Actions

Fighter/Sphere Specializations

From Titan's Teeth


Alchemy

Chemical Specialization (Ex)

Starting at 3rd level, whenever the conscript throws an alchemical splash weapon and misses, he may select the square in which the splash weapon lands rather than rolling. Whenever an alchemical item created by the conscript would heal a creature’s hit points, any healing in excess of the creature’s maximum hit points is applied as temporary hit points that last for 1 hour per conscript class level.

In addition, the conscript learns how to create an antivenom for any poison he can obtain a sample of. He can prepare such an antivenom in 1 minute; if the conscript has a poison prepared from the alchemy sphere, he can convert it into an antivenom as a full-round action.

Whenever the conscript confirms a critical with a poisoned weapon, the DC of the poison is increased by +1.

Masterful Chemistry (Ex)

From 8th level on, the conscript doubles the number of formulae or enhanced poisons he can have prepared at any one time.

Master Alchemist (Ex)

At 20th level, the conscript doubles the affected area of any splash or burst items he uses; effects that normally only affect a single target instead affect all targets within 5 ft. of the point of impact, splash damage affects all creatures within 10 ft. instead of 5 ft., etc.

In addition, the conscript may apply any poison in his possession to a wielded weapon as a free action, and each dose of poison applied to a weapon lasts for 1 additional attack.


Athletics

Expert Climber (Ex)

Starting at 3rd level, the conscript gains a climb speed of 20 ft. If he has or gains a climb speed from another source, he instead increases his climb speed instead increases by 10 ft. (unless that would make his total climb speed less than 20 ft.). Whenever he climbs and uses another movement mode in the same round, treat his speed for both movement modes as being equal to his greatest movement speed.

Uncanny Swimmer (Ex)

From 8th level on, the conscript gains a swim speed of 30 ft. If he has or gains a swim speed from another source, increase that swim speed by 10 ft. instead (unless that would make his total swim speed less than 30 ft.). Whenever the soncript swims and uses another movement mode in the same round, treat his speed for both movement modes as being equal to his greatest movement speed.

Athletic Paragon (Ex)

Upon reaching 20th level, the conscript has achieved the peak of physical fitness. Increase the total speed of any movement mode he possesses by 10 ft. (this is applied after any modifications or bonuses gained from the expert climber or uncanny swimmer class features).

In addition, he gains a competence bonus to Fortitude and Reflex saving throws equal to his practitioner modifier, and he does not suffer any penalties to his physical ability scores (Strength, Dexterity, and Constitution) due to aging. Any penalties that have accrued due to age prior to this point are removed.


Barrage

Always Ready (Ex)

At 3rd level, the conscript gains a +2 bonus to his initiative rolls and the first damage roll he makes during combat. If his hands are open and he is aware of the enemy, he may draw a ranged weapon as part of making his initiative roll.

Startling Barrage (Ex)

At 8th level, whenever a conscript successfully attacks an unaware creature with a ranged or thrown weapon, that creature remains flat-footed until the beginning of their next round.

Barrage Beast (Ex)

At 20th level, whenever the conscript strikes a target at least twice during a barrage, he deals an additional +4d6 points of precision damage on each attack after the first; this stacks with precision damage from other sources, such as a rogue’s sneak attack.


Barroom

Broken Creativity (Ex)

At 3rd level, a conscript can deal either bludgeoning, piercing, or slashing damage with an improvised weapon, and while drunk a conscript deals additional damage with an improvised weapon equal to 1/3 his base attack bonus (minimum 1).

Lasting Drunkenness (Ex)

At 8th level, whenever a conscript expends his drunk status, he is still treated as though he had the drunk status for the purpose of talents which would grant him benefits for having it for 1 minute.

In addition, he gains a +2 dodge bonus to his armor class and a +2 circumstance bonus to Reflex saving throws while drunk. At 16th level, these bonuses increase by +2.

Eternal Drunk (Ex)

At 20th level, the conscript is always treated as though he had the ‘drunk’ status for the purpose of talents which would grant benefits for having it, and all improvised weapons he wields are always treated as 2 size categories larger than they actually are for the purpose of determining how much damage they deal.


