This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Path of the Warrior ====== <WRAP center 50%> {{:paths:pasted:20231120-214533.jpeg|Adventurin's all about havin' the right tool for the job - simple as.}} </WRAP> //Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, followers of this Path are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, artists of war, unparalleled champions - woe to those who dare stand against them.// ---- ===== Key Skills ===== Upon selecting the Path of the Warrior, you gain the following Key Skills: * [[priority:skills:athletics|Athletics]] * [[priority:skills:knowledge|Knowledge]] (Nature) * [[priority:skills:knowledge|Knowledge]] (Dungeoneering) * [[priority:skills:perception|Perception]] * [[priority:skills:sense_motive|Sense Motive]] ---- ===== The Blinded Warrior ===== ==== Blind Fight ==== <WRAP round box> **Requirements:** [[priority:skills:perception|Perception]] 5, 15 EXP You have learned basic techniques for fighting without the ability to see your enemies. In melee, every time you miss because of concealment, you may reroll your miss chance percentile roll one time to see if you actually hit. Additionally, an invisible attacker gets no advantages related to hitting you in melee, and you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness. You do not need to make [[priority:skills:acrobatics|Acrobatics]] skill checks to move at full speed while blinded. Lastly, you gain the Scent special ability, with a range of 10 ft. If you already possess Scent, you may increase its range by 10 ft. instead. You may spend 1 [[game_systems:tactic_pool|TP]] to increase this range by a number of additional feet equal to your ranks in [[priority:skills:perception|Perception]] for 1 minute (thus, with 20 ranks, you would increase your Scent's range from 10 ft. to 30 ft.). </WRAP> ==== Blinded Competence ==== <WRAP round box> **Requirements:** Blind Fight, [[priority:skills:perception|Perception]] 10, 25 EXP Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. Lastly, you no longer need to make a [[priority:skills:perception|Perception]] check to pinpoint an enemy who is within range of your melee weapon's reach - this functions as Blindsense. </WRAP> ==== Blinded Master ==== <WRAP round box> **Requirements:** Improved Blind Fight, [[priority:skills:perception|Perception]] 15, 35 EXP Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. Additionally, your ability to automatically pinpoint targets within melee range improves significantly. You may now automatically pinpoint enemies within 30 feet, as blindsight. You additionally add your [[priority:prowess|BaB]] to the DC of [[priority:skills:bluff|Bluff]] checks to feint you in combat. You may spend 1 [[game_systems:tactic_pool|TP]] per 10 feet of distance to extend your blindsight by that amount, to a maximum additional distance equal to your [[priority:prowess|BaB]]. This means that a character with [[priority:prowess|BaB]] 20 could spend 20 [[game_systems:tactic_pool|TP]] to gain blindsight of 230 ft. This effect lasts for 1 minute. </WRAP> ---- ===== The Brawler ===== <WRAP round box> ==== Pugilist (Ex) ==== **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge Local]] 3, 10 EXP You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Your unarmed attacks use your fists and you may not wield a weapon and attack with unarmed attacks (but you may hold an item or weapon that you are not “armed” with). When attacking you decide if you wish to make Light strikes or One handed strikes. Light strikes inclict 1d6 bludgeoning damage and are considered light weapons. One handed strikes inflict 1d8 bludgeoning damage and are considered one handed weapons Usually, your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty to the attack roll. You have the same choice to deal lethal or nonlethal damage while grappling as well. Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. </WRAP> <WRAP round box> ==== Discombobulate (Ex) ==== **Requirements:** Pugilist, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge Local]] 3, 20 EXP As a full round action you may make a single unarmed attack with your fists and if the attack hits it deals damage as usual, but the target must make a Fortitude save equal to (5 + Damage dealt). If the save fails the target is Vulnerable for 1 round, if the save succeeds they are Impaired for one round instead. If the target fails the save by 5 or more they are instead Vulnerable for 1d4+1 rounds. If you spend 3 TP you may instead use this ability as a Half action. </WRAP> <WRAP round box> ==== Haymaker (Ex) ==== **Requirements:** Discombobulate, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge Local]] 12, 20 EXP As a half action or a Charge action you deliver a massive single blow to a target. Make a single attack against a target with your unarmed fists. This attack is treated as a Two-Handed attack. This attack may be used when using Discombobulate </WRAP> <WRAP round box> ==== Knockout Punch (Ex) ==== **Requirements:** Haymaker, [[chargen:common_terms#core_stats|CST]] 16, [[priority:skills:knowledge|Knowledge Local]] 15, 25 EXP As a Full Round Action you may use Haymaker on a target that is Vulnerable or Unaware and it must inflict nonlethal damage as well. The target must make a Fortitude save equal to the damage dealt or fall unconscious for 1 minute. If the attack causes any Wounds damage the DC is increased by 10. They can be awakened with a Heal check DC 15 or any effect that restores HP. </WRAP> <WRAP round box> ==== Pummel (Ex) ==== **Requirements:** Pugilist, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge Local]] 12, 20 EXP Whenever you make a full round attack and make multiple attacks against a single target, total all damage from all hits before applying damage reduction or any resistances. </WRAP> ---- ===== Captain’s Throw ===== <WRAP round box> * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, 20 EXP When you make a ranged attack with an appropriate thrown weapon, the weapon returns to your hand immediately after the attack is resolved. This ability does not allow bullets, thrown ammunition such as darts or shuriken, or thrown splash weapons to return to you. Improvised thrown weapons don’t return to you unless you have the [[chargen:universal_talents#throw_anything|Throw Anything]] Talent. </WRAP> ---- ===== Multiweapon Master ===== ==== Two Weapon Fighting ==== <WRAP round box> * **Requirements:** [[chargen:common_terms#core_stats|CST]] 6, 15 EXP As a Half Action, you may attack with two separate weapons/natural weapons you are currently wielding. You take no penalties on these attacks if both weapons are [[equipment:weapons|Light]]. If these weapons are natural Attacks then you take a -2 on both attacks. If either or both of these weapons are One Handed or Two Handed or Ranged weapons, you take a -8 on both attacks. </WRAP> ==== Multi-Weapon Adept ==== <WRAP round box> * **Requirements:** Multi-Weapon Apprentice, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP As a Full Round Action you may attack with each weapon you are currently wielding twice, and take a -4 on all attacks for each weapon that will be used to attack. If any more then one of these weapons are not [[equipment:weapons|Light]], all penalties are doubled. </WRAP> ==== Multi-Weapon Master ==== <WRAP round box> * **Requirements:** Multi-Weapon Adept, [[chargen:common_terms#core_stats|CST]] 18, 40 EXP As a Full Round Action, you may attack with each weapon you are wielding three times and take a -6 on all attacks for each weapon that will be used to attack. If any more then one of these weapons are not [[equipment:weapons|Light]], all penalties are doubled. </WRAP> ---- ===== Flurry Trail ===== ==== Flurry ==== <WRAP round box> * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, 20 EXP As a Full Round Action, you may make an additional attack with a natural or unarmed weapon, all attacks are made at a -2. At 5 BaB and every additional 5 past you may make another additional attack with an additional -2 for each additional attack made. Example: At BaB 10 as a Full Round action you may make 3 additional attacks at a -6 on all attacks. </WRAP> ==== Steel Flurry ==== <WRAP round box> * **Requirements:** Attack 1, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP As a Full Round Action, you may make an additional attack with a manufactured one-handed or light weapon, all attacks are made at a -4. At 5 BaB and every additional 5 past you may make another additional attack with an additional -2 for each additional attack made. Example: At BaB 10 as a Full Round action you may make 2 additional attacks at a -6 on all attacks. </WRAP> ==== Two-Weapon Flurry ==== <WRAP round