POW2_Archetypes_Doc

Master Table

Table 1-1: Archetype Maneuver Progression

Level

Known

Readied

Stances

Max Level

1

3

3

1

1

2

4

3

1

1

3

5

3

1

1

4

5

4

2

2

5

6

4

2

2

6

6

4

2

2

7

7

4

2

3

8

7

4

2

3

9

8

4

2

4

10

8

5

3

4

11

9

5

3

5

12

9

5

3

5

13

10

5

3

6

14

10

5

3

6

15

11

6

4

6

16

11

6

4

6

17

12

6

4

6

18

12

6

4

6

19

13

6

4

6

20

13

7

4

6

Path of War: Expanded Archetypes Master Doc

Aegis

New Customizations

1 point

Initiator’s Soul– You gain the ability to learn and ready martial maneuvers.  Your Aegis levels count as full initiator levels, although you cannot learn maneuvers and stances of higher than 6th level through use of customizations.  You learn three maneuvers and one stance from the Sleeping Goddess Discipline and any two other disciplines of your choice.  If the associated discipline skill for the disciplines you select is not a class skill for you, it becomes a class skill.  Your initiation modifier is Intelligence.

You can ready all three of your starting maneuvers, but if you gain additional maneuvers you must choose which maneuvers to ready. You can ready your maneuvers by spending 10 minutes tinkering with your astral suit.  You do not have to be well rested in order to ready your maneuvers, any time you spend ten minutes tinkering with your suit you can change your readied maneuvers. You begin an encounter with all readied maneuvers unexpended, regardless of how many times you have already used them since readying your maneuvers. When you initiate a maneuver, it is expended for the encounter, so each maneuver can only be used once per encounter (until they are recovered, see below).

You may recover your maneuvers in one of two ways. You may spend a standard action realigning yourself to your astral suit to recover one maneuver.  Alternatively, you may spend a full round action restructuring your astral suit, exchanging up to 1 point of customizations per four character levels (min. 1) for new customizations, these customization changes last until the end of the encounter.  If you do so, you recover a number of expended maneuvers equal to your initiation modifier (min. 2).

Special: This customization can be taken by Aberrant Aegii.

Additional Maneuvers

Prerequisite– Initiator’s Soul

You learn two additional maneuvers (not stances) that you meet the prerequisites for.  These maneuvers must be from the Sleeping Goddess discipline or one of the two other disciplines you selected with the initiator’s soul customization.

Special: You can take this customization multiple times, for every time you take this customization you learn one additional maneuver from your three disciplines.  For every two times you take this customization you can ready one additional maneuver when you ready your maneuvers.

Special: This customization can be taken by Aberrant Aegii. 

Additional Stances

Prerequisite– Initiator’s Soul

You learn one additional stance that you meet the prerequisites for from one of your three available disciplines.

Special: You may take this customization one additional time at 5th level and every 3 levels thereafter.

Special: This customization can be taken by Aberrant Aegii. 

Barbarian

Primal Disciple

Primal Disciples draw on the strength and wisdom of their ancestors to grant them the insight to use powerful martial techniques during their furious rages.

Maneuvers and Stances

Maneuvers (Ex): The Primal Disciple begins play with knowledge of 3 maneuvers from the following disciplines: Golden Lion, Primal Fury, Piercing Thunder and Thrashing Dragon.  The Primal Disciple adds Diplomacy to her list of class skills.  Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by a Primal Disciple is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown in Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through Primal Disciple levels is limited by the those listed in Table: Primal Disciple Maneuvers; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. 

Upon reaching 4th level, and at every even numbered Primal Disciple level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the Primal Disciple loses the old maneuver in exchange for the new one. The Primal Disciple need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The Primal Disciple can swap only a single maneuver at any given level. A Primal Disciple's primary initiator attribute is Wisdom, and each Primal Disciple level is counted as a full initiator level.

Maneuvers Readied (Ex): A Primal Disciple can ready all three of her three starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by practicing weapon drills or communing with her ancestors for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this act and change them. Primal Disciples do not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes in meditation, she can change her readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the Primal Disciple initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).

Primal Disciples may recover their maneuvers in one of two ways. The Primal Disciple may open herself to the whispers of her ancestors and  recover one maneuver as a standard action.  Alternatively, she may spend a full round action to draw on the insight of her ancestors.  The primal disciple recovers one round of rage and if she is suffering from fatigue due to rage, she can make a fortitude save (DC 10+ the number of rounds of fatigue) to end the fatigue. If the barbarian does so she recovers maneuvers equal to her initiating modifier (min 2).

Stances Known (Ex): Primal Disciples begin play with knowledge of one stance from any of her available disciplines. At the indicated levels (see class table), the Primal Disciple selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Primal Disciple cannot learn a new stance at higher levels in place of one she already knows.

This replaces the Rage Powers gained at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

Ancestral Style (Ex): Primal Disciples draw their skill and strength from longstanding traditions of combat and skill in their tribes.  At 1st and 6th level the Primal Disciple may choose a bonus feat from the following list:  Enduring Protector, Martial Charge, Martial Power, Prodigious Two Weapon Fighting,  Seize the Opportunity, or Victorious Recovery.  The Primal Disciple must meet the prerequisites for these feats as normal.

This replaces the Barbarian’s Trap Sense and Fast Movement abilities.

Bard

Rubato

A rubato (plural rubati) is a bard who taps into the Primal Song and channels it in both life and war. Theories abound about the Primal Song, though most accept that it is an echo, a shard, of something even more ancient and fundamental, but its power fuels these war singers and propels them to acts of incredible valor.

Maneuvers and Stances

Maneuvers (Ex): The rubato begins play with knowledge of 3 maneuvers from the following disciplines: Elemental Flux, Golden Lion, and Mithral Current.  Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by a rubato is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown below. The maximum level of maneuvers gained through rubato levels is limited by the those listed in [table reference here]; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat.

Upon reaching 4th level, and at every even numbered rubato level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the rubato loses the old maneuver in exchange for the new one. The rubato need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The rubato can swap only a single maneuver at any given level. A rubato's primary initiator attribute is Charisma, and each rubato level is counted as a full initiator level.

Maneuvers Readied (Ex): A rubato can ready all three of her three starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by practicing weapon drills or communing with the primal rhythm for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this act and change them. Rubati do not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes in meditation, she can change her readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the rubato initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).

Rubati recover their maneuvers by expending tempo; a rubato may recover 1 maneuver as a swift action by expending 2 tempo, or as a free action by expending 3 tempo. A rubato may not recover a maneuver by expending tempo in the same round in which it has been initiated, though she might be able to another way.

Stances Known (Ex): Rubati begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the rubato selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the rubato cannot learn a new stance at higher levels in place of one she already knows.

This replaces spells.

Tempo (Su): As the rubato fights and draws on the Primal Song, she builds a supernatural energy known as tempo. The rubato has no tempo outside of combat. When combat begins, she generates a pool of tempo equal to ? her class level (minimum 1) plus her Charisma modifier. Thereafter, she generates 1 tempo each round at the beginning of her turn, plus any she gains from other abilities. The rubato has no upper limit to the amount of tempo she may theoretically have, but all remaining tempo in her pool vanishes after spending 1 minute out of combat. The rubato may not gain or generate tempo out of combat, even if another ability would normally permit her to. The rubato expends tempo to recover her maneuvers, as well as to power other effects. Tempo may be spent in place of animus when augmenting maneuvers from the Elemental Flux discipline.

This replaces cantrips.

Bardic Performance: Like all bards, the rubato is trained to use the Perform skill to create magical effects on those around her. The rubato may expend a round of her bardic performance as a free action up to once per round to generate 2 points of tempo, or expend 2 points of tempo as a free action up to once per round to regain 1 round of her bardic performance. The rubato may start a bardic performance as part of initiating a strike; doing so costs an additional round of bardic performance.

Rubati learn different performances than most bards. A rubato still learns inspire courage, inspire competence, and soothing performance. Otherwise, consult the list below. A rubato’s performances may all use either audible or visual components, even if they would otherwise only use one or the other.

Counterpoint (Ex): At 1st level, the rubato learns how to lead her allies in a defensive rhythm. To be affected, an ally must be able to perceive the rubato’s performance. Affected allies gain a bonus equal to ? the rubato’s class level (minimum one) on non-damage rolls made as part of initiating counters. This replaces countersong.

Metronome (Su): At 1st level, the rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, she gains 1 point of tempo each round at the beginning of her turn. This increases by 1 at 5th level, then again at 10th, 15th, and 20th level. This replaces distraction.

Dissonance (Ex): At 1st level, the rubato learns how to create a subtly hypnotic, discordant performance that jars her enemies and disturbs their patterns. Affected enemies must succeed at a Will save (DC 10 + ? the rubato’s class level + her Charisma modifier) or suffer a -1 penalty to all non-damage rolls made as part of their attacks or initiating strikes while the rubato maintains this performance. A successful save renders the creature immune to the effects of this performance until the end of the encounter. This penalty increases by 1 at 5th level, and again at 10th, 15th, and 20th level. This replaces fascinate.