Beastmastery

Companion Creature (Ex)

At 3rd level, a conscript gains an animal companion (as the druid class feature) using his conscript level as his druid level. The animal companion may gain the Light Armor Proficiency feat in place of the share spells feature.

In addition, he can use Handle Animal in place of Knowledge (nature) to identify a creature of the animal type, or Ride if the animal is a suitable mount for him.

Nature’s Friend (Ex)

At 8th level, creatures of the animal type have a starting attitude toward the conscript one step better than normal, to a maximum of friendly. Whenever the conscript attempts a Diplomacy, Handle Animal, Ride, or wild empathy check against a creature that is the same type of creature as their mount or animal companion, they receive a competence bonus on the check equal to 1/2 their class level (rounded down, minimum 1).

Beast Master (Ex)

At 20th level, a conscript is always treated as though they rolled a natural 20 when making a Handle Animal, Knowledge (nature), or Ride check.

In addition the conscript gains one of the following options:

  • Any creature the conscript is mounted on gains gains fast healing 5 and a competence bonus to AC, combat maneuver defense, and all saving throws equal to half the conscript’s base attack bonus.
  • The conscript’s mount or animal companion improves any armor proficiency it may have by one step (non-proficient to light, light to medium, medium to heavy), and gains a competence bonus on damage rolls and saving throws equal to 1/2 the conscript’s base attack bonus as long as it has line of sight to the conscript. Whenever the conscript takes damage from an attack while his mount or animal companion is in line of sight, his mount or animal companion may move up to its maximum base speed directly towards the conscript as an immediate action.


Berserker

Iron Rage (Ex)

At 3rd level, whenever a conscript takes a penalty to their AC from the Berserker sphere, they also gain DR 1/- for 1 round. At 5th level and every five levels afterwards, this DR increases by 1.

Steel Rage (Ex)

At 8th level, whenever a conscript gains temporary hit points from the Berserker sphere ability, they gain an additional number of temporary hit points equal to 1/2 their conscript level.

Adamantine Rage (Ex)

At 20th level, whenever a conscript takes a penalty to their AC from a Berserker sphere ability, they treat all creatures as battered for as long as the penalty lasts.


Brute

Mighty Flex (Ex)

At 3rd level, whenever a conscript successfully executes a bull rush, drag, reposition, or overrun combat maneuver while he has martial focus, he may attempt a grapple or trip combat maneuver as an attack of opportunity (this attempt does not provoke an attack of opportunity itself).

The conscript cannot attempt a grapple check in this manner unless the opponent is within his natural reach (for example, if the conscript triggered this ability by making a bull rush attempt against a target he chose not to move with, he could only use the trip option of this ability).

Never Outmatched (Ex)

At 8th level, the conscript ignores the size bonus to a creature’s combat maneuver bonus and CMD when performing or resisting a bull rush, drag, reposition, or overrun combat maneuver.

Giant Physique (Ex)

When the conscript reaches 20th level, he gains a +4 bonus to his CMB and CMD when performing or defending against a bull rush, drag, reposition, or overrun combat maneuver.

In addition, the conscript doubles his critical threat range when performing a shove or a bull rush, pull, reposition, or overrun combat maneuver that deals damage.


Boxing

Raw Knuckle (Ex)

At 3rd level, whenever a conscript uses his counter punch ability, he deals an additional +2 damage. At 6th level and every six levels afterwards, this additional damage increases by +2.

Lights Out (Ex)

At 8th level, whenever a conscript makes a successful attack using his counter punch ability, the creature he damaged with it treats the conscript as though he had concealment for 1 round. At 16th level, he is instead treated as though he had total concealment.

Impossible Preparation (Ex)

At 20th level, as long as a conscript has an action readied, he is immune to being moved or teleported (he may choose to allow himself to be moved or teleported if he wishes) and may roll two times whenever he is required to make a Will saving throw, taking the most favorable result.


Dual Wielding

Perfect Ambidexterity (Ex)

From 3rd level on, the conscript reduces all penalties taken for two-weapon fighting or attacking with a main hand and off-hand weapon using the Dual Wielding sphere by 1 (so a conscript wielding at least one light weapon will only take a -1 penalty for dual wielding, and a conscript wielding two one-handed weapons would take a -3 penalty for dual wielding). This reduction applies after any other effects that reduce the conscript’s dual wielding penalties, such as the Mercurial Flow talent.