box> * **Requirements:** Steel Flurry or Flurry, Two Weapon Fighting, [[chargen:common_terms#core_stats|CST]] 8, 5 EXP When using Steel Flurry or Flurry using light or natural weapons all penalties from additional attacks can be ignored. When using this ability you use the lower attack bonus and damage of the two weapons. </WRAP> ==== Flurry Attack 4 ==== <WRAP round box> * **Requirements:** Flurry Attack 3, [[priority:prowess|BaB]] 16, 35 EXP As a Full Round Action, you may attack with a single weapon you are wielding six times - all attacks are made at a -8. </WRAP> ---- ===== Cleaving Trail ===== ==== Cleave ==== <WRAP round box> * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, 5 EXP When making a Charge or a Half Attack Action, if you hit, you deal damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. You can only make one such additional attack per round with this Talent. </WRAP> ==== Great Cleave ==== <WRAP round box> * **Requirements:** Cleave, [[chargen:common_terms#core_stats|CST]] 6, 10 EXP If a free attack from Cleave hits, you may make another free attack against a target adjacent to the previous target and one that had not been previously been hit by Cleave, Great Cleave, or the initial Half Attack. </WRAP> ==== Relentless Advance ==== <WRAP round box> * **Requirements:** Great Cleave, [[chargen:common_terms#core_stats|CST]] 9, 15 EXP By spending 4 [[game_systems:tactic_pool|TP]], you may make an additional 5 ft step, as long as you are moving into reach of a valid target of Cleave or Great Cleave. </WRAP> ==== Whirlwind Attack ==== <WRAP round box> * **Requirements:** [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP As a Full Round Action, you may make an attack against each target within 5 ft. of you. </WRAP> ==== Longarm Spin ==== <WRAP round box> * **Requirements:** Whirlwind Attack, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP By spending 4 [[game_systems:tactic_pool|TP]], you may increase the target range of Whirlwind Attack to your weapons [[equipment:weapons:weapontraits#reach|Reach]]. </WRAP> ==== Living Buzzsaw ==== <WRAP round box> * **Requirements:** Whirlwind Attack, [[chargen:common_terms#core_stats|CST]] 15, 30 EXP By spending 4 [[game_systems:tactic_pool|TP]], you may reduce the action needed to Whirlwind Attack from a Full Round Action to a Half Action. </WRAP> ---- ===== Warrior's Pursuit ===== ==== Stand Still ==== <WRAP round box> **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, 5 EXP When a foe provokes an attack of opportunity due to moving through your threatened squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. </WRAP> ==== Step Up ==== <WRAP round box> **Requirements:** Stand Still, [[chargen:common_terms#core_stats|CST]] 5, 10 EXP Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action, so long as you end up threatening the foe which triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. </WRAP> ==== Step Up and Follow ==== <WRAP round box> **Requirements:** Step Up, 20 EXP When using the Step Up feat to follow a foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn. </WRAP> ==== Step Up and Strike ==== <WRAP round box> **Requirements:** Step Up and Follow, [[chargen:common_terms#core_stats|CST]] 9, 20 EXP When using the Step Up or Following Step Talents to follow a foe, you may also make a single melee attack against that foe. This attack counts as one of your Attacks of Opportunity for the round. However, using this Talent does not count toward the number of actions you can usually take each round, meaning you may act as normal on your oncoming turn. </WRAP> ---- ===== Grabbing Style ===== <WRAP round box> ==== Grabbing Style ==== * **Requirements:** [[priority:skills:athletics|Athletics]] 3, [[chargen:common_terms#core_stats|CST]] 5, STR 14, 5 EXP When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent. </WRAP> <WRAP round box> ==== Grabbing Drag ==== * **Requirements:** Grabbing Style, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:athletics|Athletics]] 8, 15 EXP When you are using Grabbing Style, if you use the move grapple action, you can move both yourself and a single target that you’re grappling your full speed instead of half your speed. After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. You cannot use this Talent if you are grappling two targets. </WRAP> <WRAP round box> ==== Grabbing Master ==== * **Requirements:** Grabbing Drag, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:athletics|Athletics]] 12, 25 EXP When you are grabbing two opponents while using Grabbing Style, you can use your grapple to move or damage one or both opponents you are grappling, instead of just one. </WRAP> ===== Octopus Style ===== <WRAP round box> ==== Octopus Style ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:acrobatics|Acrobatics]] 3, [[priority:skills:perception|Perception]] 3, 5 EXP As a Half Action when using this style, you can select a number of creatures you are aware of equal to your Secondary Ability modifier. You can’t be flanked by the selected creatures until the start of your next turn. </WRAP> <WRAP round box> ==== Octopus Focus ==== * **Requirements:** Octopus Style, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:acrobatics|Acrobatics]] 7, [[priority:skills:perception|Perception]] 7, 15 EXP When using Octopus Style, you gain a cumulative +1 bonus on melee attacks for each enemy that threatens you, up to a maximum equal to your Secondary Ability modifier. In addition, when you attempt to grapple without two free hands, you take only a –2 penalty on your combat maneuver check instead of the usual –4. </WRAP> <WRAP round box> ==== Octopus Thrash ==== * **Requirements:** Octopus Focus, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:acrobatics|Acrobatics]] 9, [[priority:skills:perception|Perception]] 9, 20 EXP While using Octopus Style, when you threaten two enemies who are adjacent to each other, you can attempt a trip combat maneuver check against both targets at once in place of a melee attack. You attempt a single combat maneuver check at a –5 penalty and apply the result to both targets. </WRAP> ===== Pummeling Style ===== <WRAP round box> ==== Pummeling Style ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:athletics|Athletics]] 5, 5 EXP Whenever you use a full-attack action (or flurry of blows) to make multiple attacks against a single opponent, total the damage from all hits before applying damage reduction. </WRAP> <WRAP round box> ==== Pummeling Bully ==== * **Requirements:** [[chargen:universal_talents#deft_maneuvers|Deft Maneuvers]], Pummeling Style, [[chargen:common_terms#core_stats|CST]]8, [[priority:skills:athletics|Athletics]] 7, 15 EXP When you use Pummeling Style to make an entire full attack (or flurry of blows) against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action. </WRAP> <WRAP round box> ==== Pummeling Charge ==== * **Requirements:** Pummeling Bully, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:athletics|Athletics]] 12, 25 EXP As a Full Round Action, You can move at twice your base Move Speed in a straight line and make a full attack (or flurry of blows) at the end of your move as part of the Full Round Action. You get a +2 charge bonus on the attack rolls and must move at least 10ft. This cannot be combined with other charge abilities. </WRAP> ===== Spring-Heeled Style ===== <WRAP round box> ==== Spring-Heeled Style ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5 [[priority:skills:acrobatics|Acrobatics]] 3, 5 EXP If using this style during any round in which you take a Half Action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. </WRAP> <WRAP round box> ==== Spring-Heeled Sprint ==== * **Requirements:** Spring-Heeled Style, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:acrobatics|Acrobatics]] 7, 15 EXP As a Full Action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. This Talent counts as a Charge for Talents which interact with or modify Charging. </WRAP> <WRAP round box> ==== Spring-Heeled Reaping ==== * **Requirements:** Spring-Heeled Sprint, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:acrobatics|Acrobatics]] 10, 25 EXP When using Spring-Heeled Sprint, you may attack a number of different creatures for every 4 Base Attack Bonus you possess (to a maximum of 5 creatures at BaB 20) at any point in your movement. Each attack is made at your full BaB bonus. Any creature that you attack in melee with this Talent cannot make Attacks of Opportunity in retaliation, as normal with Spring-Heeled Sprint. Additionally, you may target further creatures by spending 1 [[game_systems:tactic_pool|TP]] per additional target, up to a number of additional targets equal to your Secondary Attribute Modifier. </WRAP>