Fortissimo (Su): At 6th level, the rubato learns to augment her maneuvers with tempo. Unlike other bardic performances, she may utilize this performance while maintaining another performance. She may expend 3 rounds of bardic performance and 2 points of tempo when initiating a strike; if she does, increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. She may utilize this performance after her attack has been rolled, but before damage is determined. The rubato must wait 3 rounds after performing a fortissimo before she may perform it again. This replaces suggestion.

Canon (Su): At 8th level, the rubato learns to lead her allies in a martial rhythm. Whenever an affected ally initiates a maneuver, they may recover a maneuver of another type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This replaces dirge of doom.

Accelerando (Su): At 9th level, the rubato learns to charge her allies with her tempo, infusing them with the Primal Song. Affected allies gain the benefits of a haste spell as cast by a bard of the rubato’s class level. Starting and maintaining this performance costs an additional round of the rubato’s daily performance rounds. This replaces inspire greatness.

Crescendo (Su): At 14th level, the rubato can maximize her strikes with tempo, smiting her enemies with the triumphant rise of the Primal Song. Unlike other bardic performances, she may utilize this performance while maintaining another performance. She may expend 4 rounds of bardic performance and 4 points of tempo when initiating a strike with an initiation action of 1 standard action; if she does, all damage (including ability damage, if appropriate) dealt by the strike is maximized. Treat all damage dice rolled as part of the strike as though they had achieved the maximum result. This does not affect any other part of the strike, such as attack rolls or rolls to determine the duration of its effects. This replaces frightening tune.

Harmonize (Su): At 15th level, the rubato learns to harmonize her allies with the Primal Song. Unlike other bardic performances, this performance costs 2 tempo per round to maintain rather than expending her daily performance rounds. Affected allies gain an insight bonus equal to the rubato’s Charisma modifier to armor class, saving throws, and skill checks made as part of maneuvers. This bonus increases by +2 during any round in which the rubato recovers one or more maneuvers. This replaces inspire heroics. 

Con Moto (Su): At 18th level, the rubato can enhance the maneuvers of her allies with her own tempo. Whenever an affected ally initiates a maneuver, the rubato may spend 2 tempo as a free action (even if it’s not her turn). If she does, that ally may move up to 15 feet as part of the maneuver (resolve this movement either immediately before, or immediately after, initiating the maneuver); alternately, she may increase the distance she would normally move as part of the maneuver by 15 feet. The save DC of the affected maneuver increases by 2. This movement provokes attacks of opportunity as normal, unless another ability would prevent such attacks. This replaces mass suggestion.

Fugue (Ex): At 20th level, the rubato learns to maintain two bardic performances at the same time. She may initiate two bardic performances with the same action and pays any associated costs for each separately. Performances noted as being able to be used while maintaining other performances (such as fortissimo) do not count against this limit. This replaces deadly performance.

This modifies bardic performance.

Martial Performer (Ex): Starting at second level, the rubato may use her highest Perform skill in place of the appropriate skill when making checks with the skills associated with her disciplines. She may only substitute Perform for skills associated with disciplines she has access to from her rubato levels (including disciplines acquired through traits or Martial Traditions). This replaces versatile performance.

Dread

Nightmare

The fear that keeps many warriors awake at night is knowing that out there somewhere, someone is carrying the blade or arrow that has your name on it – the weapon that kills the otherwise brave warrior. Some dreads know that this most terrifying fear is one they lurks in the front of every warrior’s mind in battle, and by capturing that fear, they can appear to those night-fearing soldiers as that one terrifying warrior. The nightmare that has just been carrying that weapon, waiting to meet them.

Maneuvers: A nightmare begins his career with knowledge of three martial maneuvers from the following disciplines: Black Seraph, Sleeping Goddess, and Veiled Moon. The nightmare adds the associated skill for these disciplines to his list of class skills. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a nightmare is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through mind's eye disciple levels is limited by the those listed in that table as well; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. The nightmare must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even numbered level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the nightmare loses the old maneuver in exchange for the new one. The nightmare need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The nightmare can swap only a single maneuver at any given level. A nightmare’s primary initiator attribute is Charisma, and each nightmare level is counted as a full initiator level.

This replaces the nightmare’s powers known at 2nd, 8th, and 14th, and replaces the shadow twin class feature.

Maneuvers Readied: A nightmare can ready all three of his starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. nightmares do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the nightmare initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

In order for the nightmare to recover maneuvers he must draw upon the fear of his foes by activating his Frightful Claim class feature; the nightmare recovers a single expended maneuver whenever he Claims a creature, and recovers a number of expended maneuvers equal to his Charisma modifier whenever a creature he has Claimed is reduced to zero or less hit points. Alternately, the nightmare may concentrate on drawing forth his nightmares and draw strength from his own fear, recovering a single maneuver as a standard action.

Stances Known: Nightmares begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels, the nightmare selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the nightmare cannot learn a new stance at higher levels in place of one he already knows.

Frightful Claim (Su): By channeling his mind-breaking psionic abilities, the nightmare is able to mark a foe as his prey, driving them to absolute terror in the process. As a swift action, the nightmare may Claim an enemy that he can see (including with special senses such as blindsense or tremorsense) within close range (25 feet plus 5 ft. per 2 levels) for a number of rounds equal to  ? his class level (minimum 1). Additionally, creatures Claimed suffer a -2 penalty to saving throws against fear. This penalty increases at 6th level by 1 and every six levels thereafter and stacks with the nightmare’s aura of fear. The nightmare may only have a number of Claimed creatures equal to or less than her Charisma modifier at any given time, and may not Claim creatures with less than 1 HD. The nightmare automatically knows the position of creatures he has Claimed. Any opponent the nightmare cannot see has total concealment (50% miss chance) against him, and the nightmare still has the normal miss chance when attacking foes that have concealment. The nightmare is still denied his Dexterity bonus to Armor Class against attacks from Claimed creatures he cannot see.

Martial Terror (Su): At 2nd level, the nightmare is capable of channeling a terror as a free action once per round through his martial strikes on targets that he has Claimed with his Frightful Claim class feature, as well as targets that he targets with his devastating touch class feature. This replaces the channel terror class feature.

Master of Fear (Ex):. At 5th level, whenever the nightmare manifests a power, he may immediately switch stances as a free action once per round. In addition, whenever he initiates a boost as a swift action, he can activate a single terror as a free action once per round; if he ever gains the Terror Mastery feat, he can activate two terrors as a free action instead. This replaces the bonus feat normally gained at 5th level.

Bonus Feats: At 9th level and every 4 levels thereafter, the nightmare may choose Advanced Study, Discipline Focus, Discipline Mastery, or any feat that requires the ability to Claim an opponent as a bonus feat. He must meet all prerequisites for his chosen feat.  This alters the dread’s normal bonus feats gained at 9th, 13th, and 17th level.

Torturous Fear (Su): At 11th level, the nightmare may initiate martial strikes or apply boosts while attacking a target using his devastating touch class feature. This replaces the twin fear class feature.

Improved Aura of Fear (Su): At 15th level, the dread’s aura of fear radius increases from 10 ft. to 20 ft. Creatures who are immune to fear still must be within 10 ft to be stripped of their immunity.

Martial Nightmare (Su): Creatures subject to the nightmare’s Frightful Claim are wracked with fear to their very cores. At 19th level, creatures claimed by the nightmare’s frightful claim ability lose their immunity to fear and mind-affecting abilities (if they are immune to these) for the duration of the claim and any creature currently Claimed by the nightmare suffers a -2 penalty on saving throws against the nightmare’s psionic powers or martial maneuvers.

Fighter 

The Myrmidon

Some fighters attend grand colleges of war where they learn to master more esoteric martial forms, and some learn the techniques of many different schools of combat and forge their own path. Others are trained in small regiments to fight as a single cohesive, adaptable unit where all members are capable of playing the other’s parts. These fighters are known as myrmidons, the pinnacle of the fighter’s tradition of adaptability, ingenuity, and enduring strength.

Class Skills: The myrmidon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). 

Skill points per level: 4 + Int mod

This replaces the standard fighter class skills. 

Maneuvers and Stances

Maneuvers Known (Ex): A myrmidon begins her career with knowledge of four martial maneuvers. At level 1 she can ready three of her starting maneuvers, but as she advances in level she will have to choose which maneuvers she readies (see maneuvers readied).  Myrmidon may select four disciplines from the following to learn maneuvers from: Broken Blade, Golden Lion, Iron Tortoise, Mithral Current, Piercing Thunder, Primal Fury, Scarlet Throne, Tempest Gale, and Thrashing Dragon disciplines (if selecting Mithral Current, Scarlet Throne or Tempest Gale, add the associated discipline skill to the list of class skills known). Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by the myrmidon is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown below. The myrmidon must meet a maneuver's prerequisite to learn it. See Systems and Use chapter.