Rending Strikes (Ex)

At 8th level, a conscript gains TwoWeapon Rend as a bonus feat, even if he would not normally qualify for it. Whenever the conscript rolls maximum damage on his rend damage dice (normally this means rolling a 10 on 1d10), the target of his attack is sickened for a number of rounds equal to his practitioner modifier.

Eviscerate (Ex)

At 20th level, a conscript becomes an expert at cutting his foes apart with his perfectly paired weapons; whenever the conscript deals damage with his main-hand weapon, his next attack with his off-hand weapon is automatically a critical threat as long as it successfully hits the target, regardless of the actual roll.


Duelist

Death By A Thousand Cuts (Ex)

Starting at 3rd level, a conscript’s attacks slowly sap away his foe’s strength. Whenever the conscript deals bleed damage to a creature, it must make a Fortitude save (DC = the conscript’s base attack bonus + the total amount of bleed damage the target is currently taking) or become fatigued; creatures who are already fatigued become exhausted, and exhausted creatures who fail their save lose consciousness and fall asleep. Sleeping creatures are helpless.

Slapping or wounding (but not taking bleed damage) awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Creatures immune to bleed are immune to all other effects of this ability.

Blooded Riposte (Ex)

From 8th level on, whenever a creature currently taking bleed damage successfully deals damage to a conscript with a melee attack, the conscript may make an attack action to disarm that creature as an immediate action.

Exsanguinating Strikes (Ex)

At 20th level, the bleed damage granted by blooded strike increases to 1d6 + 1d6 per 4 points of base attack bonus he possesses.

In addition, the conscript’s attacks now ignore immunity to bleed damage; even if the target is not a creature with blood or capable of bleeding, his penetrating blows still sap whatever force animates the target creature.


Equipment

Well Equipped (Ex)

At 3rd level, a conscript gains a +1 competence bonus to attack and damage rolls with any weapon with which he is proficient; at 10th level, this bonus increases by +1.

Guarding Gear (Ex)

From 8th level on, the conscript gains a competence bonus to his CMD equal to his practitioner modifier.

Well Studied (Ex)

At 20th level, whenever a conscript rolls to confirm a critical hit with a manufactured weapon, he can roll twice and select the better result. While wearing any armor or carrying a shield, the conscript is treated as though they had the heavy fortification armor special ability.


Fencing

Subtlety (Ex)

At 3th level, the conscript treats Bluff as a class skill. If he already has Bluff as a class skill, he may instead treat any one other skill of his choice as a class skill. In addition, the conscript gains a competence bonus on Bluff checks equal to 1/2 his base attack bonus (minimum +1).

Agile Defense (Ex)

At 8th level, whenever a conscript successfully damages a creature with a fatal thrust, he gains a dodge bonus to his AC for 1 round against all attacks from the damaged creature equal to the number of precision damage dice in his fatal thrust.

Shadowed Defense (Ex)

At 20th level, whenever the conscript succeeds at a feint attempt against a creature, he gains total concealment against all attacks made by that creature until the start of his next turn.


Gladiator

Armed Intimidator (Ex)

At 3rd level, whenever the conscript is wielding a weapon with the performance special feature, or any weapon from the Gladiator Training discipline, he may add its enhancement bonus (if any) to his Intimidate checks.

Celebrity Combatant (Ex)

From 8th level on, the conscript treats every battle as a performance combat as long as he is wielding a weapon with the performance special feature or a weapon from the Gladiator Training discipline, treating his allies and other creatures participating in the combat as a small, indifferent crowd for the purposes of determining what benefits he receives.

In addition, whenever he begins a performance combat, he starts with a number of victory points equal to half his practitioner modifier (rounded down, minimum 1).

Gladiatorial Weapon Master (Ex)

Once the conscript reaches 20th level, whenever he threatens a critical hit with a weapon with the performance special feature or any weapon from the Gladiator Training discipline, he automatically confirms the critical threat. In addition, he is always treated as having the Improved Critical feat for any of these weapons.


