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Tuesday, September 8, 2015

Forgotten Fable RPG™: Armsman Class

by Tim Wallace and Adam Frank

Armsman
A warrior of impeccable power and prowess, the armsman is able to bring to the field a knowledge of tactics, weapons, and countless previous battles. The armsman may be found amongst the common rabble of troops or in positions of power leading an army of their own. Most at home on a field of battle these warriors are capable of fighting any opponent and doing so in the most expedient manner possible.

Role: These warriors are able to fight in all kinds of battles taking on roles of damage dealer, protector, or inspiring leader. An armsman is a force to be reckoned with when fighting one on one, or amongst a group.

Hit Die: d10.

Class Skills
The armsman’s class skills are Acrobatics (Dex), Athletics (Str), and Nature (Int).
Skill Ranks per Level: 1 + 1/2 Int modifier.

Table: The Armsman
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Deeds, martial flexibility, panache
2nd
+2
+3
+0
+0
Agility +1
3rd
+3
+3
+1
+1
Armor training 1, deeds
4th
+4
+4
+1
+1
Bonus feat
5th
+5
+4
+1
+1
Weapon training 1
6th
+6/+1
+5
+2
+2
Agility +2, bonus feat, martial flexibility (swift action)
7th
+7/+2
+5
+2
+2
Armor training 2, deeds
8th
+8/+3
+6
+2
+2
Bonus feat
9th
+9/+4
+6
+3
+3
Weapon training 2
10th
+10/+5
+7
+3
+3
Agility +3, martial flexibility (free action)
11th
+11/+6/+1
+7
+3
+3
Advanced class ability, deeds
12th
+12/+7/+2
+8
+4
+4
Bonus feat
13th
+13/+8/+3
+8
+4
+4
Advanced class ability
14th
+14/+9/+4
+9
+4
+4
Agility +4
15th
+15/+10/+5
+9
+5
+5
Advanced class ability, deeds
16th
+16/+11/+6/+1
+10
+5
+5
Bonus feat
17th
+17/+12/+7/+2
+10
+5
+5
Advanced class ability
18th
+18/+13/+8/+3
+11
+6
+6
Agility +5, bonus feat
19th
+19/+14/+9/+4
+11
+6
+6
Advanced class ability, deeds
20th
+20/+15/+10/+5
+12
+6
+6
Advanced class mastery, bonus feat

Class Features
The following are class features of the armsman.