Upon reaching 4th level, and at every even numbered myrmidon level thereafter, she can choose to learn a new maneuver in place of one she already knows. In effect, the myrmidon loses the old maneuver in exchange for the new one. The myrmidon need not replace the old maneuver with a maneuver of the same level.  She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The myrmidon can swap only a single maneuver at any given level. A myrmidon's primary initiator attribute is Wisdom, and each myrmidon level counts as a full initiator level. 

This replaces the bonus feats gained at 6th, 10th, 14th, and 18th level.

Maneuvers Readied (Ex): A myrmidon may ready three of her four starting maneuvers, but as she advances in level and learns more maneuvers she must choose which maneuvers to ready. She readies her maneuvers by performing weapon drills exercising for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. myrmidons do not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes practicing his discipline’s weapon drills allows her to ready new maneuvers. The myrmidon begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since he chose them. When the myrmidon initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).

In order for the myrmidon to recover her maneuvers she must perform one of two actions.  The myrmidon may recover a single maneuver as a standard action.  She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).  If she does so, enemies who attack the myrmidon while recovering maneuvers provoke an attack of opportunity from her and the myrmidon may take a free 5-ft. step to reposition herself each time she is attacked. While recovering maneuvers, the myrmidon gains the benefits the Combat Reflexes feat, and may substitute her Wisdom modifier for her Dexterity modifier for this feat if it is higher.

Stances Known (Ex): Myrmidon begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the myrmidon selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the myrmidon cannot learn a new stance at higher levels in place of one she already knows.

Table: The Myrmidon

Level

Known

Readied

Stances

Maximum Maneuver Level

1

4

3

1

1

2

5

3

1

1

3

5

4

1

1

4

6

4

2

2

5

6

4

2

2

6

7

4

2

2

7

8

4

2

3

8

8

4

2

3

9

9

5

2

4

10

9

5

3

4

11

10

5

3

5

12

10

5

3

5

13

11

5

3

6

14

11

5

3

6

15

12

6

4

6

16

12

6

4

6

17

13

6

4

6

18

13

6

4

6

19

14

6

4

6

20

15

7

4

6

Grit (Ex): At 1st level, the myrmidon makes her mark upon the world with nerves of steel and superior training. Through determination, verve, or otherwise dumb luck, the myrmidon is capable of forcing incredible feats of daring and skill through their own tenacity. In game terms, grit is a fluctuating measure of a myrmidon’s ability to perform incredible actions in combat. At the start of each day, a myrmidon gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A myrmidon spends grit to accomplish deeds (see below), and regains grit in the following ways:

  • Critical Hit: Each time the myrmidon confirms a critical hit with a weapon she has Weapon Focus with or is in a weapon group associated with a discipline she has Discipline Focus for while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon’s character level does not restore grit.

  • Killing Blow with a Maneuver: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon she has Weapon Focus with, she regains 1 grit 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 myrmidon’s character level to 0 or fewer hit points does not restore any grit.

  • OPTIONAL: Daring Act: Each time a myrmidon performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the myrmidon regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. (This method is subject to GM approval)

This replaces the bonus feat at 2nd level. 

Deeds: Myrmidons spend grit points to accomplish deeds. Most deeds grant the myrmidon some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the myrmidon has at least 1 grit point. The following is the list of base myrmidon deeds. A myrmidon can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. 

  • Unbreakable (Ex): At 1st level, the myrmidon is trained very well to protect herself against the many unnatural elements of this world where she must rely on only her wits and training to protect her from harm. The character may spend 1 grit point to gain a +4 circumstance bonus on a single saving throw as an immediate action.

  • Heroic Recovery(Ex): At 1st level, the myrmidon can recover an expended maneuver as a swift action for the cost of 1 point of grit. 

  • Man of Action (Ex): At 1st level, as a swift action, the myrmidon can spend 1 grit point to gain a circumstance bonus on an Acrobatics, Climb, or Swim check equal to her class level.

  • Ready for Trouble (Ex): At 3rd level, as long as the myrmidon has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks and Will saves to resist fear and compulsion effects. Furthermore, if her hands are free and unrestrained, and the weapon is not hidden, she can draw a single light or one-handed weapon or shield (except tower shield) as part of the initiative check for the cost of 1 grit.

  • Utility Trick (Ex): At 3rd level, if the myrmidon has at least 1 grit point, she can perform any of the following utility tricks. The myrmidon must declare the utility trick she is using before using the ability.

    • Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, you may grant 1d6 temporary hit points per three character levels to the target (not to exceed the target’s maximum hit points) as a full round action. These temporary hit points last for ten minutes.  A target of field bandage may only only receive the benefits of this ability once per day or until they have received magical healing equaling or exceeding the amount of temporary hit points restored by this ability. In addition, the myrmidon may bandage herself or an adjacent creature to staunch a bleeding wound. This ends a single bleed condition affecting the creature, and may be done as part of a normal field bandage.

    • Makeshift Tool: The myrmidon makes due with his weapons in hand should she need to use a tool in a combat situation. She may make use of weapons in hand to fake the tools needed for the job without penalty.

    • Improvise Weapon: You may use objects not intended to be normal weapons or cobble together something that can be used as a weapon and do so without being subject to non-proficient penalties from using an improvised weapon and you may reduce the improvised weapon penalty to attack rolls from -4 to -2.

  • Warrior’s Determination (Ex): The myrmidon gains an uncanny ability to force herself through many hardships and keep on going through her superior training and experience. At 6th level she may spend 1 grit point to ignore the fatigued, shaken, or sickened condition for the duration of the encounter from a single source. At 10th level, the myrmidon may ignore the dazed, diseased, or staggered condition from a single source for the duration of an encounter. Finally, at 14th level she may ignore the exhausted, frightened, or nauseated condition from a single source for the duration of the encounter. Multiple sources would require multiple expenditures of grit for the myrmidon to continue to ignore them. Warrior’s determination is an immediate action that can be used even if the condition would prevent them from acting or using an immediate action.

Harbinger

 

The Omen Rider

Not all harbingers rely on their own strange and eerie powers for travel and speed, some attract an otherworldly companion to bear them on their missions into the world. These mounts in form resemble equine creatures of spectral bone and sinew, some wreathed in manes of ghost-flame with burning hooves and others more nightmarish beasts. Regardless of their form, these harbingers are known as Omen Riders, and where they ride, calamity follows close behind.

Rider of Ill Omens: At 1st level, the omen rider is gifted with exceptional equestrian knowledge upon taking up this mantle. He gains the Medium Armor Proficiency and Mounted Combat feats as bonus feats. He does not need to meet the prerequisites for these feats. The omen rider may trade access of one of his class disciplines to gain access  to the Piercing Thunder discipline. Additionally, Ride is always a class skill for omen riders.

Spectral Steed (Su): At 1st level, the omen rider gains the ability to call forth a mount composed of spectral bone, ghostly plasm, and ghoulish sinew. This beast is roughly shaped as a heavy horse (for a Medium harbinger) or a pony (for a Small harbinger), although more exotic mount forms, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the harbinger’s level as their effective druid level. Spectral steeds have an Intelligence of at least 6 and possess the outsider (extraplanar) type. Unlike a druid’s animal companion, a spectral steed may not take an archetype.

The omen rider and his spectral steed are so in tune with each other that they can work as one when performing maneuvers. Unlike with other mounts, an omen rider retains the benefits of his martial stances while he is mounted on his spectral steed. Whenever an omen rider is mounted and uses a maneuver with a movement component (such as making a charge attack, or taking an extra move action), the omen rider can have his spectral steed make the appropriate move action in his place. Both the omen rider and spectral steed receive any bonuses from the maneuver that would normally apply only to the initiator (such as attack bonuses, healing, temporary health, maneuvers that would translocate it or grant it the ability to see and strike incorporeal creatures, but not bonus damage). If the maneuver allows the initiator to make a charge attack, both the spectral steed and omen rider are considered to be charging. This replaces the share spells feature that normal animal companions receive.

The omen rider may magically call their mount to their side a number of times per day equal to 3 + the omen rider’s Intelligence modifier. Summoning the spectral steed is a full-round action. This ability is the equivalent of a spell of a level equal to one-third the harbinger’s level (minimum 1). The mount immediately appears adjacent to the character. An omen rider can use this ability one additional time per day every three class levels. The spectral steed remains incarnate until dismissed or killed.

At 3rd level, the spectral steed gains the shadow creature template (see Pathfinder Bestiary 4 or below) and gains the augmented subtype.

At 5th level, the spectral steed’s base speed increase by an additional 10-ft, and by an additional 10-ft more at 15th level.

At 12th level, the omen rider’s spectral steed is at their beck and call at a moment’s notice, ready to ride across creation whenever needed. The character may summon their spectral steed beneath them, conjuring it and mounting both as an immediate action.

Should the omen rider’s spectral steed die, the character may not summon another steed for a number of days equal to 20 minus the character’s harbinger level or until they gain another harbinger level, whichever comes first. This is due to the steed needing time to reform its ethereal essence from whatever plane of existence it hails. During this period, the harbinger may not make use of any class feature or ability that requires use of the spectral steed.

This replaces the ill tidings and grim news class features.