Guardian

Increased Toughness (Ex)

At 3rd level, a conscript gains 3 hit points. At every following level, he gains an additional hit point; these hit points stack with those granted by the Toughness feat.

Increase Defense (Ex)

At 8th level, the amount of damage which can be redirected to his delayed damage pool increases to 4 x his base attack bonus. If the conscript also has the Greater Delayed Damage talent, these bonuses stack.

Calculated Resistance (Ex)

At 20th level, a conscript can choose to not empty their pooled damage from the Guardian sphere for up to 5 rounds, although if the pooled damage reaches its maximum limit at any point, it immediately empties. Any healing the conscript receives also removes an equal amount of damage from their pooled damage.


Lancer

Impaling Adept (Ex)

At 3rd level, a conscript no longer takes an attack penalty when attempting to impale a creature.

Impaling Professional (Ex)

At 8th level, as long as a conscript is impaling a creature, that creature cannot take a swift action.

Impaling Monster (Ex)

At 20th level, a conscript can attempt to impale a creature with any attack he makes, and the impaled creature cannot take a move action or expend their martial focus.


Leadership

Cohort Coordination (Ex)

At 3rd level and every five levels thereafter, a conscript gains a teamwork feat he qualifies for as a bonus feat. The conscript may share these feats with any cohort within close range (25 feet + 5 feet per 2 class levels), even if they would not normally qualify for it.

Directed Motion

At 8th level, the conscript may grant an additional move action to a number of cohorts equal to his practitioner ability modifier (minimum 1) as a move action. This additional move action may only be used to move.

True Leader

At 20th level, the conscript’s cohorts gain a morale bonus to AC and all saving throws equal to the conscripts practitioner ability modifier and fast healing 5.


Open Hand

Empty Hand (Ex)

At 3rd level, as long as a conscript has nothing in any of his hands, he gains a +2 shield bonus to his armor class and CMD. At 7th level and every four levels afterwards, this bonus increases by +1.

Empty Fist (Ex)

At 8th level, as long as a conscript has nothing in any of his hands, his unarmed strikes are treated as 1 size larger to a maximum size of Large. If they would normally be treated as Large, he instead gains a +1 circumstance bonus to damage for every 4 base attack bonus he possesses.

Empty Soul (Ex)

At 20th level, as long as a conscript has nothing in any of his hands, he can add the shield bonus from his empty hand class feature to one of his saving throws as a circumstance bonus (he can change the saving throw to which this bonus is applied as a swift action).

Scoundrel

Easy Mark (Ex)

At 3rd level, a conscript deal damage equal to 1/2 his level + his practitioner modifier whenever he successfully resolves a dirty trick or steal combat maneuver.

Brutal Trickster (Ex)

At 8th level, whenever the conscript successfully uses a dirty trick or steal combat maneuver, the creature affected by it must make a successful Fortitude saving throw or be staggered for 1 round.

At 16th level, the creature also loses their martial focus if they possess it.

Master Thief (Ex)

At 20th level, whenever the conscript makes a successful dirty trick or steal attempt against a creature, the next time the conscript forces that creature to make a saving throw within 1 minute, they must roll twice and take the worse result.


Scout

Analytical Gaze (Ex)

At 3rd level, whenever a conscript uses his scout ability, he does not take a -5 penalty on the Perception check, and his successful use of the scout ability reveals any additional information which would be gained by making a successful Knowledge check.

In addition, the conscript gains a +1 dodge bonus to his AC and Reflex saves against any attacks or abilities from a creature he has successfully scouted.

Stealth Surge (Ex)

From 8th level on, creatures the conscript has successfully scouted take a penalty on all Perception checks against him equal to 1/2 the conscript’s base attack bonus.

In addition, the first time the conscript attacks a scouted creature while it is unaware of his presence due to his use of Stealth or a similar ability, the conscript automatically treats the base damage dice for his weapon as though they had rolled the maximum amount.

Hidden Death (Ex)

When the conscript reaches 20th level, the first time he attacks a scouted creature while it is unaware of his presence due to his use of Stealth or a similar ability, the creature must succeed on a Fortitude save (DC 10 + 1/2 the conscript’s base attack bonus + the ability modifier used for the triggering attack roll) or die.

