DragonCyclopedia - The Combatant PDF

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The document introduces a new Combatant class for use in Pathfinder roleplaying games that aims to create a more versatile warrior class encompassing different fighting styles from knights to martial artists.

The Combatant is a new core class that slightly revises the fighter in order to create a more versatile warrior class that allows a player to create a character with a fighting style that ranges from the classic medieval knight to the lethal unarmed martial artist and anywhere in between.

The Combatant class has access to various martial arts styles, including Archery, Armor Master, Beast Arts, Brawler, Brute Force, Bushido, Elemental Arts, Empty Hand, Pressure Points, Swashbuckler, Two-Weapon Master, Weapon Master, Witch Hunter, and Wrestling.

DragonCyclopedia: The Combatant

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DragonCyclopedia: The Combatant

This document is copyright Glen R. Taylor,


2011, and is published under the Open Game
Design and Writing: Glen R. Taylor
License version 1.0a, copyright 2000 Wizards of
the Coast, Inc. The full text of this document Production, Editing and Publishing:
is Open Game Content under the provisions of DragonCyclopedia
that license.
Uncredited illustrations are derived from works
that are in the Public Domain.
The Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatible logo
are copyright 2009 Paizo Publishing, LLC.

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DragonCyclopedia: The Combatant

The

Combatant
A New Class for Use with
the Pathfinder Roleplaying
Game®

by
Glen R. Taylor
and
DragonCyclopedia

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DragonCyclopedia: The Combatant

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

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Introduction feat that, with the fighter, requires a significant


sacrifice in terms of combat effectiveness.
Certainly the most immortal heroic archetype of
How Do I Use the Combatant?
fiction and myth is the warrior. From Gilgamesh
to Theseus and from Lancelot to the Three The combatant is very straightforward in its use
Musketeers, the tough hero who stands ready to within a party or campaign. The class holds the
take up arms against evil shows up in every story same role as the fighter, although it is more
in some fashion. culturally diverse. The combatants stands on the
front lines of a battle, and deals damage directly
The Combatant is a new core class that slightly
to the enemy while shielding the less durable
revises the fighter in order to create a more
characters behind him. Some of the tricks
versatile warrior class that allows a player to
available to the combatant also allow him to fill
create a character with a fighting style that ranges
other roles, such as the ranged attacker.
from the classic medieval knight to the lethal
unarmed martial artist and anything in between. What Else Is in This Book?
What's Wrong With My Fighter? Also featured herein are some rules that can be
handy for other characters. There is a host of new
What could be wrong with the Fighter class?
feats, mostly combat-related, that can be taken by
Nothing! The class as it stands in the Core
nearly any character to supplement their fighting
Rulebook is an excellent way to create a classic
ability. In addition, there is a new type of magic
armored warrior, such as a knight of the round
item, the magic brand, that can allow a character
table. Even with this new class in place, players
to have his own body enchanted, and rules for
will find plenty of reasons to play the fighter
players to create these brands.
class.
Okay, Why the Combatant?
The heavily-armored medieval knight is only one
of the many types of warriors found in fiction. A
lot of the variation involves how much armor the
warrior wears, if any, and what weapons he
prefers to wield, if any. A fighter gains the most
benefit from wearing as heavy a suit of armor as
possible, and wielding either the biggest two-
handed weapon he can get, or the biggest one-
handed weapon along with the biggest shield he
can get.
However, in fiction, we see many other images.
There is the savage barbarian, charging into battle
in a loincloth. There is the quick-witted
swashbuckler, eschewing armor and wielding
rapier and dagger with lethal precision. There is
the dedicated martial artist, not as mystical as the
monk but still a deadly war machine with no
armor or weapons.
The Combatant is intended to allow a player to
create characters from these and other molds, a

