never know when
they will strike, and chances are you'll never see it coming.

Table: Rogue Hit Die: d6


Character Base Attack Saving Throw
Mastery
Level Bonus Fort Ref Will
Two-weapon fighting, dexterous dodging, adrenaline (1), sneak attack
1 +0 +0 +2 +0
1d6
2 +1 +0 +3 +0 Quicksilver strike, dodge
3 +2 +1 +3 +1 Sneak attack 2d6
4 +3 +1 +4 +1 Sprint
5 +3 +1 +4 +1 Dexterous grapple, adrenaline (2)
6 +4 +2 +5 +2 Improved two-weapon fighting, uncanny dodge, sneak attack 3d6

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Venetor Classes
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2 Eviscerating jump, adrenal evasion
9 +6/+1 +3 +6 +3 Improved initiative, sneak attack 4d6
10 +7/+2 +3 +7 +3 Adrenaline (3)
11 +8/+3 +3 +7 +3 Snap kick, adrenal fortitude
12 +9/+4 +4 +8 +4 Greater, two-weapon fighting, run, sneak attack 5f6
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4 Slice and dice, roll with it 1/day
15 +11/+6/+1 +5 +9 +5 Sneak attack 6d6, adrenaline (4)
16 +12/+7/+2 +5 +10 +5
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6 Quicksilver attacks, sneak attack 7d6
19 +14/+9/+4 +6 +11 +6 Blur of steel
20 +15/+10/+5 +6 +12 +6 Adrenaline (5)

Class Skills (8 + Int modifier per level, ×4 at 1st level)


Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device
(Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Garther Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Proffession (Wis), Search (Int),
Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str),
(Str), Tumble (Dex), Use Rope (Dex)

CLASS FEATURES
Weapon and Armor Proficiency: Proficient with light armor. As well as simple, rogue, and martial weaponry.
Dexterous Dodging (Ex): A Combat rogues reflexes are so honed he dodges attacks with such fluidity and speed he
appears as a blur. While wearing light or no armor, the Rogue adds double his or her dexterity bonus to their AC (as
opposed to just once). Should the Rogue multi-class into another class, this bonus only adds +1 AC per point of dexterity
bonus, per level of Rogue. This new dexterity bonus is limited by an armor's inherent dexterity penalty. For example a +5
max dexterity bonus on armor, will result in only a maximum of +5 bonus AC gained from this feat. Even if the full
bonus exceeds the dexterity penalty.
Adrenal Alacrity (Ex): The Combat Rogues mastery over adrenaline allows them to move with surprising speed. As
long as the Rogue has at least 1 charge of adrenaline, his movement speed by +20 feet.
Dexterous Grapple (Ex): A Rogue has become so aware of his or her body and is so naturally fluid and dexterous,
the Rogue can use his Dexterity modifier instead of his Strength modifier while in a grapple. Also, enemies of up to 2
sizes larger, do not gain their size bonus to the grapple as long as the Rogue is attempting to escape the grapple.
Roll with it (Ex): A Rogue can once per day when an attack will put the Rogue's HP at 0 or below, make a reflex
save with DC 10 + half of the damage caused to completely avoid the attack. For each 1 charge of adrenaline added to
this action, add +5 to the reflex save.
Sprint (Ex): A Rogue can expend charges of adrenaline equals to how many rounds he wishes to sprint. Sprint allows
a Rogue to move at unparalleled speeds at the blink of an eye, while sprinting a Rogue moves at his run speed and acts as
if he had the Spring Attack feat. As long as the Rogue continues to move, he can take as many attacks as his BAB and
Two weapon fighting feats allow him too, also while moving through threat ranges the Rogue gains a +4 AC bonus
against attacks of opportunity.
Eviscerating Jump (Ex): A Rogue expending a single charge of adrenaline can make a jump check against an
airborne target, or a target of at least 2 size categories larger then the Rogue. The jump check's DC should be high enough
for the Rogue to be able to reach the waist of the opponent (Up to DM's discretion). Upon a successful jump check the
Rogue makes a single attack roll. Upon successful attack roll, the Rogue attacks with both weapons simultaneously.
Quicksilver Strike (Ex): Expending 1 charge of adrenaline, the Rogue can slice at a target so quickly, the opponent
cannot see it coming. The opponent is effectively flat footed against the attack.
Adrenal Fortitude (Ex): By expending 1 charge of adrenaline as an immediate action, the Rogue can re-roll the
result of the Fortitude or Will save that has to do with exhaustion, stunning, fatiguing, holding, dazing, poisoning, or
sleep related. This can only happen once per round, and the new result must be taken despite it being better or worse. In
addition, a Rogue can spend 2 charges to remove the status fatigued, and 4 charges to remove the exhausted status. This
happens as a swift action.
Blur of Steel (Ex): Expending 3 available charges of adrenaline, the Rogue can take 2 full attack actions against every
opponent within a 30 ft line. The attacks divided up as the Rogue chooses and the Rogue ends up at the end of the 30 ft

19
Venetor Classes
line regardless of where the last attack took place. The Rogue is not subject to attacks of opportunity for moving through
opponents spaces, and can also move through opponent's spaces as long as the ending place is not in an opponent's
space. However, the rogue are fatigued afterward up to 2 rounds.
Quicksilver Attacks (Ex): Expending 3 charges of adrenaline, the Rogue can attack the target with lightning speed
and can take a full attack action in which each attack counts as the target being flat footed against the attack.
Slice and Dice (Ex): A Rogue can expend a 2 charges of adrenaline to make a full attack action. For each main hand
attack that lands, the Rogue can make an offhand attack at the same BAB as the main hand attack.
Snap Kick (Ex): On an attacks of opportunity, instead of an attack the Rogue can choose to make a snap kick. A snap
kick is a quick attack designed to knock over the opponent. A snap kick uses your same die of damage as your unarmed
attack and uses all the same bonuses. On a successful hit the opponent must make a Fortitude Save (DC 10 + Dex
Modifier + Half of your hit die). If succeeded the opponent still takes damage, but suffers no ill effects. If the opponent
fails by less than 5, the opponent is dazed for one round in addition to damage. If the opponent fails by more then 5, he is
knocked prone and dazed for 1 round. The opponent's size modifier counts towards their roll as per a trip attempt. +4 per
size category larger, -4 per each size category smaller. Sneak attack damage can be applied to the kick if it applies.
Adrenal Evasion (Su): A Rogue can expend an adrenaline charge, as a free action at any time, and act as though the
Rogue had the feat, Improved Evasion.
Adrenaline: A Rogue uses adrenaline to accomplish his or her amazing abilities. Adrenaline comes in charges,
starting at one charge at 1st level, increasing to 2 at 5th level, and increasing by one every 5 levels thereafter maxing out at
10. Adrenaline does not regenerate on it's own, to recharge adrenaline a rest action may be taken. The duration of the rest
action will dictate the amount of regained adrenaline.
Move Action: Half of a charge
Standard Action: One full charge
Full Round Action: Two Full charges
Full Round Action (While Hasted): Three Full charges
All Adrenaline abilities are used as swift actions unless otherwise noted and cannot be used while exhausted. Adrenaline abilities
cost double if the Rogue is fatigued.

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