The
Combatant
Combatants have the following games statistics.
Abilities:
Depending on their fighting style, Dex or Str
are the primary abilities of a combatant. A good
Con also helps them survive the battle.
Hit Die: d10
Class
Skills
The combatant's class skills (and the key ability
for each skill) are Balance (Dex), Bluff (Cha),
Climb (Str), Intimidate (Cha), Jump (Str), Knowledge
(Local) (Int), Knowledge (History) (Int), Listen
(Wis), Move Silently (Dex), Perform (Cha), Profession
(Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis),
and Tumble (Dex).
Skill
points at 1st level: (4 + Int modifier)
* 4
Skill points at each additional level:
4 + Int modifier
Starting Gold: 6d4 x10
Table:
The Combatant
Level |
BAB |
Fort |
Ref |
Will |
Weapon
Flurry |
Special |
1 |
+1 |
+2 |
+2 |
+0 |
-1/-1 |
Chosen Weapon, Tenacious Defense, Bonus Feat
|
2 |
+2 |
+3 |
+3 |
+0 |
+0/+0 |
Bonus
Feat |
3 |
+3 |
+3 |
+3 |
+1
|
+1/+1 |
Evasion |
4 |
+4 |
+4 |
+4 |
+1 |
+2/+2
|
|
5 |
+5 |
+4 |
+4 |
+1 |
+4/+4 |
Chosen Weapon, Bonus Feat |
6 |
+6/+1 |
+5 |
+5 |
+2 |
+5/+5/+0
|
|
7 |
+7/+2 |
+5 |
+5 |
+2 |
+6/+6/+1 |
|
8 |
+8/+3 |
+6 |
+6 |
+2 |
+7/+7/+2 |
Bonus
Feat |
9 |
+9/+4 |
+6 |
+6 |
+3 |
+9/+9/+4 |
Heartiness |
10 |
+10/+5 |
+7 |
+7
|
+3 |
+10/+10/+5 |
Chosen
Weapon |
11 |
+11/+6/+1 |
+7 |
+7
|
+3
|
+11/+11/+6/+1
|
Bonus
Feat |
12
|
+12/+7/+2 |
+8 |
+8
|
+4
|
+12/+12/+7/+2
|
|
13
|
+13/+8/+3 |
+8 |
+8
|
+4
|
+13/+13/+8/+3
|
|
14 |
+14/+9/+4 |
+9 |
+9
|
+4
|
+14/+14/+9/+4
|
Bonus
Feat |
15 |
+15/+10/+5 |
+9 |
+9
|
+5
|
+15/+15/+10/+5
|
Chosen
Weapon |
16
|
+16/+11/+6/+1 |
+10 |
+10
|
+5
|
+16/+16/+11/+6/+1
|
|
17
|
+17/+12/+7/+2 |
+10 |
+10
|
+5
|
+17/+17/+12/+7/+2
|
Bonus
Feat |
18
|
+18/+13/+8/+3 |
+11 |
+11
|
+6
|
+18/+18/+13/+8/+3
|
|
19
|
+19/+14/+9/+4 |
+11 |
+11
|
+6
|
+19/+19/+14/+9/+4
|
|
20
|
+20/+15/+10/+5 |
+12 |
+12
|
+6
|
+20/+20/+15/+10/+5
|
Bonus
Feat, Chosen Weapon |
CLASS
FEATURES
Combatants have the following Class Features:
Weapons
and Armor Proficiency: Combatants are
proficient with all simple weapons, and all martial
weapons, all armor but no shields.
Chosen
Weapon (Ex): The combatant is used to
fighting with a given weapon more than others.
At first level the combatant names a weapon as
his weapon of choice. If he is proficient with
that weapon, he gains Weapon Focus with that weapon.
If he is not, he gains the appropriate Weapon
Proficiency feat for the weapon.
When fighting with his chosen weapon, the combatant
uses the base attack bonus and extra attacks of
a fighter of his level.
Special:
A combatant that chooses unarmed strike as his
chosen weapon gains the Improved Unarmed Strike
feat.
At fifth level and every fifth level thereafter,
the combatant can choose a new weapon, or gain
a +1 competence bonus on attacks and damage made
with all of his chosen weapons. This bonus stacks
with itself each time the combatant takes it.
Weapon
Flurry (Ex): A combatant may strike with
a weapon flurry at the expense of accuracy. When
doing so, he may make one extra attack in a round
at his highest base attack bonus, but this attack
takes a -2 penalty, as does each other attack
made that round. The resulting modified base attack
bonuses are shown in the Weapon Flurry on the
Table: The Combatant. This penalty applies for
1 round, so it also affects attacks of opportunity
the combatant might make before his next action.
When a combatant reaches 5th level, the penalty
lessens to -1, and at 9th level it disappears.
A combatant must use a full attack action to strike
with a weapon flurry.
When
using flurry of blows, a combatant may attack
only with his Chosen Weapon(s) The combatant can’t
use any weapon other than his Chosen Weapon as
part of a weapon flurry. Precision based damage,
such as that granted by sneak attack is not applied
when using a weapon flurry.
In
the case of the double weapons, each end counts
as a separate weapon for the purpose of using
the weapon flurry ability.
Tenacious
Defense (Ex): Combatants are known for
their sheer tenacity in combat, which keeps them
alive even when armor fails. He adds his Charisma
modifier (if any) to his AC in addition to his
Dexterity modifier. He loses this bonus to AC
whenever he would lose his Dexterity modifier
to AC. This bonus only applies while the combatant
wears light or no armor.
Bonus
Feat (Ex): At first level, second level
and every third level thereafter, the combatant
gains a bonus feat. These bonus feats must be
drawn from the feats noted as fighter bonus feats.
A combatant must still meet all prerequisites
for a bonus feat, including ability score and
base attack bonus minimums.
Evasion
(Ex): Beginning at third level, a combatant
can avoid even magical and unusual attacks with
great agility. If a combatant makes a successful
Reflex saving throw against an attack that normally
deals half damage on a successful save (such as
a red dragon's breath weapon or a fireball), the
combatant instead takes no damage.
Heartiness
(Ex): Beginning at ninth level, a combatant
can resist even magical and unusual attacks with
great fortitude. If a combatant makes a successful
Fortitude saving throw against an attack that
normally deals partial damage on a successful
save (such as a disintegrate spell), the combatant
instead takes no damage.
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