Actions

Fighter/Combat Specializations

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Sphere Specializations

(3 points)

The conscript specializes in a combat sphere of his choice. When specializing in a sphere, the conscript gains that sphere as a bonus sphere at 1st level (or a combat talent belonging to that sphere if he already possesses that base sphere) and may treat his base attack bonus as being equal to his conscript level +1 when determining the benefits and effects of that sphere; if a sphere would grant effects based on the user’s Hit Dice instead of their base attack bonus, the conscript may treat his total Hit Dice as being equal to his conscript level +1 for the purposes of determining what benefits he receives. In addition, he gains a series of abilities associated with that sphere as detailed at the end of the class.

Special: The conscript may buy an additional sphere specialization by trading away the bonus talents granted at 1st, 5th, 9th, 13th, and 17th level. Sphere specializations bought in this manner are slightly delayed however; the conscript gains the bonus talent and effective base attack bonus or HD increase at 2nd level, the ability normally gained at 3rd level at 4th level, and the ability normally gained at 8th level at 9th level.


Attack

Conscript Weapon Training (Ex)

(2 points)

Starting at 6th level, the conscript gain a +1 bonus on weapon attack and damage rolls with all weapons from a single fighter weapon training group of his choice. This bonus increases by +1 at 10th level and every four levels thereafter.

This counts as, and does not stack with, the fighter’s weapon training class feature.

Maneuver Training (Ex)

(1 point)

At 3rd level, a conscript can select one combat maneuver to receive additional training. He gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 8th level and every four levels thereafter, the conscript becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD with that maneuver. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a conscript chooses grapple at 3rd level and sunder at 8th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 12th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Sneak Attack (Ex)

(2 points)

Starting at 3rd level if the conscript can catch a creature when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The conscript’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 conscript flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a conscript 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 conscript 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 conscript cannot sneak attack while striking a creature with total concealment.

Equipment Training

Armor Training (Ex)

(1 point)

Starting at 3rd level, the conscript learns to be more maneuverable while wearing armor.

Whenever he is wearing armor, the conscript reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.

At 6th level and every four levels thereafter (10th, 14th, and 18th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, he can also move at his normal speed while wearing medium armor.

At 8th level, he can move at his normal speed while wearing heavy armor.

Finesse Training (Ex)

(2 points)

At 1st level, a conscript gains the Finesse Fighting Equipment talent (if he already has or gains Finesse Fighting or an equivalent feat from another source, he may select another combat talent for which he qualifies).

In addition, starting at 4th level, he can select any one type of weapon that can be used with Finesse Fighting (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the conscript from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier.

The conscript can select a second weapon at 12th level and a third at 18th level.

Gear Training (Ex)

(1 point)

At 1st level, a conscript gains proficiency with all martial weapons, and with medium armor and shields (except tower shields).

At 6th level, the conscript also gains proficiency with heavy armor and tower shields.


Feats

Coordinated Combatant (Ex)

(2 points)

Starting at 1st level, and again at 8th level, the conscript gains 1 teamwork feat for which he qualifies as a bonus feat. All of the conscript’s allies are treated as if they possessed the same teamwork feats for the purpose of determining whether the conscript receives a bonus from his teamwork feats.

His allies do not receive any bonuses from this feat unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the conscript to receive the listed bonus.

After any rest of 8 hours or longer, the conscript may choose to retrain the teamwork feats granted by this ability for any other teamwork feat he qualifies for.

Martial Flexibility (Ex)

(2 points)

Starting at 2nd level, the conscript can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The conscript must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his conscript level (minimum 4 times per day).

The conscript can use this ability again before the duration expires to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 8th level, the conscript can use this ability to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 16th level, the conscript can use this ability to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

This counts as the brawler’s martial flexibility class feature; characters who gain martial flexibility from multiple sources add their class levels from all sources that grant martial flexibility together when determining their total class level and uses per day for this ability.


Saving Throws

Evasion (Ex)

(1 points)

Starting at 3rd level, the conscript can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the conscript is wearing light armor or no armor.

At 10th level, the conscript gains improved evasion; this works like evasion except while the conscript still takes no damage on a successful Reflex saving throw against an attack, he also only takes half damage on a failed save.