Regardless of whether or not the save is made, the target is immune to further uses of this ability for 24 hours.


Shield

Shielded Adept (Ex)

At 3rd level, a conscript may treat heavy and tower shields as light weapons, and decreases the armor check penalty of any shield he wields by 1.

In addition, bucklers are treated as heavy shields when determining how much damage they deal.

Shield Striker (Ex)

At 8th level, a conscript’s first use of active defense each round does not require him to expend an attack of opportunity, and he adds his shield bonus to his Reflex saves.

Shielded Defender (Ex)

At 20th level, a conscript carrying a shield gains the benefits of heavy fortification, and the hardness of any shield he wields is increased by an amount equal to his practitioner modifier.


Sniper

Precision Shots (Ex)

At 3rd level, the conscript may use a move action to aim his weapon, gaining a competence bonus on damage rolls with his next ranged attack equal to 1/2 his base attack bonus (rounded down, minimum 1).

Uncanny Accuracy (Ex)

At 8th level, whenever a conscript makes a successful deadly shot, he treats any deadly shot or weapon damage dice roll of 1 or 2 as 3.

Perfect Aim (Ex)

At 20th level, whenever a conscript makes a successful deadly shot, all weapon damage dice added by this ability are maximized.


Trap

Surprising Activation (Ex)

At 3rd level, whenever a creature fails a save against a conscript’s trap, they are flat-footed until the beginning of their next turn.

Engineering Genius (Ex)

At 8th level, a conscript’s dart traps extend to medium range and his snare traps double their normal area.

Enduring Trapper (Ex)

At 20th level, a conscript’s traps do not break when activated, resetting after 1 round. Each time they are activated, they lose 5 rounds of their duration (if a trap’s duration would be measured in minutes, it instead loses 5 minutes each time it is activated), breaking when their duration would expire. Traps that contain expendable items such as alchemical items still expend the item upon usage, but may be pre-loaded with additional items, in which case a new one is loaded when the trap resets.


Warleader

Born Leader (Ex)

At 3rd level and every five levels thereafter, a conscript gains a teamwork feat he qualifies for as a bonus feat. The conscript may share these feats with any ally currently benefiting from one of his tactics or shouts, even if they would not normally qualify for it.

Triumphant Stand (Ex)

Starting at 8th level, whenever a conscript would be dropped to 0 or fewer hit points by a melee or ranged weapon attack while he has a tactic active, any ally currently benefiting from the tactic may make an aid another check as an immediate action to add +2 to the conscript’s AC (to a maximum bonus of +10). If these bonuses would be enough to raise his AC above the attack roll for the triggering attack, the attack is instead treated as a miss and he takes no damage from it.

Concerted Finish (Ex)

At 20th level, whenever a conscript confirms a critical hit against a creature, each ally currently benefiting from one of the conscript’s tactics or shouts may make a single attack against the target as an immediate action. This attack may be made with a melee or ranged weapon, but the ally must be threatening the creature to make a melee attack, or have a ranged weapon in hand and ready to fire in order to make a ranged attack.


Wrestling

Mobile Grappler (Ex)

At 3rd level, whenever the conscript makes a successful grapple check to maintain a grapple, he may move himself and the grappled creature up to 5 ft. as a free action; this movement is in addition to the movement normally granted by using the move option available whenever he maintains a grapple. At 9th level and again at 15th level, he may move himself and that creature an additional 5 ft.

Bear Hug (Ex)

At 8th level, whenever the conscript makes a successful grapple check to maintain a grapple, that creature must pass a Fortitude save (DC 10 + 1/2 conscript level + conscript’s Strength or Dexterity modifier, whichever is higher) or become fatigued for 1 round and lose their martial focus if they possess it. At 15th level, they are also exhausted for 1 round.

Fatal Clutch (Ex)

At 20th level, whenever the conscript maintains a grapple against a creature, the grappled creature must make a Fortitude save (DC 10 + 1/2 conscript level + conscript’s Strength or Dexterity modifier, whichever is higher) or take damage equal to 1/4 of their maximum hit points (rounded down).