Ethereal Rider (Su): At 5th level, when moving through battle or charging down a road, the omen rider and their spectral steed inspire ghostly legends of riders made of smoke and darkness. When the omen rider is mounted on their spectral steed, the rider and mount gain a +2 dodge bonus to AC and Reflex saves and a 20% miss chance while moving whenever the mount moves itself and its rider 20-ft or more; this is incorporeality effect and ends on the omen rider’s next turn.

At 10th level, the determination and tireless endurance of the spectral mount resonates and becomes shared to inhuman levels between the omen rider and itself. When moving at a full rull (run speed x3 or x4) for ten minutes or more then the mount and the omen rider are both are immune to fatigue and exhaustion until they stop, upon which the mount must be immediately dismissed and the omen rider loses their immunity to fatigue gained from the class feature.

This replaces the elusive shadow class feature.

Reaper’s Claim (Su): At 8th level, the omen rider is able to drink deep of the ambrosia of a fallen foe and strengthen themselves or their steed. If the omen rider (or their mount) reduces a  creature they have Claimed to 0 or fewer hit points, in lieu of regaining maneuvers the omen rider (or the spectral steed, character’s choice) may instead gain twice the target’s Hit Dice in temporary hit points. These endure until the end of the encounter or until they are depleted. This replaces the ill intentions class feature.

Ashes in the Sky (Su): The spectral steed is now capable of achieving flight, either running through the skies leaving a trail of burning hoof prints or smoke, or sprouting great bone-and-leather wings that that trail ashes behind them. At 9th level, the mount gains a fly speed equal to its movement rate with average maneuverability. 

Rumors of War (Ex): Rumors of war functions normally, even when mounted.

Sample creature mounts:

Horse

Starting Statistics

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15,Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

4th-Level Advancement

Ability Scores Str +2, Con +2; Special Qualities combat trained.

Pony

Starting Statistics

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 2 hooves (1d3); Ability Scores Str 13, Dex 13, Con 12, Int 2, Wis11, Cha 4; Special Qualities low-light vision, scent.

4th-Level Advancement

Ability Scores Str +2, Con +2; Special Qualities combat trained.

Shadow Creature Template:

"Shadow creature" is an inherited template that can be added to any living creature, referred to hereafter as the base creature. A shadow creature retains all the base creature's statistics and abilities except as noted here.

CR: Same as the base creature +1.

Alignment: Any (usually nongood).

Type: The base creature's type changes to outsider, and it gains the augmented subtype. Do not recalculate BAB, saves, or skill ranks.

Senses: As the base creature plus darkvision 60 feet and low-light vision.

Defensive Abilities: A shadow creature gains DR and resistance to cold and electricity based on its Hit Dice, as noted on the following table.

Hit Dice

Resist Cold and Electricity

DR

1–4

5

5–10

10

5/magic

11+

15

10/magic

Shadow Blend (Su): In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

Spell Resistance (Ex) : A shadow creature gains spell resistance equal to the base creature's CR + 6.

 Marksman

Mind’s Eye Disciple

Mind’s eye disciples forgo their normal psychic honing in order to achieve mastery over their martial teachings. Through the focusing of their mind’s eye, their aim can find any target. 

Maneuvers: A mind's eye disciple begins her career with knowledge of three martial maneuvers. The disciplines available to her are Solar Wind, Tempest Gale, and Sleeping Goddess. The mind's eye disciple adds Sleight of Hand to her class skills. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by a mind's eye disciple is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through mind's eye disciple levels is limited by the those listed in that table as well; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. The mind’s eye discipline must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even numbered mind's eye disciple level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the mind's eye disciple loses the old maneuver in exchange for the new one. The mind's eye disciple need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The mind's eye disciple can swap only a single maneuver at any given level. A mind's eye disciple's primary initiator attribute is Wisdom, and each mind's eye disciple level is counted as a full initiator level.

Maneuvers Readied: A mind's eye disciple can ready all three of her starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by opening her mind's eye and meditating on what it sees for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. mind's eye disciples do not need to sleep or rest for any long period of time to ready their maneuvers; any time she spends 10 minutes in meditation, she can change her readied maneuvers. She may not ready any individual maneuver more than once. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the mind's eye disciple initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below). Once a maneuver is readied, she may only use it once it until has been recovered by a gambit or recovered through some other means (see below).

For a mind's eye disciple to recover expended maneuvers, she must perform one of two types of actions. She may spend a standard action to regain one maneuver. Alternatively, she may spend a full-round action to focus her mind’s eye on her prey. The mind’s eye disciple selects one creature she can see. Her next ranged attack against that creature ignores distance penalties, concealment, and illusions of any kind, gaining an insight bonus to attack rolls equal to her initiation modifier. If the mind’s eye disciple does so, she recovers maneuvers equal to her initiating modifier (Minimum 2). 

Stances Known: Mind's eye disciples begin play with knowledge of one stance from any discipline open to them. At the indicated levels (see class table), the mind's eye disciple selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the mind's eye disciple cannot learn a new stance at higher levels in place of one she already knows. 

This replaces Combat Style, Style Technique, and Style Ability. 

Discipline Skill (Ex): At 3rd level select a discipline that you possess. You gain a +1 bonus to that discipline’s associated skill. This bonus increases by 1 every three mind's eye disciple levels. This replaces Style Skill.

Opened Eye (Su): At 1st level, the mind’s eye disciple’s power awakens. Her mind’s eye opens, allowing her to treat all ranged and thrown weapons she wields as discipline weapons to the Sleeping Goddess discipline.

Focused Eye (Su): Beginning at 3rd level, as long as the mind’s eye disciple maintains psionic focus, she gains a +2 competence bonus on damage rolls for strikes made with a ranged or thrown weapons. At 7th level and every four Marksman levels thereafter, this bonus increases by 1. This replaces Style Mantra. 

Augmented Eye (Su): At 8th level, the mind’s eye disciple gains access to a unique augment to her ranged strikes, chosen from below. At 14th level, the mind’s eye disciple gains access to the second augment. She is still restricted to not spending more power points than her initiator level on any given maneuver.

  • For every additional power point you spend, increase the range increment of your ranged weapon by 5 feet. 

  • For every 3 additional power points you spend, every creature that takes damage from your strike takes an additional 1d8 points of damage. If your strike allows a save, a successful saving throw halves this damage.

This replaces your bonus feats at 8th and 14th level.

Cover Fire (Ex): The mind's eye disciple may apply boosts that apply to ranged attacks to Cover Fire. If the creature targeted by Cover Fire fails its save, it suffers the effects of the boost as well.  This modifies Cover Fire. 

Bonus Feats: The mind's eye disciple adds Advanced Study, Crossbow Mastery, Discipline Focus, Discipline Mastery, Expanded Knowledge, Extra Readied Maneuver, and Rapid Reload to her list of bonus feats.  This modifies the marksman’s bonus feats class feature. 

Monk

Monk of the Silver Fist

Weapon and Armor Proficiency:  Monks of the Silver Fist are proficient with gauntlets and bucklers in addition to their normal weapon and armor proficiencies.

Maneuvers and Stances

Maneuvers: The Monk of the Silver Fist begins play with knowledge of 3 maneuvers from the following disciplines: Eternal Guardian, Iron Tortoise and Mithral Current.  He adds Bluff and Perform to his class skills.  Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a Monk of the Silver Fist is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown  in Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through Monk of the Silver Fist levels is limited by the those listed in Table 1-1: Archetype Maneuver Progression; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. The Monk of the Silver Fist must meet a maneuver's prerequisite to learn it.  

Upon reaching 4th level, and at every even numbered level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Monk of the Silver Fist loses the old maneuver in exchange for the new one. The Monk of the Silver Fist need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The Monk of the Silver Fist can swap only a single maneuver at any given level. A Monk of the Silver Fist's primary initiator attribute is Wisdom, and each Monk of the Silver Fist level is counted as a full initiator level.

Maneuvers Readied: A Monk of the Silver Fist can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing martial katas for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Monks of the Silver Fist do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Monk of the Silver Fist initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

Monks of the Silver Fist may recover their maneuvers in one of two ways. The Monk of the Silver Fist may center himself to realign his Ki and recover one maneuver as a standard action.  Alternatively, he may spend a full round action and move up to his speed ending adjacent to an ally, the ally gains a bonus to their AC and Saves equal to the monk’s initiation modifier.  The monk may use this ability on himself, gaining an insight bonus to his AC and Saves equal to his initiation modifier for the round and being able to move up to his speed. If the monk does so he recovers maneuvers equal to his initiating modifier (min 2).

Stances Known (Ex): The Monk of the Silver Fist begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the Monk of the Silver Fist selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Monk of the Silver Fist cannot learn a new stance at higher levels in place of one he already knows.

Maneuvers and Stances replaces the Monk’s Stunning Fist and Flurry of Blows class features.

Gauntlet Strike (Ex): At 1st level, the Monk of the Silver Fist becomes an expert in wielding gauntlets. He gains Weapon Focus (Gauntlets) as a bonus feat, even if he does not meet the prerequisites. Whenever the Monk of the Silver Fist hits with his gauntlet, the weapon damage is based on his level and not the weapon type. The damage for the gauntlets is listed in the table below.