Weapon and Armor Proficiencies: An armsman is proficient with any two melee weapon groups of his choice, as well as light armor, medium armor, and shields (except tower shields).
Panache (Ex): More than just a lightly armored warrior, an armsman is a daring combatant. He fights with panache: a fluctuating measure of an armsman's ability to perform amazing actions in combat. At the start of each day, an armsman gains a number of panache points equal to his Wisdom modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though feats and magic items can affect this maximum. An armsman spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Melee Weapon: Each time the armsman confirms a critical hit with a melee weapon, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the armsman's character level doesn't restore panache.
Killing Blow with a Melee Weapon: When the armsman reduces a creature to 0 or fewer hit points with a melee weapon attack while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the armsman's character level to 0 or fewer hit points doesn't restore any panache.
Deeds: Armsmen spend panache points to accomplish deeds. Most deeds grant the armsman a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the armsman has at least 1 panache point, but do not require expending panache to be maintained. An armsman can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the armsman has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, an armsman can spend 1 panache point when he makes an Acrobatics or Athletics check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Strength Modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the armsman, the armsman can as an immediate action spend 1 panache point to move 5 feet; doing so grants the armsman a dodge bonus to AC equal to his Wisdom modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the armsman had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The armsman can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the armsman, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The armsman makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the armsman, the armsman takes a –2 penalty on this roll. If his result is greater than the attacking creature's result, the creature's attack automatically misses. The armsman must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the armsman can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach.
Kip-Up (Ex): At 3rd level, while the armsman has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while he has at least 1 panache point, when an armsman hits an opponent with a melee weapon, he can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while he has at least 1 panache point, an armsman gains the ability to strike precisely with a melee weapon (though not natural weapon attacks), adding his armsman level to the damage dealt. To use this deed, an armsman cannot attack with a weapon in his other hand or use a shield other than a buckler. He can even use this ability with thrown melee weapons, so long as the target is within 30 feet of his. Any creature that is immune to precision damage is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, an armsman can spend 1 panache point to double his precise strike's damage bonus on the next attack. This benefit must be used before the end of his turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Armsman Initiative (Ex): At 3rd level, while the armsman has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has any single melee weapon that isn't hidden, he can draw that weapon as part of the initiative check.
Armsman's Grace (Ex): At 7th level, while the armsman has at least 1 panache point, he takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Superior Feint (Ex): At 7th level, an armsman with at least 1 panache point can, as a standard action, purposefully miss a creature he could make a melee attack against with a wielded light or one-handed piercing weapon. When he does, the creature is denied its Dexterity bonus to AC until the start of the armsman's next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the armsman can spend 1 panache point to make an attack with a single melee weapon that cripples part of a foe's body. The armsman chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to precision damage are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
·       Arms: The target takes no damage from the attack, but it drops one carried item of the armsman's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
·       Head: The target is confused for 1 round. This is a mind-affecting effect.
·       Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
·       Torso or Wings: The target is staggered for 1 round.
Bleeding Wound (Ex): At 11th level, when the armsman hits a living creature with a melee weapon attack, as a free action he can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the armsman's Strength Modifier (minimum 1). Alternatively, the armsman can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (armsman's choice). Creatures that are immune to precision damage are also immune to these types of bleed damage.
Evasive (Ex): At 11th level, while an armsman has at least 1 panache point, he gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses his armsman level as his rogue level for improved uncanny dodge.
Subtle Blade (Ex): At 11th level, while an armsman has at least 1 panache point, he is immune to disarm, steal, and sunder combat maneuvers made against a melee weapon he is wielding.
Dizzying Defense (Ex): At 15th level, while wielding a melee weapon, the armsman can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Perfect Thrust (Ex): At 15th level, while the armsman has at least 1 panache point, he can as a full-round action make a perfect thrust, pooling all of his attack potential into a single melee attack made with a melee weapon. When he does, he makes the attack against the target's touch AC, and ignores all damage reduction.
Armsman's Edge (Ex): At 15th level, while the armsman has at least 1 panache point, he can take 10 on any Acrobatics or Athletics check, even while distracted or in immediate danger. He can use this ability in conjunction with the derring-do deed.
Cheat Death (Ex): At 19th level, whenever the armsman is reduced to 0 hit points or fewer, he can spend all of his remaining panache to instead be reduced to 1 hit point. He must have at least 1 panache point to spend. Effects that kill the armsman outright without dealing hit point damage are not affected by this ability.
Deadly Strike (Ex): At 19th level, when the armsman confirms a critical hit with a melee weapon, in addition to the normal damage, he can spend 1 panache point to inflict a deadly strike. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the armsman's level + the armsman's Strength Modifier. This is a death attack. Performing this deed does not grant the armsman a panache point.
Stunning Strike (Ex): At 19th level, when an armsman hits a creature with a melee weapon, he can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the armsman's level + the armsman's Strength Modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Martial Flexibility (Ex): An armsman can take a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The armsman must meet all the feat's prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his armsman level (minimum 1).
The armsman can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, an armsman can use this ability to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
At 10th level, an armsman can use this ability to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of this ability.
Agility (Ex): At 2nd level, an armsman gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, an armsman learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, an armsman can also move at his normal speed while wearing medium armor.
At 7th level, these bonuses increase by +1, to a maximum –2 reduction of the armor check penalty and a +2 increase of the maximum Dexterity bonus allowed. In addition, an armsman can move at his normal speed while wearing heavy armor.
Bonus Feat: At 4th level, and at every four levels thereafter (8th, 12th, and so on), an armsman gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.
Upon reaching 8th level, and every four levels thereafter (12th, 16th, and so on), an armsman can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the armsman loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An armsman can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Weapon Training (Ex): Starting at 5th level, an armsman can select one melee weapon group he is proficient with. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
At 9th level, an armsman becomes further trained in an additional melee weapon group. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each.
For example, when an armsman reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
An armsman also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the armsman's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Class Ability: Each armsman chooses one of the following advanced classes to train in: dragoon, knight, or templar. At 11th level and every odd level thereafter (13th, 15th, and so on), the armsman gains additional abilities based on this choice.
Advanced Class Mastery: At 20th level, an armsman gains the final ability granted by his advanced class.

Armsman Advanced Classes
The following advanced classes represent only some of the possible paths for an armsman to train in.

