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Path of the Warrior

Adventurin's all about havin' the right tool for the job - simple as.

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:


The Blinded Warrior

Blind Fight

Requirements: 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 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 TP to increase this range by a number of additional feet equal to your ranks in Perception for 1 minute (thus, with 20 ranks, you would increase your Scent's range from 10 ft. to 30 ft.).

Blinded Competence

Requirements: Blind Fight, 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 Perception check to pinpoint an enemy who is within range of your melee weapon's reach - this functions as Blindsense.

Blinded Master

Requirements: Improved Blind Fight, 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 BaB to the DC of Bluff checks to feint you in combat.

You may spend 1 TP per 10 feet of distance to extend your blindsight by that amount, to a maximum additional distance equal to your BaB. This means that a character with BaB 20 could spend 20 TP to gain blindsight of 230 ft. This effect lasts for 1 minute.


The Brawler

Pugilist (Ex)

Requirements: CST 2, 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.

Discombobulate (Ex)

Requirements: Pugilist, CST 8, 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.

Haymaker (Ex)

Requirements: Discombobulate, CST 12, 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

Knockout Punch (Ex)

Requirements: Haymaker, CST 16, 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.

Pummel (Ex)

Requirements: Pugilist, CST 12, 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.


Captain’s Throw

  • Requirements: 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 Throw Anything Talent.


Multiweapon Master

Two Weapon Fighting

  • Requirements: 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 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.

Multi-Weapon Adept

  • Requirements: Multi-Weapon Apprentice, 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 Light, all penalties are doubled.

Multi-Weapon Master

  • Requirements: Multi-Weapon Adept, 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 Light, all penalties are doubled.


Flurry Trail

Flurry

  • Requirements: 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.

Steel Flurry

  • Requirements: Attack 1, 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.

Two-Weapon Flurry

  • Requirements: Steel Flurry or Flurry, Two Weapon Fighting, 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.

Flurry Attack 4

  • Requirements: Flurry Attack 3, 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.


Cleaving Trail

Cleave

  • Requirements: 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.

Great Cleave

  • Requirements: Cleave, 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.

Relentless Advance

  • Requirements: Great Cleave, CST 9, 15 EXP

By spending 4 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.

Whirlwind Attack

As a Full Round Action, you may make an attack against each target within 5 ft. of you.

Longarm Spin

  • Requirements: Whirlwind Attack, CST 12, 25 EXP

By spending 4 TP, you may increase the target range of Whirlwind Attack to your weapons Reach.

Living Buzzsaw

  • Requirements: Whirlwind Attack, CST 15, 30 EXP

By spending 4 TP, you may reduce the action needed to Whirlwind Attack from a Full Round Action to a Half Action.


Warrior's Pursuit

Stand Still

Requirements: 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.

Step Up

Requirements: Stand Still, 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.

Step Up and Follow

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.

Step Up and Strike

Requirements: Step Up and Follow, 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.