Level

Damage (Small)

Damage (Medium)

Damage (Large)

1st-4th

1d4

1d6

1d8

5th-9th

1d6

1d8

2d6

10th-14th

1d8

1d10

2d8

15th-19th

1d10

2d6

3d6

20th

2d6

2d8

3d8

This replaces the Monk’s Unarmed Strike.

Shielding Fist (Ex): At 1st level, so long as the monk is wearing gauntlets, he gains a +1 shield bonus to AC, and treats his gauntlets as bucklers in addition to their normal effects.  If he enchants his gauntlets he applies any enhancement bonus to both the shield bonus of the gauntlet and the attack bonus.  In addition, a monk of the silver fist can wear gauntlets and use them as a shield without interfering with his AC bonus class feature.

Bonus Feats (Ex): The Monk of the Silver Fist adds the following feats to his list of bonus feats:

The Monk of the Silver Fist can select Improved Shield Bash, Buckler Bash or Mithral Current Style in addition to his other feats.

At 6th level, the Monk of the Silver Fist can select Bodyguard or Defensive Expertise in addition to his other feats.

At 10th level, the Monk of the Silver Fist can select Discipline Mastery or In Harm’s Way in addition to his other feats.

This alters the Monk’s Bonus Feats.

Mark of the Silver Fist (Su): Starting at 4th level, the Monk of the Silver Fist is able to focus his protection on one ally to better guard them.  The monk can spend 1 ki point as a swift action to apply a special mark to one ally (other than himself) within 30 ft.  For a number of rounds equal to 1+the monk’s initiation modifier, the marked ally gains a +4 circumstance bonus to AC, and any enemy that attacks the marked ally provokes an attack of opportunity from the monk.  The monk can only have one Mark of the Silver Fist active at a time.  At 12th and 16th level, the monk can have one additional mark active at a time.

Intercepting Fist (Ex): At 12th level, the Monk of the Silver Fist can spend a ki point as an immediate action to move up to his speed and end his movement adjacent to an ally who is the target of an attack.  If he does so, the Monk of the Silver Fist becomes the target of the attack instead of his ally. This replaces Abundant Step.

Reach of the Silver Fist (Ex): At 15th level, whenever the monk initiates a strike with a range of melee and a target of one creature, he may spend one point of Ki as a free action to initiate the strike against any target within Close Range (25 ft. +5 ft. /2 levels).  The strike is still made with a melee attack roll, and uses the monk’s gauntlet damage for its base damage.  This replaces Quivering Palm.

Paladin

Knight Disciple

Maneuvers and Stances

Maneuvers Known (Ex): A Knight Disciple begins her career with knowledge of three martial maneuvers. At level 1 she can ready all three of her starting maneuvers, but as she advances in level she will have to choose which maneuvers she readies (see maneuvers readied).  Knight Disciples can select maneuvers from the Golden Lion, Silver Crane and Iron Tortoise Disciplines.  She adds Bluff and Perception to her list of class skills. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by the Knight Disciple is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown  in Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through Knight Disiciple levels is limited by the those listed in Table 1-1: Archetype Maneuver Progression; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. The Knight Disciple must meet a maneuver's prerequisite to learn it. See Systems and Use chapter.

Upon reaching 4th  level, and at every even numbered level thereafter, she can choose to learn a new maneuver in place of one she already knows. In effect, the Knight Disciple loses the old maneuver in exchange for the new one. The Knight Disciple need not replace the old maneuver with a maneuver of the same level.  She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The Knight Disciple can swap only a single maneuver at any given level. A Knight Disciple's primary initiator attribute is Charisma, and each Knight Disciple level counts as a full initiator level.

Maneuvers Readied (Ex): A Knight Disciple may ready all three of her starting maneuvers, but as she advances in level and learns more maneuvers she must choose which maneuvers to ready. She readies her maneuvers by performing weapon drills or praying to her deity for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Knight Disciples do not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes practicing his discipline’s weapon drills allows her to ready new maneuvers. The Knight Disciple begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since he chose them. When the Knight Disciple initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).

In order for the Knight Disciple to recover her maneuvers she must perform one of two actions.  The Knight Disciple may recover a single maneuver as a standard action.  She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).  If she does so, she grants all allies within 30 ft. a sacred bonus to AC and Saves equal to her initiation modifier for 1 round.

Stances Known (Ex): Knight Disciples begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the Knight Disciple selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Knight Disciple cannot learn a new stance at higher levels in place of one he already knows.

Maneuvers and Stances replaces the Paladin’s Spells.

Crusader’s Training: At 1st level, the Knight Disciple learns to augment their initiating and other abilities with effects similar to the spells of other paladins.  The Knight Disciple chooses one ability at 1st level and every 3 levels thereafter.

Ghost Hunter (Su): Weapons and armor held and/or worn by the paladin gain the ghost touch property in addition to their other properties.

Improved Guardian’s Shield (Su): Allies under the effects of the Guardian’s Shield are also under the effects of protection from evil for the duration of the shield.  The caster level for this effect is equal to the Knight Disciple’s initiator level.

Know Thine Enemy (Ex): The Knight Disciple can make Knowledge checks to identify creatures untrained and receives a bonus to Knowledge checks made to identify evil and/or chaotic creatures equal to ? her class level.

Truthseeker (Su): The Knight Disciple can use discern lies as a spell like ability for a number of rounds per day equal to her class level.  She treats her caster level as equal to his initiator level for this effect.

Fiendbane (Su): The Knight Disciple can expend one use of her Guardian’s Shield ability to enchant her weapon with holy light that banishes evil outsiders.  The next attack the Knight Disciple makes against a creature of the Outsider (Evil) type forces the creature to make a Will Save (DC 10+? class level+ Initiation modifier) or be banished back to its home plane.

Undeadbane (Su): The Knight Disciple can expend one use of her Guardian’s Shield ability to enchant her weapon with the disruption property for a number of rounds equal to her Charisma Modifier (this weapon does not need to be a bludgeoning weapon).  The Knight Disciple adds her Charisma Modifier to the save DC of the disruptive effect.

Detect Undead (Su): The Knight Disciple can use Detect Undead at will as a spell like ability.  This ability can be used at the same time as his Detect Evil spell like ability.

Detect Alignment (Su): In addition to being able to use Detect Evil as a spell like ability at will, the Knight Disciple can use Detect Good, Detect Chaos, and Detect Law at will as spell like abilities.

Divine Interception (Su): Once per encounter the paladin can move up to her speed as an immediate action, provided she ends her movement in a square adjacent to an ally.

Righteous Sanctuary (Su): Once per encounter, the Knight Disciple can spend an immediate action to grant a willing ally the ability to move up to its speed. This movement does not provoke attacks of opportunity, must be taken immediately, and the ally must end their movement next to the paladin.

Crusader’s Training replaces the paladin’s Divine Bond.

Guardian’s Shield (Su): At 1st level, the Knight Disciple learns to surround her allies in a field of holy protective energy.  Whenever she initiates a strike, the Knight Disciple can apply this shield to one ally (other than herself) within 60 ft. as a free action.  The shield lasts for a number of rounds equal to the Knight Disciple’s Charisma Modifier.

The Guardian’s Shield gives allies temporary hit points equal to double her Initiator Level, which do not stack with themselves and last until the shield’s duration expires.  The Knight Disciple can use Guardian’s Shield a number of times per day equal to ? her paladin levels (minimum 1) plus her charisma modifier.  This ability counts as Lay on Hands for purposes of the Extra Lay on Hands feat.

This replaces the Paladin’s Lay on Hands

Mark of Censure (Su):  At 1st level, the knight disciple gains the ability to censure the actions of evil creatures, protecting his allies from the harm they cause.  The paladin can apply a mark of censure to any evil creature he can see as a swift action.  This mark lasts for 24 hours or until the creature is slain.  While the mark of censure is in effect, the paladin’s allies (other than himself) gain damage reduction equal to the paladin’s initiation modifier against attacks made by the marked creature.  At 11th level, the Damage Reduction granted by Mark of Censure becomes equal to double the paladin’s initiation modifier.  The knight disciple gains an additional use of Mark of Censure at 4th level and every three levels thereafter.

This replaces the paladin’s Smite Evil and Aura Of Justice.

Merciful Shield (Su): At 3rd level, the Guardian’s Shield becomes potent enough to protect allies from debilitating effects.  The Knight Disciple selects one mercy from the Paladin’s Mercy list that she meets the prerequisites for.  Whenever an ally under the effects of the Guardian’s Shield is affected by an attack, maneuver, spell, spell-like ability, power or psi-like ability that inflicts the effect on the target, that effect is negated and the Guardian’s Shield duration is reduced by 1 round.

At 3rd level, the paladin can select from the following initial status effects.

  • Shaken

  • Sickened

  • Fatigued

At 6th level, a paladin adds the following status effects to the list of those that can be selected.