Dragoon
Masters of the spear the dragoon combines aerial tactics with a powerful weapon to control the battlefield. They are capable of striking with lightning quick agility and leaping into a fray to turn the tide of any given fight.
Fast Movement (Ex): At 11th level, a dragoon’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the dragoon's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the dragoon's land speed.
Polearm Proficiency (Ex): At 11th level, a dragoon gains proficiency with the spear and polearm weapon groups. If he is already proficient with spears and polearms, he instead gains a +1 bonus on attack and damage rolls with spears and polearms. If he is already proficient with spears and polearms and already has weapon training with spears and polearms, the bonuses granted whenever the attacks with spears and polearms increases by +1 each. In addition, a dragoon can wield a lance as a one-handed melee weapon.
Leap (Ex): At 13th level, while the dragoon has at least 1 panache point, he adds his level on all Athletics check made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Athletics. By spending 1 panache point as a swift action, a dragoon gains a +20 bonus on Athletics checks made to jump for 1 round.
Polearm Training (Ex): At 15th level, whenever he attacks with spears and polearms, he gains a +1 bonus on attack and damage rolls. If he already has weapon training with spears and polearms, the bonuses granted whenever the attacks with spears and polearms increases by +1 each.
Piercing Charge (Ex): At 17th level, as a full-round action the dragoon can spend 1 panache point to gain a +4 bonus (instead of the normal +2) on a charge attack with a spear or a polearm. In addition, the dragoon does not suffer any penalty to his AC after making the charge attack.
Leaping Strike (Ex): At 19th level, as a full-round action the dragoon can spend 2 panache points to make an Athletics check as part of a charge attack with a spear or polearm. The DC of this check is the target’s CMD. If successful, and your attack hits the target, the attack automatically is considered a critical threat. If the target falls (either dead or unconscious) as a result of this attack, you can continue moving in a straight line to the extent of your remaining available movement.
Polearm Parry (Ex): At 20th level, when an opponent threatened by a dragoon makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him.

Knight
A mounted warrior, the knight is incredibly mobile. Their knowledge of battle and their ability to use their mount as an extension of themselves makes them a foe to be feared. When the cavalry arrives enemies fall under their pounding hooves. These soldiers are often some of the most powerful and feared on any battlefield.
Knightly Mount (Ex): At 11th level, a knight gains the service of a loyal and trusty steed to carry him into battle. The creature must be one that he is capable of riding and is suitable as a mount. A Medium knight can select a camel, horse, or wolf. A Small knight can select a boar, dog, or pony. The GM might approve other animals as suitable mounts.
A knight does not take an armor check penalty on Acrobatics checks to ride while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.
A knight's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a knight's mount die, the knight may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the knight gains a level.
Tactician (Ex): At 13th level, a knight receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the knight can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two character levels the knight possesses. Allies do not need to meet the prerequisites of these bonus feats. The knight can use this ability once per day at 13th level, plus one additional time per day at 15th level and for every 2 levels thereafter.
Ride-By Attack (Ex): At 15th level, the knight gains ride-by attack as bonus feat. He does not need to meet the prerequisites.
Greater Tactician (Ex): At 17th level, the knight receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The knight can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Mounted Skirmisher (Ex): At 19th level, the knight gains mounted skirmisher as a bonus feat. He does not need to meet the prerequisites.
Master Tactician (Ex): At 20th level, the knight receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The knight can grant this feat to his allies using the tactician ability. Whenever the knight uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Knightly Mounts
A mount’s abilities are determined by the knight’s level and its animal racial traits. Table: Mount Base Statistics determines many of the base statistics of the mount. They remain creatures of the animal type for purposes of determining which spells can affect them.

Table: Mount Base Statistics
Class Level
HD
BAB
Fort
Ref
Will
Skills
Feats
Natural Armor Bonus
Str/Dex Bonus
Bonus Tricks
Special
11th
9
+6
+6
+6
+3
5
5
+6
+3
4
Link
12th
10
+7
+7
+7
+3
5
5
+8
+4
5
Evasion
13th
11
+8
+7
+7
+3
5
6
+8
+4
5
14th
12
+9
+8
+8
+4
6
6
+8
+4
5
Ability score increase, devotion
15th
12
+9
+8
+8
+4
6
6
+10
+5
6
16th
13
+9
+8
+8
+4
6
7
+10
+5
6
Multiattack
17th
14
+10
+9
+9
+4
7
7
+10
+5
6

18th
15
+11
+9
+9
+5
7
8
+12
+6
7
Improved Evasion
19th
15
+11
+9
+9
+5
7
8
+12
+6
7
20th
16
+12
+10
+10
+5
8
8
+12
+6
7
Ability score increase

Class Level: This is the character's knight level.
HD: This is the total number of eight-sided (d8) Hit Dice the knightly mount possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the knightly mount's base attack bonus. A knightly mount's base attack bonus is the same as that of a knight of a level equal to the animal's HD. Knightly mounts do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the knightly mount's base saving throw bonuses. A knightly mount has good Fortitude and Reflex saves.
Skills: This lists the animal's total skill ranks. Knightly mounts can assign skill ranks to any skill listed under Animal Skills. If a knightly mount increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Knightly mounts with an Intelligence of 3 or higher can purchase ranks in any skill. A knightly mount cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by a knightly mount. Knightly mounts should select their feats from those listed under Animal Feats. Knightly mounts can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that knightly mounts cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Natural Armor Bonus: The number noted here is an improvement to the knightly mount's existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the knightly mount's Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the knight might choose to teach it (see the Nature skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The knight selects these bonus tricks, and once selected, they can't be changed.
Special: This includes a number of abilities gained by knightly mounts as they increase in power. Each of these bonuses is described below.
Link (Ex): A knight can handle her knightly mount as a free action, or push it as a move action, even if she doesn't have any ranks in the Nature skill. The knight gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a knightly mount.
Evasion (Ex): If a knightly mount is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The knightly mount adds +1 to one of its ability scores.
Devotion (Ex): A knightly mount gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: A knightly mount gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the knightly mount instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a knightly mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Animal Skills
Knightly mounts can have ranks in any of the following skills: Acrobatics* (Dex), Atheltics* (Str), Perception* (Wis), Stealth* (Dex), and Survival (Wis). All of the skills marked with an (*) are class skills for knightly mounts. Knightly mounts with an Intelligence of 3 or higher can put ranks into any skill.

