DragonCyclopedia - The Combatant PDF
DragonCyclopedia - The Combatant PDF
DragonCyclopedia - The Combatant PDF
The
Combatant
A New Class for Use with
the Pathfinder Roleplaying
Game®
by
Glen R. Taylor
and
DragonCyclopedia
Table of Contents
Introduction..........................................................5
Combatant............................................................6
Class Features..................................................6
Martial Arts Styles................................................9
Archery..........................................................10
Armor Master.................................................11
Beast Arts.......................................................12
Brawler..........................................................13
Brute Force....................................................14
Bushido..........................................................15
Elemental Arts...............................................16
Empty Hand...................................................17
Pressure Points...............................................18
Swashbuckler.................................................19
Two-Weapon Master......................................20
Weapon Master..............................................21
Witch Hunter.................................................22
Wrestling........................................................23
Playing the Combatant.......................................24
Combatant Styles...........................................24
Combatant NPCs...........................................25
The Races...........................................................26
New Feats...........................................................29
New Magic Items...............................................40
Magic Brands.................................................40
Martial Arts Styles Core Weapons: These are the core weapons of
the style; the style's combat bonus is applied as a
Martial arts styles are the distinctive bonus to attack, CMB, and damage rolls with
characteristic of the combatant class. They help to these weapons.
define a combatant's flavor; what type of warrior
Techniques
he would be like if he were in mythology or
fiction. Initiate: The initiate technique, gained when the
combatant has 3 of the style's style feats.
A martial arts style has three components. These
are the style feat list, the combat bonus, and the Novice: The novice technique, gained when the
techniques. The style feat list is a list of feats that combatant has 6 of the style's style feats.
are appropriate to the style, and that are taught to
Apprentice: The apprentice technique, gained
students of the style. A character's advancement
when the combatant has 9 of the style's style
within a style is determined by the number of
feats.
feats that he has that fall within his style feat list,
as shown in Table 1-2: Martial Arts Style Journeyman: The journeyman technique, gained
Advantages. The feats listed here include only when the combatant has 12 of the style's style
feats from the Pathfinder Roleplaying Game ® feats.
Core Rulebook and those in this document. A
game master may decide that feats from other Master: The master technique, gained when the
sources are appropriate to a martial arts style, and combatant has 15 of the style's style feats.
add them to the appropriate list. Grandmaster: The grandmaster technique,
When a character has multiple styles, he may gained when the combatant has 18 of the style's
count feats in more than one style. For example, style feats.
if a character has the styles Empty Hand and Style Feats
Brawler, his Improved Unarmed Combat feat
count toward both style feat lists. A list of the style's style feats. Feats listed with an
asterisk (*) are detailed in this document.
At 1st level, a combatant must select his first
martial arts style. He may gain benefit from it
immediately, or may have to wait a level or two,
depending on his number of feats and how he
selects them. At 9th level, a combatant may select
a second style. He is best advised to select a style
in which the style feat list already includes feats Table 1-2: Martial Arts Style
that he has; otherwise, he gains no particular Advantages
benefit unless he later takes feats in that list. At
Style Combat
19th level, the character gains his third style.
Feats Bonus Techniques
Format 3 to 5 +1 Initiate
Martial arts styles are listed using the following 6 to 8 +2 Novice
format. 9 to 11 +3 Apprentice
12 to 14 +4 Journeyman
Style Name 15 to 17 +5 Master
"Quote (a flavor quote; something a master of the 18 or more +6 Grandmaster
style might say)."
Description (a short description of the style).
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Grandmaster: You may charge your attacks with Skill Focus (Knowledge (nature))
elemental power, increasing the damage of each Spring Attack
attack by your style combat bonus. The damage if
of a type selected by you when you activate this Stunning Fist
ability, chosen from acid, cold, electricity or fire. Void Stance*
As a free action up to once per round you may
activate this ability, deactivate it, or change the Void Strike*
energy type. Water Stance*
Style Feats Water Strike*
Air Stance* Weapon Focus (unarmed)
Air Strike* Whirlwind Attack
Combat Expertise Wind Stance
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Playing the Combatant himself the greatest warrior alive. He may wish to
do this for fame and glory, or he may be satisfied
A combatant, like a fighter, is perhaps one of the in simply knowing that he has proven himself.
