(adapted from Cityworks)
Race: Orc-Blooded (Black Orc, Brown Orc, Common Orc, Gray Orc, or White Orc).
Alignment: Any.
Hit Die: d10.
Luck Die: d4.
Class Skills
- Skill List: The pit fighter's class skills (and the key ability for each skill) are Climb (Str), Craft: Any 9Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), and Perform: Any (Cha).
- Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
- Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
- Skill Points at Each Additional Class Level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the pit fighter:
- Base Attack Bonus: Good. A pit fighter gains +1 base attack bonus per class level.
- Fortitude Base Save Bonus: Good. A pit fighter gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.
- Reflex Base Save Bonus: Good. A pit fighter gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.
- Will Base Save Bonus: Poor. A pit fighter gains +1⁄3 base Will save bonus per class level.
- Weapon and Armor Proficiency: Pit fighters are proficient with all simple weapons and with light armor and all shields. In addition, a pit fighter gains proficiency with two exotic weapons of his choice at 1st level. At every fourth level, the pit fighter gains proficiency with an additional exotic weapon.
- Pit FighterUnarmed DamageLevelSmallMedium1 - 31d31d44 - 71d41d68 - 111d61d812 - 161d81d1017 - 201d101d12
- Rage (Ex): A pit fighter can fly into a rage a certain number of times per day. In a rage, a pit fighter temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the pit fighter’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a pit fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A pit fighter may prematurely end his rage. At the end of the rage, the pit fighter loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
- Low Cunning (Ex): Starting at 3rd level, the pit fighter gains the ability to draw upon his unorthodox fighting style to use a set of unique strategems to deceive his enemies and improve his fighting ability. At 3rd level, he gains the Combat Expertise feat even if he does not meet the prerequisites for it.
- Crippling Strike: The target suffers the pit fighter's Strength modifier in temporary damage to the pit fighter's choice of Strength, Dexterity, or Constitution.
- Knockback: The pit fighter slams his opponent backward by (1d4 x 5 feet) The pit fighter chooses the opponent's final location, though he cannot force his enemy to make an illegal move.
- Power Blow: The pit fighter's opponent is knocked prone.
- Uncanny Dodge (Ex): At 7th level, a pit fighter retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized. If a pit fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
- Improved Uncanny Dodge (Ex): At 11th level, the pit fighter cannot be flanked. This defense denies a rogue the ability to sneak attack the pit fighter by flanking him, unless the attacker has at least four more rogue levels than the target has pit fighter levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Level | Special |
1st
| Exotic Weapon Proficiencies, Expert Pugilist |
2nd
| Rage (once per day) |
3rd
| Low Cunning (Combat Expertise) |
4th
| Exotic Weapon Proficiency |
5th
| Rage (twice per day) |
6th
| Low Cunning (+1 dodge) |
7th
| Uncanny Dodge |
8th
| Exotic Weapon Proficiency |
9th
| - |
10th
| Rage (three times per day) |
11th
| Improved Uncanny Dodge |
12th
| Exotic Weapon Proficiency, Low Cunning (+2 dodge) |
13th
| - |
14th
| - |
15th
| Low Cunning (Critical Action), Rage (four times per day) |
16th
| Exotic Weapon Proficiency |
17th
| - |
18th
| Low Cunning (dodge +3) |
19th
| - |
20th
| Exotic Weapon Proficiency, Rage (five times per day) |
Home Base Classes
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