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DragonCyclopedia: The Combatant
Table 1-1: Combatant
Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1 st
+1 +2 +2 +0 Bonus Feat, Martial Arts Style
2 nd
+2 +3 +3 +0 Bonus feat, Bravery +1
3 rd
+3 +3 +3 +1
4 th
+4 +4 +4 +1 Bonus feat
5 th
+5 +4 +4 +1
6 th
+6/+1 +5 +5 +2 Bonus feat, Bravery +2
7 th
+7/+2 +5 +5 +2
8 th
+8/+3 +6 +6 +2 Bonus feat
9 th
+9/+4 +6 +6 +3 Martial Arts Style
10 th
+10/+5 +7 +7 +3 Bonus feat, Bravery +3
11 th
+11/+6/+1 +7 +7 +3
12 th
+12/+7/+2 +8 +8 +4 Bonus feat
13 th
+13/+8/+3 +8 +8 +4
14 th
+14/+9/+4 +9 +9 +4 Bonus feat, Bravery +4
15 th
+15/+10/+5 +9 +9 +5
16 th
+16/+11/+6/+1 +10 +10 +5 Bonus feat
17 th
+17/+12/+7/+2 +10 +10 +5
18 th
+18/+13/+8/+3 +11 +11 +6 Bonus feat, Bravery +5
19 th
+19/+14/+9/+4 +11 +11 +6 Martial Arts Style
20 th
+20/+15/+10/+5 +12 +12 +6 Bonus feat
Combatant Hit Dice: d10

Battle is an art. While to some it is merely a Class Skills


means to an end, combatants approach combat as The combatant's class skills are Acrobatics (Dex),
an end in itself. They train hard hours to perfect Climb (Str), Craft (Int), Handle Animal (Cha),
their skills at warfare to become the ultimate Heal (Wis), Intimidate (Cha), Knowledge
warrior. Unlike monks, who study specialized (dungeoneering) (Int), Knowledge (Engineering)
combat techniques that help them focus their (Int), Profession (Wis), Ride (Dex), Survival
spiritual development, combatants prefer to train (Wis), and Swim (Str).
in order to fight.
Skill Ranks per Level: 4 + Int modifier
Role: A combatant is a primary warrior. While a
combatant's particular fighting specialty varies Class Features
from individual to individual, any combatant can The following are the class features of the
hold his own in the front lines of a battle. Their combatant.
skills are lethal both in close combat and at a
distance. Weapon and Armor Proficiency: Combatants
are proficient in all simple and martial weapons,
Alignment: Any.

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all armor, and shields, including tower shields. feat list, he determines his style advantages as if
Armor and shield use restricts some martial arts he only had 5 feats from the list (his combatant
abilities, as listed in the ability's description. level, 3, plus 2, equals 5).
Bonus Feats: At level 1, a combatant may select In addition, a combatant may select any feat on
any one combat feat or any feat listed in his his martial arts style feat list as a combatant
martial arts style feat list as a bonus feat. He must bonus feat, even if it is not a combat feat.
meet the prerequisites for this feat. He gains
There are two benefits provided by a martial arts
another bonus combat feat at level 2 and every
style. The first is the combat bonus. This is a style
even level thereafter.
bonus to attack, combat maneuvers, and damage
Feat Cross-Training: Combatants have a great rolls made using a style's core weapons. The
breadth of combat training, which allows them to combat bonuses from multiple styles do not stack.
learn certain feats more effectively. Levels in the
The second bonus is techniques. Within each
combatant class count as fighter levels as well as
style, there are seven techniques available:
combatant levels for purposes of meeting the
beginner, initiative, novice, apprentice,
prerequisites of feats, such as Weapon
journeyman, adept, grandmaster. The techniques
Specialization.
gained at each level are listed within the martial
If a combatant has the Improved Unarmed Strike arts styles.
feat (or the Unarmed Strike monk ability), he may
Bravery (Ex): Starting at 2nd level, a combatant
select the Stunning Fist feat as one of his bonus
gains a +1 bonus on Will saves against fear. This
feats without meeting the other prerequisites.
bonus increases by +1 for every four levels
Levels in combatant count as monk levels to
beyond 2nd.
determine your uses per day of this feat.
When gaining feats, you may select the Two-
Weapon Fighting feat, and any feats that have
Two-Weapon Fighting as a prerequisite, without
needing to meet the Dexterity prerequisites. You
must still meet any other prerequisites.
Martial Arts Style: At character creation, a
combatant must decide on a martial arts style on
which to focus his training. At 9th level, and again
at 19th level, a combatant may select another
martial arts style.
Each style includes a list of style feats, which are
feats that are particularly appropriate to the style.
As a combatant rises in level, he gains certain
advantages based on the number of feats he has
taken that are found in the style feat list for his
style. A feat may count toward gaining benefits in
multiple styles.
However, you may may not apply more feats to a
martial arts style than your combatant level plus
2. For example, if a 3rd level combatant/6th level
cleric has 7 feats that fall on his martial arts style