simplest types of character to play. While there Either way, this goal drives him to train hard, and
are many variations on the theme, for a to challenge other warriors to battle. For many,
combatant, the basic solution for any problem is these battles are non-lethal, but some few fight
to hit it repeatedly until it stops moving. This isn't only to the death.
to say that combatants are violent or unintelligent
Mercenary
(in fact, the brash and stupid tend to be weeded
out early), but they do tend to be direct and Combat skills are valuable, and the mercenary
practical. capitalizes on that in a literal sense by fighting for
wealth. The more skilled and famous a combatant
Combatant Styles is, the higher a price he may command. Some
Weapons and martial skills are merely a means to mercenaries are individuals who wander from
an end, and the end goal varies with every war to war or work as bounty hunters. Others
combatant. The skills of the combatant are form mercenary units with a structure similar to
demanding and rigorous, and it takes dedication more formal armies. The only uniting trait is a
and purpose to truly master them. Combatants hunger for gold.
tend to fall into several categories in terms of why Noble Warrior
they do what they do.
The noble warrior makes violence for a purpose.
Combat Scholar He is sworn to uphold a faith, a nation, a lord, or
For the combat scholar, the martial arts are athing some other principle by force of arms. This
to be studied and mastered, like any other art. includes everything from a starry-eyed squire
Such warriors seek out known masters to train, dreaming of becoming a knight to a samurai
and often gather in schools, academies, or warrior willing to give his life for his lord. Each
monasteries where they can study without holds a great strength of conviction, and seeks to
distraction. They may even be philosophical make all of his actions serve his cause in one way
pacifists. They don't spend most of their time or another.
fighting, but if anyone mistakes one of them for a Soldier
weakling or coward is likely in for a painful
education. Perhaps the most common and archetypal style of
combatant is the soldier. Soldiers are members of
Death Seeker formal military forces that serve a community,
The death seeker is not a healthy individual. He whether that community is an isolated village or a
has come to find his existence to be meaningless, great nation. Armies pay their men, but the pay is
and seeks to end it. But his personal honor rarely what one would consider worth risking
requires that he not end his own life, nor give it one's life for. Therefore, experienced soldiers tend
away cheaply, and so he battles the most powerful to care more about doing their duty to their nation
opponents he can find. Death seekers who than material wealth or comforts. Even after
continue to survive may eventually find new leaving military service, soldiers tend to take their
purpose, or may simply become the most discipline and pride with them wherever they go.
frightening forces around, while still bearing Survivalist
deep, pointless inner pain.
Off all of the styles, the survivalist is the most
Duelist simple and direct. The survivalist trains his skills
A duelist wants, more than anything else, to prove in battle because they are the best way to stay
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Benefit: Once per day, by practicing for 10 Prerequisites: Dex 13, Improved Unarmed
minutes, you may gain the benefit of any combat Strike, Improved Grapple
feat for which you meet the prerequisites. You Benefit: You do not suffer the normal -4
retain the use of this feat until you use this feat penalty to the combat maneuver penalty to initiate
again to select a different feat. a grapple with only one hand free. When an
Craft Magic Brand (Item Creation) opponent you are grappling rolls well enough to
succeed in a combat maneuver check or Escape
You can weave permanent enchantments into a Artist skill check to break a grapple, you may
person's body. voluntarily suffer 1d8 damage (not affected by
any damage resistance) and immediately add a
Prerequisites: Caster level 5th
+10 bonus to the DC to that attempt to break the
Benefit: You can create permanent brands or grapple. If the opponent's check does not beat the
tattoos on a person. Rules for this are found in the new DC, he does not break the grapple.
New Magic Items section.
Earth Stance (Combat)
Deer Leap (Combat)
You are as difficult to move as a mountain.
You jump like a gazelle.
Prerequisites: Wis 13, Con 13
Prerequisites: Dex 13, Fleet, Leap
Benefit: As a move action, you may enter
Benefit: You may take 10 on Acrobatics skill Earth Stance. When in Earth Stance, you may add
checks made to jump, even when under stress. In your Constitution bonus as a feat bonus to your
addition, if you are wearing medium or lighter CMD.
armor and carrying a medium or lighter load, you
Special: You may only use one elemental
gain an additional +5 bonus to Acrobatics skill
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Benefit: As long as you are unarmored and Prerequisites: Cha 15, base attack bonus +8,
unencumbered, the bonus provided by the Kiai, Improved Kiai
Buckler Mastery feat is improved to +5. Benefit: When you perform a kiai shout, all
enemies within 10 feet suffer sonic damage equal
Great Combat Adaptability (Combat) to your Charisma bonus.This does not affect allies
You can become an instant expert in a fighting or the character using the feat.
style.