Animal Feats
Knightly mounts can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (medium or heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Knightly mounts with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Animal Choices
Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities.

Boar
Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack gore (1d8); Ability Scores Str 17, Dex 10, Con 19, Int2, Wis 13, Cha 4; Special Attacks ferocity; Special Qualities low-light vision, scent.

Camel
Starting Statistics: Size Large; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4) or spit (ranged touch attack, target is sickened for 1d4 rounds, range 10 feet); Ability Scores Str 20, Dex 16, Con 18, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.

Dog
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 17, Dex 15, Con 19, Int 2,Wis 12, Cha 6; Special Qualities low-light visionscent.

Horse
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 18, Dex13, Con 19, Int 2, Wis 12, Cha 6; Special Qualities  low-light visionscent. *This is a secondary natural attack.

Pony
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 2 hooves (1d3); Ability Scores Str 15, Dex 13, Con16, Int 2, Wis 11, Cha 4; Special Qualities low-light visionscent.

Wolf
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d8 plus trip); Ability Scores Str 21, Dex 13, Con 23, Int 2, Wis 12, Cha 6; Special Qualities low-light visionscent.

Templar
Always a capable leader, the templar is able to command those around him with great skill, inspiring them to great feats of valor and power. An army lead by a templar is often unstoppable as the troops continue to be pushed far beyond any normal bounds, sometimes even coming back from even certain defeat once their commander has joined the fight.
Inspiring Command (Ex): A templar gains Influence as a class skill, and is trained to create effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to his Charisma modifier + his character level.
At 11th level, and every two levels thereafter, the templar chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the templar's inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the templar).
The templar's inspiring command bonus is +1. At 14th level, this bonus increases to +2, at 17th level this bonus increases to +3, and at 20th level this bonus increases to +4.
Issuing an inspiring command is a move action. At 15th level, this becomes a swift action, and at 20th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the templar is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The templar cannot have more than one command in effect at a time. He may use this ability for a number of rounds per day equal to his Charisma modifier + his character level.
Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the templar's command bonus.
Inspire Courage: Allies gain a morale bonus on saving throws against charm and fear effects and a competence bonus on attack and weapon damage rolls equal to the templar's inspiring command bonus.
Inspire Hardiness: Allies gain DR/— equal to the templar's inspiring command bonus.
Inspired Tactics: Allies apply the templar's inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers.
Keep Your Heads: Allies apply the templar's inspiring command bonus on Will saves and concentration checks.
None Shall Fall*: A number of allies equal to the templar's inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the templar's inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.
Pincer Maneuver: Allies apply the templar's inspiring command bonus to attack and damage rolls when flanking and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).
Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the templar's inspiring command bonus.
Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the templar's inspiring command bonus. Allies who are sleeping normally automatically awaken when this command is used.
Scatter*: A number of allies equal to the templar's inspiring command bonus gain the benefits of the Wind Stance feat.
Shake It Off*: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the templar's inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw.
Sound the Charge: Allies apply the templar's inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the templar's inspiring command bonus.
Sound the Retreat: Allies gain the benefit of the Lightning Stance feat. The templar must have the scatter command to select this command.
Stand Firm: Allies apply the templar's inspiring command bonus to CMD and on Fortitude saves.
Teamwork: Allies add the templar's inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the templar's inspiring command bonus.
Tuck and Roll: Allies apply the templar's inspiring command bonus on Reflex saves and Acrobatics checks.
Challenge (Ex): At 13th level, as a swift action, the templar chooses one target within sight to challenge. The templar's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the templar's character level.
The templar can use this ability once per day at 13th level, plus one additional time per day for every three levels beyond 13th, to a maximum of three times per day at 19th level.
Challenging a foe requires much of the templar's concentration. The templar takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Complex Commands (Ex): At 20th level, a templar can have more than one command ability in effect at one time. Each must be begun separately and requires a separate maintenance cost. This allows the templar to have more than one single-target command (such as battle magic) in effect at the same time. The effects of multiple instances of the same command ability do not stack, even if the bonuses provided by that ability would normally stack (for example, if the templar maintains two pincer maneuver commands, her allies do not get double the bonus, even though dodge bonuses normally stack).


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