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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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Table 1-4: Martial Arts Styles


Style Name Core Weapons Description
Archery Ranged weapons Rain down death from a distance.
Armor, spiked armor, shield, spiked shield, Armor can protect you, and be a weapon as
Armor Master
gauntlet well.
Beast Arts Natural weapons, unarmed, grappling Learn from the animals, become like them.
Brawler Unarmed, improvised weapons Always be ready for a dust-up.
Unarmed, grapple, greataxe, greatclub,
Brute Force Hit hard enough, and anything goes down.
greatsword, heavy flail
Longbow, composite longbow, bastard The way of the warrior is a path of honor and
Bushido
sword, falchion, glaive, shortsword discipline.
Elemental Arts Unarmed, one other weapon Fight with the fury of the four elements.
Leave behind your dependence on weapons
Empty Hand Unarmed, grappling
and armor.
Pressure Points Unarmed, grappling Learn the weak points of every opponent.
Swashbuckler Light and finesse weapons Travel light, and outmove your enemies.
Two-Weapon Master Off-hand weapon Deal death with both hands.
Weapon Master Chosen weapon Focus exclusively on one weapon.
None (apply bonus to saving throws
Witch Hunter Magic will never get the better of you.
against spells)
Wrestling Unarmed, grapple If an enemy is in reach, he is in your mercy.

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Archery Improved Critical (any ranged weapon)
"You can't outrun an arrow." Improved Defensive Shot*
Followers of the archery martial arts style focus Improved Precise Shot
their training on the use of ranged weapons, Improved Sniper*
including bows, crossbows and thrown weapons.
Manyshot
Core Weapons: Ranged weapons.
Mounted Archery
Techniques
Pinpoint Targeting
Initiate: You may ignore up to half your level
(rounded up) in circumstance penalties to ranged Point Blank Shot
attacks. Stealth is a class skill for you. Precise Shot
Novice: You gain a +1 bonus to attack rolls made Rapid Reload
with a ranged weapon firing a piece of
ammunition (arrow, bolt, etc.) that you made Rapid Shot
yourself.
Shot on the Run
Apprentice: You may perform disarm, sunder,
Sniper*
trip and feint maneuver attempts using attacks
with ranged weapons. Throw Anything
Journeyman: Your Stealth skill check to remain Weapon Focus (any ranged weapon)
hidden after firing a ranged attack ("sniping") is
Weapon Specialization (any ranged weapon)
only at a -10 penalty, not -20.
Master: You gain a bonus to your CMB with any
combat maneuvers made with ranged attacks
equal to half your level, rounded up.
Grandmaster: Your ranged attacks against
targets at least 50 feet away gain a +2 bonus to
damage for each 50 feet of distance (rounded
down).
Style Feats
Archer's Reflexes*
Deadly Aim
Defensive Shot*
Exotic Weapon Proficiency (any ranged weapon)
Far Shot
Focused Aim*
Greater Weapon Focus (any ranged weapon)
Greater Weapon Specialization (any ranged
weapon)