  • Dazed

  • Stunned

  • Diseased: The paladin's Guardian’s Shield ability also acts as remove disease, using the paladin's level as the caster level.

  • Staggered: The target is not staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

  • Cursed: The paladin's Guardian’s Shield ability also acts as remove curse, using the paladin's level as the caster level.

  • Exhausted: The paladin must have the fatigue mercy before selecting this mercy.

  • Frightened: The paladin must have the shaken mercy before selecting this mercy.

  • Nauseated: The paladin must have the sickened mercy before selecting this mercy.

  • Poisoned: The paladin's Guardian’s Shield ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

  • Blinded

  • Deafened

  • Paralyzed

The Knight Disciple selects a new Mercy at 6th level and every 3 levels thereafter.  The effects of each mercy stack, so a 12th level Knight Disciple’s shield could provide 24 temporary hit points and protect against Fatigue, Exhaustion, diseases and poisons.  Once a Mercy is chosen it cannot be changed.

This alters the Paladin’s Mercies.

Spell Familiarity (Ex): Knight Disciples can use spell completion and spell triggers items (such as wands and scrolls) as if she possessed the ability to cast paladin spells, using her initiator level as their caster level.

Empowered Healing (Su): At 4th level the Knight Disciple’s maneuvers become more potent healing abilities.  Maneuvers which heal hit point damage heal 1.5x their normal amount.

This replaces channel energy.

Guardian’s Aura (Ex): At 11th level, the Knight Disciple’s protective nature allows her to use her counters for the benefit of her allies, not just herself.  When she initiates a counter as an immediate action, she can choose to have that counter affect one ally within 10 ft. of the Knight Disciple instead of affecting the Knight Disciple.  The counter still uses the Knight Disciple’s modifiers to determine its success or failure.

This replaces Aura of Justice.

Holy Disciple (Su):  At 20th level, the Knight Disciple becomes a paragon of divine martial justice.  The knight disciple’s DR increases to 10/evil.  Whenever the Knight Disciple uses Mark of Censure, marked creatures that attack the knight disciple’s allies (not including herself) take ? the damage it dealt to the knight disciple’s ally.  In addition, the temporary hit points granted to allies by the Knight Disciple’s Guardian’s Shield ability is increased by 50%.

Ranger

Ambush Hunter

Stalkers in the wilderness who specialize in sudden, vicious strikes from hidden vantage points, the Ambush Hunters and their animal companions are masters of stealth and of overwhelming assault.

Maneuvers (Ex): The Ambush Hunter begins play with knowledge of 3 maneuvers from the following disciplines: Primal Fury and Golden Lion.  The Ambush Hunter adds Acrobatics to his list of class skills.  Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by an Ambush Hunter is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown  in Table 1-1: Archetype Maneuver Progression. The Ambush Hunter must meet a maneuver's prerequisite to learn it.  

Upon reaching 4th level, and at every even numbered level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Ambush Hunter loses the old maneuver in exchange for the new one. The Ambush Hunter need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The Ambush Hunter can swap only a single maneuver at any given level. A Ambush Hunter's primary initiator attribute is Wisdom, and each Ambush Hunter level is counted as a full initiator level.

Maneuvers Readied (Ex): An Ambush Hunter can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or observing his animal companion 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Ambush Hunters do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Ambush Hunter initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

Ambush Hunters may recover their maneuvers in one of two ways. The Ambush Hunter may open himself to the whispers of his ancestors and  recover one maneuver as a standard action.  Alternatively, the Ambush Hunter may spend a full round action to blend into the shadows and position himself to strike.  The Ambush Hunter and his animal companion gain the Hide In Plain Sight class feature for the round and can make a free stealth check to gain concealment, then moves up to their speed. If the ranger does so he recovers maneuvers equal to his initiating modifier (min 2).

Stances Known (Ex): Ambush Hunters begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the Ambush Hunter selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Ambush Hunter cannot learn a new stance at higher levels in place of one he already knows.

This replaces the ranger’s spells.

Martial Style (Ex):  At 1st level, the Ambush Hunter selects an additional martial discipline, which will inform his combat style from then on.  The Ambush Hunter chooses a discipline from the following list and adds it’s discipline skill as a class skill (if it is not already a class skill for him), but his choice of martial discipline limits his choice of combat style, as shown in the table below:

Tempest Gale (Sleight of Hand)

Archery, Crossbow or Thrown

Solar Wind (Perception)

Archery, Crossbow or Thrown

Piercing Thunder (Acrobatics)

Mounted or Two Handed Weapon

Broken Blade (Acrobatics)

Natural Weapon or Two Weapon Combat

Scarlet Throne (Sense Motive)

Two Handed Weapon or Mounted

Thrashing Dragon (Acrobatics)

Two Weapon Combat or Thrown

Iron Tortoise (Bluff)

Weapon and Shield or Thrown

Martial Companion (Ex): At 4th level, Ambush Hunter gains the companionship of a loyal animal companion.  This functions as the ranger’s animal companion Hunter’s Bond except for the following changes:  The animal companion gains a list of maneuvers and stances known equal to ? the number of maneuvers known by the Ambush Hunter (rounded down).  The animal companion can only learn maneuvers from the Primal Fury discipline, and treats its natural attacks as discipline weapons for Primal Fury.  

The animal companion initiates its maneuvers spontaneously.  When the Animal Companion initiates a maneuver, the Ambush Hunter expends one of his readied maneuvers of his choice.  If the Ambush Hunter has no readied maneuvers left, the Animal Companion cannot initiate any maneuvers.  The animal companion’s initiation modifier is Wisdom, and its initiator level is equal to the initiator level of the Ambush Hunter.

This replaces the ranger’s Hunter’s Bond ability.

Ambush Tactics (Ex): The Ambush Hunter is adept at maneuvering with his animal companion to take advantage of any weakness his enemies present.  Starting at 4th level, whenever the Ambush Hunter or his animal companion attack a flat footed opponent or are both flanking the same creature, they add the Ambush Hunter’s initiation modifier to attack and damage rolls made with strikes against the flat footed or flanked creature.  Whenever the ranger and the animal companion successfully attack the same creature, the ranger recovers one expended maneuver.

This replaces the ranger’s Favored Enemy class feature.

Pack Savagery (Ex): Starting at 8th level, whenever the Ambush Hunter or the animal companion uses a boost from the Primal Fury or Golden Lion discipline, both the Ambush Hunter and the animal companion gain the benefits of the boost.  Both the Ambush Hunter and the animal companion can only benefit from one such boost per round, even if they use this ability.

This replaces Quarry.

Unbreakable Bond (Su): At 19th level, the Ambush Hunter’s bond with his animal companion is so strong that it transcends time, space, life, and death.  The ambush hunter always knows the exact location of his animal companion regardless of distance (even if the animal companion is on another plane) and can see and hear through its senses as if using scrying for a number of minutes per day equal to the ambush hunter’s initiation modifier.  The caster level for this effect is equal to the ambush hunter’s initiator level.  In addition, if the ambush hunter’s animal companion is slain, it reincarnates 24 hours later in a random location within 1 mile of the ambush hunter.

Rogue

Hidden Blade

Some rogues specialize in wielding weapons that their enemies will never see, striking from behind veils of shadow and illusion.

Maneuvers (Ex): The Hidden Blade begins play with knowledge of 3 maneuvers from the following disciplines: Mithral Current, Thrashing Dragon and Veiled Moon.  The Hidden Blade adds Perform (Dance) to his list of class skills.  Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a Hidden Blade is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown  in Table 1-1: Archetype Maneuver Progression. The Hidden Blade must meet a maneuver's prerequisite to learn it.  

Upon reaching 4th level, and at every even numbered Hidden Blade level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Hidden Blade loses the old maneuver in exchange for the new one. The Hidden Blade need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The Hidden Blade can swap only a single maneuver at any given level. A Hidden Blade's primary initiator attribute is Intelligence, and each Hidden Blade level is counted as a full initiator level.

Maneuvers Readied (Ex): A Hidden Blade can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing martial katas for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Hidden Blades do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Hidden Blade initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

The hidden blade may recover maneuvers in one of two ways.  He may perform a gambit action in which he gambles on his performance in battle (see Gambits below) or he may spend a standard action to recover a single maneuver of his choosing.

Stances Known (Ex): Hidden Blades begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the Hidden Blade selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Hidden Blade cannot learn a new stance at higher levels in place of one he already knows.

This replaces the Rogue Talents gained at 4th, 8th, 12th, 16th and 20th level.

Hidden Specialization (Ex):  At 1st level, the hidden blade adds an additional discipline to his list of known disciplines from the following list: Broken Blade, Shattered Mirror, or Tempest Gale.  He adds the associated skill of the discipline to his list of class skills if it is not already a class skill, and can learn and ready maneuvers from the discipline as normal.

Hidden Weapons (Ex): The Hidden Blade is adept at storing and retrieving weapons from places that no one would expect to find them.  At 1st level, he gains Quick Draw as a bonus feat even if he does not meet the prerequisites and can draw hidden weapons as a free action.