Great Moving Defense (Combat)
Prerequisites: Martial arts style class feature,
base attack bonus +16, Combat Adaptablity, You are a blur of motion.
Improved Combat Adaptability Prerequisites: Dodge, Moving Defense,
Benefit: You may gain the benefits of three Improved Moving Defense
combat feats as per the Combat Adaptability feat. Benefit: Any time that you move 30 or more
You must practice for 10 minutes to change out feet in one action, you gain a +4 dodge bonus to
each feat. your AC for 1 round. This does not stack with the
bonus from Moving Defense.
Great Iaijutsu (Combat)
Your opening attack in a combat often leaves no Great Swashbuckling Parry (Combat)
enemy to fight back. You turn aside attacks with a whirlwind of steel.
Prerequisites: Dex 13, base attack bonus +11, Prerequisites: Dex 13, base attack bonus +11,
Quick Draw, Iaijutsu, Improved Iaijutsu Swashbuckling Parry, Improved Swashbuckling
Benefit: When you make an attack on a flat- Parry
footed opponent (an opponent who has not yet Benefit: As long as you are unarmored and
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New Magic Items use of magic brands until he returns to his normal
shape (unless the brand is specifically enchanted
Unarmed martial artist characters typically love to avoid this problem, such as with the wild
to travel light. Toward this end, some opt to avoid special armor ability).
carrying around magic items, and instead have
Item Creation Feat Required: Craft Magic
their own bodies enchanted, using magic brands.
Brand
Creating Magic Brands Skill Used in Creation: Spellcraft, Craft (tattoos)
A character with the Craft Magic Brand feat may
create magical tattoos, brands or other markings Magic Brands
on a creature that have permanent magical effects.
These brands mimic the effect of more common ENCHANTED FISTS
magic items, including magic weapons, magic Aura moderate transmutation; CL 5th
armor and wondrous items. Slot none; Price 4,400 gp (+1), 8,400 gp (+2),
Magic brands are essentially magic items that 36,400 gp (+3), 64,400 gp (+4), 100,400 gp (+5),
must be crafted for the individual user, that do not 144,400 gp (+6), 196,400 gp (+7), 256,400 gp
take up spaces on the body, and that may not be (+8), 324,400 gp (+9), 400,400 gp (+10); Weight
removed or dropped, or used by another -
character. The owner of a magic brand must be DESCRIPTION
present for the entire time that the crafter is When this brand is applied to a character's hands,
creating it. A character may craft magic brands all of the character's unarmed attacks act as magic
for himself. weapons. This grants an enhancement bonus of
from +1 to +5 to attacks and damage with the
Crafting the brand itself is a use of the craft character's unarmed strikes. This enchants all of a
(tattoos) skill. A tatoo must have a value of at character's unarmed attacks; a second
least 400 gp in order to enchant it. enchantment is not required to enchante off-hand
A magic brand version may be crafted of nearly unarmed attacks or bonus attacks from a monk's
any ring or worn wondrous item that doesn't have flurry of blows special ability.
limited charges. Brands may not be created that Alternately, enchanted fists may be enchanted
are spell completion or spell trigger items. If the with weapon special abiltities. Special abilities
item normally occupies a specific space on the usuall count as additional bonuses for
body, the value for a brand with the same function determining the market value of an item, but do
is double the value of the normal item. If the item not improve the item's enhancement bonus to
does not normally occupy a space, the value is the attack and damage. Enchanted fists cannot have a
same as the normal item. modified bonus (enhancement bonus to attack
Magic brands lose their power if the wearer dies, and damage plus weapon special ability bonus
although if he returns from the dead (or becomes equivalents) higher than +10, and the
undead or otherwise animate) the brand regains enhancement bonus to attack and damage may
its power. A brand loses all its power permanently not exceed +5. If the weapon special ability has a
if it is removed from its owner (probably by being flat gp cost, double the normal cost for this
cut off, or through amputation of the body part purpose.The following weapon special abilities
where the brand is located). cannot be applied to enhcanted fists: brilliant
energy, dancing, ki focus, returning, throwing,
Magic brands are easily visible, but may be vicious and vorpal.
concealed beneath clothing or hair. If a character
with magic brands changes shape, he loses the CONSTRUCTION
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