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Armor Master Great Fortitude
"Was that supposed to hurt?" Greater Bull Rush
While nearly anyone can learn to use armor Greater Overrun
effectively, the followers of the armor mastery Greater Shield Focus
style make of it an art form. They know how to
position themselves and maneuver so that their Heavy Armored Mobility*
armor takes an active role in a battle. Improved Armor Strike*
Core Weapons: Armor, spiked armor, shield, Improved Armored Juggernaut*
spiked shield, gauntlet
Improved Bull Rush
Techniques
Improved Great Fortitude
Initiate: Reduce your total armor check penalty
by 1, and raise the maximum dexterity bonus of Improved Overrun
any armor you wear by one.
Improved Shield Bash
Novice: When wearing a suit of armor that you
Medium Armored Mobility*
personal crafted, the armor check penalty is
reduced by 1 and the maximum Dexterity bonus Power Attack
of the armor is raised by 1.
Shield Focus
Apprentice: When wearing medium or heavy
Shield Master
armor, you gain a +1 bonus to all melee damage
rolls. Shield Slam
Journeyman: When wearing heavy armor, you Skill Focus (craft (armor))
gain a deflection bonus to AC equal to your style
Stand Still
combat bonus.
Tower Shield Specialty*
Master: When wearing heavy armor and
wielding a shield, you gain a bonus of +4 to your
CMB for bull rush and overrun attempts.
Grandmaster: When wearing heavy armor and
wielding a tower shield, you gain a +4 bonus to
your CMD.
Style Feats
Armor Strike*
Armored Juggernaut*
Armored Skill*
Diehard
Endurance
Gauntlet Defense*
Great Armored Juggernaut*

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Beast Arts Style Feats
"I have the Strength of the buffalo, the speed of Alertness
the gazelle, and the ferocity of the lion; you are Animal Affinity
just a man."
Athletic
Students of the beast arts style draw their
techniques from observation of the animals of the Bear Hug*
world around them. Bull Ram*
Core Weapons: Natural weapons, unarmed, Dear Leap*
grappling
Dodge
Techniques
Eagle Grasp*
Initiate: Stealth and perception are considered
class skills for you, and you receive a +2 style Endurance
bonus to both of these skills.
Fleet
Novice: You gain two claw attacks that may be
Greater Bull Rush
used as primary natural attacks dealing 1d6
slashing damage, or your existing claw attack Improved Bull Rush
improves to 1d4 + Str bonus damage (if it already
Improved Lightning Reflexes
deals more damage than this, it is unchanged).
Small characters deal 1d3 damage; large Improved Unarmed Strike
characters deal 1d6.
Intimidating Prowess
Apprentice: You gain a primary bite attack that
Lightning Reflexes
does 1d6 + Str bonus slashing damage. If you
already have a bite attack that does more damage Mobility
than this, it is unchanged. Small characters do
1d4 damage; large characters do 1d8. You may Power Attack
move on all fours, improving your speed by 20. If Run
you are already a quadruped, your speed only
improves by 10. Self Sufficient

Journeyman: You gain the pounce ability, Serpent Strike*


allowing you to take a full attack action after a Skill Focus (Survival or Handle Animal)
charge. All of your natural attacks improve in
damage as if you were one size category larger Spring Attack
than you are. Stealthy
Master: You gain the rake special attack. If you Toughness
begin your turn grappling a creature, you may
make two additional claw attacks on the grappled Weapon Focus (natural weapon or unarmed)
creature. These attacks do the same damage as the Weapon Specialization (natural weapon or
character's normal claw attacks. unarmed)
Grandmaster: All of your natural attacks
improve in damage as if you were 2 size
categories larger than you are. Your base speed is
increased by 20.

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Brawler Greater Bull Rush
"Why did'ya have to pull a knife? Now I'll have to Greater Grapple
use both hands to teach ya a lesson." Greater Overrun
The brawler style is a very informal study of Improved Body Hardening
practical combat. Very often non-lethal, fights
Improved Bull Rush
among brawlers feature unarmed attacks and use
of improvised weapon. Improved Critical (unarmed)
Core Weapons: Unarmed and improvised Improved Grapple
weapons Improved Great Fortitude
Techniques Improved Improvised Weapon Focus*
Initiate: You may treat any object that could be a Improved Overrun
one-handed improvised weapon as a light shield
if held in your off hand (+1 shield bonus to AC). Improved Unarmed Strike
Improvised Weapon Focus*
Novice: When you deal nonlethal damage with
melee attacks, you gain a bonus to damage equal Improvised Weapon Mastery
to half your level (rounded up). Knock-Out Punch*
Apprentice: When you throw an improvised Martial Artist*
weapon, double the normal range.
Power Attack
Journeyman: The critical threat range of your
unarmed attacks and attacks with improvised Staggering Critical
weapon improves by 1. This stacks with other Stunning Critical
improvements to critical threat range, but is
Stunning Fist
applied after any multiplication.
Throw Anything
Master: The critical damage multiplier of your
unarmed attacks and attacks with improvised Toughness
weapons improves by 1 (for example, from x2 to Weapon Focus (unarmed)
x3).
Weapon Specialization (unarmed)
Grandmaster: You gain DR 10/- against
nonlethal damage.
Style Feats
Body Hardening*
Catch Off-Guard
Critical Focus
Diehard
Endurance
Great Body Hardening*
Great Fortitude
Great Improvised Weapon Focus