Portable Hole Specialist (Ex): Hidden Blades are adept at smuggling and storing objects in extradimensional spaces, and can retrieve items from bags of holding or portable holes as a move action, regardless of how full the bag is.

Gambits (Ex):  The rogue is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a rogue selects two gambits as methods by which the rogue can recover expended maneuvers. Each gambit possesses three aspects a risk, a rake, and a reward.

Each gambit's risk describes an action that the rogue must undertake in order to attempt to recover an expended maneuver. The rogue begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The rogue then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the rogue may add his Intelligence modifier to the d20 check(s) to aid in accomplishing the gambit as an insight bonus. A rogue may attempt the actions of a gambit as normal, but does not gain any benefits of the gambit unless he spends a swift action to make the action a gambit. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the rogue suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the rogue enjoys for succeeding at that gambit. All gambits possess the same rake; the rogue only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A rogue who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Intelligence modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a rogue's successful gambit must be within 60-ft. of the rogue and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the rogue.

At 4th level and every four levels thereafter, the rogue selects an additional gambit.

The rogue may select any gambit available to Warlords, and may also choose to learn additional gambits unique to them.  Any gambit reward that uses the rogue’s charisma modifier as a bonus instead uses the rogue’s initiation modifier.

New Gambits:

Stealth Gambit

Risk: The rogue attempts to hide from an enemy, making a stealth check to do so as normal.

Reward: The rogue becomes invisible, as if subject to the invisibility spell, for a number of rounds equal to his initiation modifier.  The caster level for this effect is equal to the rogue’s initiator level.

Flanker’s Gambit

Risk: The rogue successfully attacks an enemy engaged in melee with one of the rogue’s allies.

Reward: The rogue is considered to be flanking the target until the end of their next turn, even if the rogue is not normally in a position to flank the target.

Coward’s Gambit

Risk: The rogue attempts to hit an enemy with a sneak attack.

Reward: The rogue’s allies gain a bonus to damage rolls against the target equal to the rogue’s initiation modifier for 1 round.

Stalker

Vigilante

Vigilantes are warriors who use fear and darkness to their advantage.  They rely on keen insight and inspiration to aid them where others would seek to use magic or the supernatural.

Skills: The Vigilante adds Knowledge (History), Knowledge (Geography), Knowledge (Dungeoneering), Knowledge (Nobility) and Sleight of Hand to his list of class skills. 

Disciplines: The Vigilante loses access to the Solar Wind and Veiled Moon Disciplines, and gains access to the Primal Fury, Scarlet Throne and Tempest Gale disciplines. The vigilante’s initiation modifier is Intelligence, and any class features which key off of Wisdom now key off of Intelligence instead.

Maneuver Recovery: Vigilantes may recover their maneuvers in one of two ways. The vigilante may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.

Alternately, he may recover his initiation modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, opening his mind to the flow of battle and the inherent patterns therein. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his mind opens to anticipate any incoming attack his enemies might bring to bear. The next attack or martial strike he attempts after recovering his maneuvers adds his sneak attack's damage to the attack if successful.

This alters the Stalker’s Maneuvers Known, Maneuvers Readied and Stances.

Inspiration (Ex):  The Vigilante relies on his insight to aid him in his mission, this takes the form of a pool of Inspiration which can be used to augment his skill checks and ability checks. The vigilante has an inspiration pool equal to 1/2 his class level + his Intelligence modifier (minimum 1). A Vigilante's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A vigilante can only use inspiration once per check or roll. The vigilante can use inspiration on any Knowledge, Perception, or Sense Motive skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the vigilante's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspiration replaces the Stalker’s Ki Pool.

Trapfinding (Ex): A vigilante adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). A vigilante can use Disable Device to disarm magical traps.

Sneak Attack (Ex): If a Vigilante can catch an opponent when he is unable to defend himself effectively from the vigilante’s attack, the vigilante can strike a vital spot for extra damage.

The Vigilante's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Vigilante flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three Vigilante levels thereafter. Should the Vigilante score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Vigilante can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Vigilante must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Vigilante cannot sneak attack while striking a creature with concealment.

This replaces Deadly Strikes.

Stalker Arts (Ex or Su): Instead of selecting a Stalker Art at the appropriate level, the vigilante can select an investigator talent instead.  He must meet the prerequisites for this Investigator Talent as normal.  The vigilante cannot select Investigator Talents which augment Alchemy, nor can he select Stalker Arts which require a Ki Pool to function.  Any investigator talent which augments Studied Strike instead affects the Vigilante’s Sneak Attacks.

This alters the Stalker’s Stalker Arts class feature.

Inspired Vengeance (Ex):  At 20th level, the vigilante has mastered inspiration to such an extent that he can instinctively use with every attack.  The Vigilante can use inspiration as a free action on any attack roll he makes without spending inspiration.  In addition, the vigilante can spend one point of inspiration to add the result of the inspiration roll to the DC of one maneuver he initiates this round as a free action.

This replaces the Stalker’s Retributive Ki class feature.

Brutal Slayer

Where other stalkers use grace and finesse, the brutal slayer relies on strength and fury.  Wielding heavy, two handed weapons with blinding speed, the brutal slayer is a terrifying predator of the night.

Disciplines: The brutal slayer loses access to Thrashing Dragon.  The brutal slayer gains access to Primal Fury and Black Seraph. This alters the stalkers discipline list.

Maneuver Recovery: The brutal slayer may recover maneuvers in one of two ways.  He may spend a standard action to recover a single maneuver of his choice.  Alternatively, he may spend a full round action to feed on the fear his presence causes, recovering a number of maneuvers equal to his initiation modifier (min. 2).  If he does so, he gains temporary hit points equal to twice his character level and DR/- equal to his initiation modifier for one round.  The damage reduction and temporary hit points stack with other sources of temporary hit points or damage reduction.  In addition, the next strike he initiates deals bleed damage equal to his initiation modifier.  This bleed damage lasts until the target succeeds on a DC 15 heal check or is the subject of any amount of magical healing. This replaces the stalker’s standard maneuver recovery.

Brutal Strikes (Ex): Whenever the brutal slayer successfully scores a critical hit against a creature, he gains a +4 profane bonus to his Strength score for a number of rounds equal to his initiation modifier.  This bonus increases to +6 at 8th level and to +8 at 16th level. This replaces deadly strikes.

Stalker Arts (Ex or Su): The brutal slayer may choose from the following additional stalker arts whenever he learns a stalker art.

Brutal Slayer Stalker Arts:

  • Brutal Ambush (Ex): Whenever the brutal slayer attacks a flat-footed opponent, he gains the benefit of his brutal strikes ability for that attack.

  • Furious Strikes (Ex):  The brutal slayer’s strength bonus from his brutal strikes ability increases by +2, and he may treat his class level as his base attack bonus for the purposes of qualify for critical feats. If the brutal slayer possesses fighter levels, he may add his stalker level to his fighter level to qualify for critical feats.

  • Brutal Assault (Ex): The brutal slayer may spend a point of ki as a swift action to treat all all attacks the brutal slayer makes against a single creature as though he were benefiting from Brutal Strikes for a number of rounds equal to his initiation modifier.

  • Cruel Strike (Ex): The brutal slayer may reduce the damage from an attack using his brutal strike ability by 5 to sicken the target for a number of rounds equal to his initiation modifier.

New Stalker Arts for All Stalkers:

  • Bloodseeker (Ex): The stalker gains the scent ability, and can track creatures by scent.

  • Fear Monger (Ex): The stalker gains Cornugon Smash and Dazzling Display as bonus feats.

  • Lord of War (Ex): The stalker adds Scarlet Throne or Piercing Thunder to his list of disciplines known.  He adds the associated skill of the discipline as a class skill if it is not already a class skill.

Muscle Memory (Ex): The muscles of a brutal slayer are honed to deadly efficiency, just like his blades.  Starting at 2nd level, the brutal slayer may use one half his Strength modifier in place of his Dexterity modifier for determining his AC and Reflex Saves.  At 6th level, the brutal slayer may use his full Strength modifier in place of his Dexterity modifier for his AC and Reflex Saves.  The brutal slayer’s Strength bonus to AC is still limited by his armor’s maximum Dexterity bonus.

Armor of Scars (Ex):  The brutal slayer takes as well as he gives.  At 1st level, the brutal slayer gains a +1 bonus to his natural armor, as he is protected by the scars of wounds he has already survived.  This bonus increases by +1 every four levels.  In addition, the brutal slayer’s instincts enable him to better dodge incoming blows.  Whenever he spends a full round action to recover maneuvers, he gains a dodge bonus to AC equal to his Wisdom modifier.  This replaces the stalker’s dodge bonus.

Warder

Fiendbound Marauder

Through direct purpose or trick of fate, some warders find themselves directly infused with a dark power that is theirs to wield. Manifesting itself as a spectral weapon of otherworldly malice, these warders strike out with a grim purpose to use their powers to defend their flock… or conquer another’s.