A helpless conscript does not gain the benefits of evasion or improved evasion.

Indomitable Will (Ex)

(1 points)

A conscript’s base Will save bonus from his conscript levels is equal to 2 + half his conscript level.


Cunning

Dual Identity (Ex)

(2 points)

From 1st level on, the conscript is trained in techniques to hide his true identity, allowing him to move about disparate social circles without carrying the stigma of his actions or acquaintances. In effect, the conscript has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the conscript usually has two names: his true name, used in polite company, and his secret identity name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the conscript’s true identity is revealed to the world at large.

The conscript can start each day in either of his identities, referred to simply as social or secret. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the conscript’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities.

Despite being a single person, the conscript’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A conscript’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a conscript with a lawful neutral social identity could have a secret identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a conscript is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the conscript work only if the conscript is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Favored Enemy (Ex)

(2 points)

From 2nd level on, a conscript selects a creature type from the ranger’s favored enemies table.

He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A conscript may make Knowledge skill checks untrained when attempting to identify these creatures.

At 8th level and again at 16th level, the conscript may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the conscript chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated in the ranger’s favored enemy class feature. If a specific creature falls into more than one category of favored enemy, the conscript’s bonuses do not stack; he simply uses whichever bonus is higher.

Favored Terrain (Ex)

(1 point)

Starting at 3rd level, a conscript may select a type of terrain from the ranger’s favored terrain list. The conscript gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A conscript traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and again at 16th level, the conscript may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

Inspiration (Ex)

(1 point)

From 2nd level on, a conscript gains the ability to augment skill checks and ability checks through his brilliant inspiration. The conscript gains an inspiration pool equal to 1/2 his class level (minimum 1). A conscript’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 (his inspiration die) to the result of a skill or ability check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. A conscript can use inspiration once only per check or roll.

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

This counts as the investigator’s inspiration class feature, and conscripts with this ability add their investigator and conscript levels together when determining their uses per day and other level related functions of this ability.

Studied Target (Ex)

(2 points)

From 1st level on, a conscript can study a creature he can see as a move action. The conscript then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that creature, and a +1 bonus on weapon attack and damage rolls against it. The DCs of conscript class abilities and combat sphere effects against that creature increase by 1. A conscript can only maintain these bonuses against one creature at a time; these bonuses remain in effect until either the creature is dead or the conscript studies a new target.

At 8th level and again at 16th level, the bonuses on weapon attack rolls, damage rolls, and skill checks and to conscript DCs against a studied target increase by 1. In addition, at each such interval, the conscript is able to maintain these bonuses against an additional studied target at the same time. The conscript may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 10th level, a conscript can study a creature as a move or swift action. If the conscript possesses the sneak attack combat specialization, whenever a conscript deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).


Other

(1 point)

From 2nd level on, the conscript gains a banner that becomes a symbol of inspiration to his allies and companions. As long as the conscript’s banner is clearly visible, all allies within 60 ft. receive a +1 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge.

At 6th level, and every four levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the conscript or a creature he is currently using as a mount.

Fast Movement (Ex)

(2 points)

At 3rd level, a conscript’s land speed is faster than the norm for his race by +10 ft. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the conscript’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the conscript’s land speed.

At 6th level and every five levels thereafter, the conscript’s land speed increases by an additional +10 feet.

Mount (Ex)

(2 points)

At 1st level, the conscript gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the conscript’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.

A Medium conscript can select a camel or a horse. A Small conscript can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A conscript does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A conscript’s mount does not gain the share spells special ability.

A conscript’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a conscript’s mount die, the conscript may find another mount to serve him after 1 week of mourning.

Resolve (Ex)

(1 point)

Starting at 1st level, the conscript gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two conscript levels beyond 1st. Whenever the conscript defeats a target, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating a target usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the conscript can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the conscript is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition.

If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. The duration of effects suppressed by this ability continues during the hour in which it is suppressed.

Resolute: Whenever the conscript is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the conscript is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action.

He does fall unconscious if he takes additional damage from any source, unless he spends an additional use of resolve as an immediate action. A conscript reduced to a sufficient number of negative hit points to kill him still dies as normal.