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Brute Force Great Cleave
"You talk too much. Time to break things." Great Fortitude

The brute force style is not an elegant, Greater Bull Rush


sophisticated, or even civilized style. Greater Grapple
Nevertheless, it is very effective. It focuses on
Greater Overrun
applying maximum force, overwhelming an
opponent's resistance and resolve. Greater Sunder
Core Weapons: Unarmed, grapple, greataxe, Improved Body Hardening*
greatclub, greatsword, and heavy flail. Improved Bull Rush
Techniques Improved Grapple
Initiate: You gain a bonus of +2 to Intimidate Improved Great Fortitude
checks.
Improved Overrun
Novice: You may wield weapons built for
Improved Sunder
creatures of one size category larger than your
own. When doing so, you suffer a -2 penalty to Improved Unarmed Strike
attack rolls with that weapon, but do not suffer Intimidating Prowess
the normal -4 penalty for using a weapon of the
wrong size. Martial Artist*
Apprentice: When wielding a weapon in both Power Attack
hands, your attacks gain a +2 bonus to damage. Skill Focus (Climb, Intimidate or Swim)
Journeyman: You receive a +8 bonus to your Stand Still
CMD when resisting being bull-rushed or
Toughness
overrun.
Master: When damaging objects, your attacks
deal full damage rather than half damage.
Grandmaster: You may ignore a number of
points of damage reduction or object hardness
equal to half your level, rounded up.
Style Feats
Athletic
Body Hardening*
Brute Maneuver*
Cleave
Combat Reflexes
Diehard
Endurance
Great Body Hardening*

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Exotic Weapon Proficiency (bastard sword)
Bushido
Far Shot
"My honor requires your defeat."
Great Iaijutsu*
The bushido style focuses on the arts of the noble
warrior vassal known as the samurai. It focuses Great Kiai*
on the use of bows and swords (especially bastard Greater Two-Weapon Fighting
swords, called katana), and on meditative calm
followed by quick, explosive movements. Greater Weapon Focus (bastard sword, short
sword, glaive or longbow)
Core Weapons: longbow, composite longbow,
bastard sword (called katana), falchion (called Greater Weapon Specialization (bastard sword,
odachi), glaive (called naginata), shortsword short sword, glaive or longbow)
(called wakizashi or ko-katana). Iaijutsu*
Techniques Improved Critical (bastard sword, short sword,
Initiate: You gain a +2 bonus to Will saves. glaive or longbow)

Novice: If your base attack bonus is higher than Improved Iaijutsu*


an opponent's Hit Dice, you gain a +4 bonus to Improved Initiative
Intimidate skill checks against that opponent.
Improved Kiai*
Apprentice: If you are reduced to 0 hit points or
below (even if you are killed), you may choose to Improved Two-Weapon Fighting
make a melee attack at your full normal attack Iron Will
bonus at any creature you threaten. This attack is
resolved immediately, but then you take one more Kiai*
point of damage and the damage on you takes its Lunge
normal effect, probably making you unconscious
or dead. Mounted Archery

Journeyman: You gain a +8 bonus to your CMD Mounted Combat


to resist being disarmed when wielding a bastard Point-Blank Short
sword, short sword or glaive.
Precise Shot
Master: By taking a move action to focus your
energy, you may grant your next attack (which Quick Draw
must be executed within 1 round) a bonus to the Ride-By Attack
attack roll and the damage roll equal to your
Wisdom bonus, minimum 1. Skill Focus (Ride)
Grandmaster: You are never treated as flat- Two-Weapon Fighting
footed, and are immune to fear. Weapon Finesse
Style Feats Weapon Focus (bastard sword, short sword,
Blade Control* glaive or longbow)
Bleeding Critical Weapon Specialization (bastard sword, short
sword, glaive or longbow)
Critical Focus