Disciplines: Fiendbound marauders are no leaders of men, but rather bastions of twisted power that some nevertheless may find shelter under. The fiendbound marauder gains access to the Black Seraph, Cursed Razor, and Eternal Guardian disciplines, and gains Intimidate and Spellcraft as class skills. The warder loses access to the Golden Lion and Iron Tortoise disciplines, losing Bluff and Diplomacy as class skills. His Fiend’s Grip is always considered a discipline weapon for Black Seraph and Cursed Razor and he is always considered proficient with its use. This alters the warder’s maneuvers class feature and his class skills.

Fiend’s Grip (Su): The signature feature of fiendbound marauders is the ability to manifest an oversized, spiny spectral claw, often wrapped in barbed chains. To manifest a Fiend’s Grip, the character must be wearing gauntlets or spiked gauntlets that act as a focus for the marauder’s weapon to come into the world, and he may only manifest one Fiend’s Grip for each gauntleted hand he possesses. The fiendbound marauder may manifest his Fiend’s Grip as a move action and dismiss it as a free action. He may treat the Fiend's Grip as a spiked gauntlet that possesses the grab monster special ability and the reach and grapple weapon properties. This weapon also threatens creatures adjacent to him, unlike with most reach weapons. This weapon inflicts 1d8 points of damage (for Medium-sized characters)  plus Strength modifier and threatens a critical hit on 20 with a x2 multiplier on successful critical confirmation. The Fiend’s Grip is treated as both a manufactured light weapon or a natural weapon for the purposes of feats, spells and other effects and may not be wielded two-handed. The damage dealt is either bludgeoning or piercing and slashing, at the character’s option. This hand always counts as a  magical weapon, regardless of its enhancement bonus (if any).

When attacking with the Fiend’s Grip, the fiendbound marauder may apply any material properties of any one gauntlet or spiked gauntlet he is wearing, as well as any enhancement bonus or magical properties that it may also possess. As a supernatural ability, Fiend’s Grip does not provoke attacks of opportunity and cannot be counterspelled or dispelled when manifested, however it does not function within an antimagic field. If disarmed or sundered, the spectral weapon disappears and may be called once more on the marauder’s next turn (unless the physical gauntlet the character is wearing is sundered or otherwise removed, then the Fiend’s Grip may not be recalled until this is replaced). This replaces the warder’s aegis and clad in steel class features.

The Dark Mark (Su): The fiendbound marauder’s armiger’s mark is tainted by his eldritch power, causing targets the marks to also gain the [Cursed] affliction. The mark is now a supernatural ability, but otherwise the ability is unchanged and feats and abilities that function for armiger’s mark function with the Dark Mark class feature. This alters the armiger’s mark class feature.

Canny Pugilist (Ex): The fiendbound marauder’s monstrous Fiend’s Grip is as much a part of his body as it is his mind, and the marauder may use his spectral claw to great advantage. At 4th level, the fiendbound marauder may add his Intelligence modifier to CMB checks as a competence bonus when using his Fiend’s Grip. This replaces the warder’s tactical acumen class feature.

Improved Fiend’s Grip  (Su): At 5th level, the fiendbound marauder’s Fiend’s Grip may strike incorporeal creatures as if it possessed the ghost touch property and it may be manifested as a free action. At 11th level, the Fiend’s Grip critical multiplier increases from x2 to x3. This replaces the warder’s extended defense class feature at 5th level and at 11th level.

Fiendish Empowerment (Su): At 8th level, the fiendbound marauder’s Fiend Grip begins to infect the armor that he is wearing, causing it to grow cruel spikes and blades when the character manifests his spectral weapon. The character’s armor grows +1 armor spikes that inflict piercing and slashing damage. If the armor is spiked originally, then they grow crueler and inflict damage as if they were one size category larger and use the enhancement bonus and magical properties of these spikes. These armor spikes also gain the ghost touch magical property. Additionally, the character gains an energy resistance of 10 to two of the following energy types: acid, cold, electricity, or fire. At 14th level he may select another energy type and the enhancement bonus on the armor spikes increases to +2, and at 17th level these resistances increase to 20 while the enhancement bonus on the armor spikes increases to +3. This replaces the warder’s extended defense class feature at 8th level, 14th level, and 17th level.

The Ordained Defender

Some warders find their training amongst the clergy, raised and trained to be the defenders of their faiths and martial arm of their gods. Ordained defenders are found in almost any faith, as men and women of conviction and valor are universal in their moralities. Shining champions or wicked blackguards, these warders are the shields of their religions and the smiting hammers to those they view as heretics.

Class Features:

Disciplines: All ordained defenders may add a discipline to their list available disciplines based on their alignment. Good-aligned ordained defenders add the Silver Crane discipline (adding Perception as a class skill), neutrally-aligned ordained defenders add the Eternal Guardian discipline (adding Intimidate as a class skill), and evil-aligned ordained defenders add the Black Seraph discipline (adding Intimidate as a class skill).

Ecclesiastic Training: Instead of the rigorous tactical training that most warders undergo, ordained defenders undergo a process of dogmatic indoctrination that lends them to more introspective pursuits, meditating on the nature of their faith and their role in their deity's plan. At 1st level, the ordained defender replaces Knowledge (nobility) with Knowledge (religion) as a class skill, and her initiation attribute changes from Intelligence to Wisdom. Any class feature that references Intelligence is now used with her Wisdom modifier instead. 

Aura (Ex): An ordained defender of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Divine Gift (Su): At 3rd  level, the ordained defender receives supernatural empowerment from her deity in the form of a divine gift. She receives the choice of one inquisitor’s inquisition or a warpriest’s blessing. Should she choose an alignment-based blessing, then she must possess that alignment. Use the ordained defender’s level -2 to determine when the abilities from inquisitions would be granted to the character.

If the ordained defender chooses a blessing, each blessing grants a minor power at 3rd level and a major power at 13th level. An ordained defender can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 her ordained defender level (to a maximum of 13 times per day at 20th level). Each time she calls upon any one of her blessings, it counts against her daily limit. The save DC for these blessings is equal to 10 + 1/2 the ordained defender level + the ordained defender's Wisdom modifier.

If an ordained defender also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the ordained defender can change her former blessings or domains to make them conform.  This replaces the bonus feats gained at 3rd level and 13th level.

Warlord

The Desperado

Some warlords take to the way of the gun, and find that their daring personalities and devil-may-care attitude to danger is well suited to the black smoke and thunderous crack of the gun fight.

Weapon and Armor Proficiencies: The desperado is proficient with with simple and martial weapons, and with firearms. They are proficient with light armor and with bucklers. This alters the warlord’s weapon and armor proficiencies.

Disciplines: The desperado adds Tempest Gale to their available class disciplines. Add Sleight of Hand (Dex) to the warlord’s class skills.

Gunfighter: At 1st level, the desperado gains the Amateur Gunslinger feat and Gunsmithing as bonus feats. The Amateur Gunslinger feat is modified in that it uses the character’s Charisma in place of Wisdom as per the normal rules for this feat. They also gain a battered gun identical to the one gained by the Gunslinger. This replaces the bonus feat gained at 1st level.

Rapid Reload: The desperado’s hands are lightning quick, gaining Rapid Reload as a bonus feat at 2nd level, even if the desperado does not meet the requirements for this feat. This replaces the tactical presence (indomitable presence) class feature.

Daring Grit (Ex): Starting at 5th level, at the start of each day, the desperado gains a number of grit points equal to their Charisma modifier (minimum 1). Their grit goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though some feats and magic items may affect this maximum (as normal, the Amateur Gunslinger feat is immediately traded for the Extra Grit feat) and gains an additional Gunslinger deed. She can select any deed (or dare) that a Gunslinger of their warlord level –4 could use. At 7th level, and again at 9th, 11th, 13th, and 15th level, the desperado gains another Gunslinger dare or deed that a Gunslinger of their level –4 could use. The desperado may treat his class level -4 as a his gunslinger level to determine his overall gunslinger level for feat purposes.

Critical Hit with a Firearm: Each time the desperado confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the desperado’s character level does not restore grit.

Killing Blow with a Firearm: When the desperado reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit 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 desperado’s character level to 0 or fewer hit points does not restore any grit.

If the desperado already has levels in Gunslinger, they gain a bonus to the maximum amount of grit they can have each day, equal to their Charisma bonus (if any) but gains no extra grit at the start of each day. This replaces the warlord’s remaining tactical presences, dual tactical presence, and warlord’s presence class features.

Blackpowder Prowess (Ex): The desperado is a skilled warrior with his chosen firearms and is capable of using them with incredible proficiency. At 5th level, while in a Tempest Gale or Solar Wind stance, the character gains a +1 competence bonus to attack and damage rolls and to his CMB checks while using firearms. This bonus improves to +2 at 12th level and +3 at 19th level. This replaces the battle prowess class feature.

Gunpowder Gambits (Ex): At 6th level, the desperado’s combination of dynamic verve and strange good fortune embody the concept that sometimes, it’s better to be lucky than good. Once per day, you may spend a point of grit to reroll a gambit attempt and take the higher of two results. You may do this twice per day at 12th level, and three times per day at 18th level. This replaces the dual boost class feature.

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