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Elemental Arts Dodge
"The primal forces of the world surge within my Earth Stance*
body!" Earth Strike*
The esoteric elemental arts style allows a Endurance
combatant to draw inspiration from the elements
of the world, moving like the dancing flame and Fire Stance*
standing as firm as a mountain. Some take levels Fire Strike*
in a spellcasting class such as druid or sorcerer to
add more elemental power. Gorgon's Fist
Core Weapons: Unarmed plus one other weapon Great Fortitude
(chosen when this style is selected).
Improved Great Fortitude
Techniques
Improved Initiative
Initiate: You gain a bonus of to saving throws
Improved Iron Will
against spells and spell-like abilities with the air,
earth, fire and water descriptors equal to half your Improved Lightning Reflexes
level, rounded up.
Improved Unarmed Strike
Novice: You gain resistance to acid, cold,
Iron Will
electricity and fire equal to half your level,
rounded up. Lightning Reflexes
Apprentice: Any time you deal acid, cold, Lightning Stance
electricity or fire damage by any means, increase
Martial Artist*
the damage by your level divided by 3, rounded
up. Medusa's Wrath
Journeyman: You can hold your breath for Mobility
double the normal amount of time.
Power Attack
Master: You require only half as much food and
water as normal. Scorpion Style

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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Empty Hand Greater Disarm
"Armor and weapons are tools for the amateur. Greater Grapple
I've grown beyond that." Greater Weapon Focus (unarmed)
The empty hand style focuses on turning the Greater Weapon Specialization (unarmed)
combatant's own body into a weapon. The
followers of this style prefer to be able to meet Improved Critical (unarmed)
any challenge without the need for weapons and Improved Disarm
armor.
Improved Grapple
Core Weapons: Unarmed, grappling.
Improved Kiai*
Techniques
Improved Lightning Reflexes
Initiate: Your unarmed attacks against objects do
full damage, rather than half. Improved Martial Artist*
Novice: You gain a +4 bonus to disarm and Improved Mobile Defense*
sunder attempts made with unarmed attacks.
Improved Unarmed Strike
Apprentice: As long as you are wearing no armor
Kiai*
and unencumbered, you gain a dodge bonus to
AC and CMD equal to your Wisdom bonus Lethal Precision*
(minimum of 1).
Lightning Reflexes
Journeyman: All of your unarmed attacks are
Martial Artist*
considered magic for purposes of bypassing
damage reduction. Medusa's Wrath
Master: By performing a leaping punch or kick, Mobile Defense*
you increase your damage when charging by your
Scorpion Style
Dexterity bonus.
Snatch Arrows
Grandmaster: The critical threat range and
critical damage multiplier of your unarmed Spear Hand*
attacks increase by 1 (for example, from x2 to 19-
20/x3). The critical threat bonus is applied after Stunning Fist
any multiplication to the threat range. Weapon Finesse
Style Feats Weapon Focus (unarmed)
Acrobatic Weapon Specialization (unarmed)
Axe Hand*
Combat Expertise
Deflect Arrows
Dodge
Gorgon's Fist
Great Kiai*

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Pressure Points Critical Focus
"A little touch here, a strike there, and they fold Critical Mastery
up like a house of cards." Deafening Critical
A student of the pressure points style knows the Exhausing Critical
weapon points of the humanoid form, as well as
the form of other types of creatures. This allows Gorgon's Fist
him to strike there for specific, devastating Greater Disarm
effects.
Greater Grapple
Core Weapons: Unarmed, grappling.
Greater Penetrating Strike
Techniques
Greater Vital Strike
Initiate: Your ability to cause pain is frightening.
You may use your Heal skill in place of your Greater Weapon Focus (unarmed)
Intimidate skill.
Improved Critical (unarmed)
Novice: When making unarmed attacks, you may
Improved Disarm
substitute your Intelligence bonus for your
Strength bonus when determining bonus damage. Improved Grapple
Apprentice: You gain light fortification, giving Improved Unarmed Strike
you a 25% chance to avoid critical hits and other
Improved Vital Strike
precision damage)
Lethal Precision*
Journeyman: When you make a successful
critical hit with an unarmed attack, you may deal Martial Artist*
2 points of Strength, Constitution, or Dexterity
Medusa's Wrath
damage (your choice on confirming the critical)
in addition to any other effects of the critical. Penetrating Strike
Master: You gain +4 to rolls to confirm critical Scorpion Style
hits.
Sickening Critical
Grandmaster: When you make a successful
critical hit with an unarmed attack, the target Skill Focus (Heal)
must make a Fortitude save against a DC equal to Staggering Critical
10 plus half your level plus your Intelligence
bonus. Failure indicates that the target is reduced Stunning Critical
to -1 hit points and is dying. This only affects Stunning Fist
living creatures, and creatures immune to critical
hits are immune to this effect. This attack Tiring Critical
provokes an attack of opportunity. Vital Strike
Style Feats Weapon Finesse
Bleeding Critical Weapon Focus (unarmed)
Blinding Critical
Combat Expertise

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Swashbuckler Acrobatic Steps
"I don't need to wrap myself in metal to fight. All Agile Maneuvers
that armor is a waste when I'm never where Buckler Mastery*
attacks land."
Combat Expertise
The Swashbuckler Art is focused on allowing an
combatant to fight effectivly using light, quick Dodge
weapons and little or no armor. Some students of Great Buckler Mastery*
this style take levels in the rogue class to add
additional skills and tricks to their personal Great Mobile Defense*
repertoire.
Great Moving Defense*
Core Weapons: Light and finesse weapons.
Greater Disarm
Techniques
Greater Feint
Initiate: You gain a +2 bonus to Diplomacy and
Improved Buckler Mastery*
Bluff skill checks. Diplomacy and Bluff are class
skills for you. Improved Disarm
Novice: Any magic or masterwork weapon you Improved Feint
wield is considered to have the defending weapon
Improved Initiative
special ability, allowing you to apply its
enhancement bonus to either attack or AC, at your Improved Lightning Reflexes
discretion. This only functions with light or
Improved Mobile Defense*
finesse weapons.
Improved Moving Defense*
Apprentice: You gain a luck bonus to your
saving throws equal to your Charisma bonus Improved Skilled Evasion*
(minimum +1).
Lethal Precision*
Journeyman: Your first attack with a light or
finesse weapon in any round gains a bonus to Lightning Reflexes
damage equal to your Intelligence bonus Lunge
(minimum 1).
Mobile Defense*
Master: When using the "take a 5-foot step"
action, you may move 10 feet instead of 5, as Mobility
long as you are unarmored and unencumbered. Moving Defense*
This may still be combined with other actions,
and still does not provoke attacks of opportunity. Nimble Moves

Grandmaster: After you make a successful Quick Draw


critical hit on an opponent, you may make Skilled Evasion*
another attack using the same attack bonus as an
immediate action on the same target or a different Skill Focus (Acrobatics)
valid target. Slip Through*
Style Feats Spring Attack
Acrobatic Weapon Finesse

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Two-Weapon Master Combat Expertise
"Two blades. No Waiting." Combat Expertise
A combatant of the two-weapon master style uses Combat Reflexes
a weapon in each hand (this can also include Dazzling Display
using both hands in unarmed combat).
Deadly Stroke
Core Weapons: Off-hand weapon.
Double Slice
Techniques
Greater Disarm
Initiate: When wielding a weapon in each hand,
you receive a +4 bonus to Intimidate checks made Greater Feint
to demoralize opponents. Greater Two-Weapon Fighting
Novice: If you wield a light weapon in each hand, Greater Weapon Focus (any)
your two-weapon fighting penalties for each hand
are reduced by 2. This means that if you have Improved Disarm
Two-Weapon Fighting and are wielding two light
Improved Feint
weapons, you may wield both weapons without
penalty. Improved Two-Weapon Fighting
Apprentice: When wielding a weapon in each Shatter Defenses
hand, you may, as a standard action, whirl your
Two-Weapon Defense
weapons in a pattern all around your body. This
acts as an area effect attack that deals damage Two-Weapon Fighting
equal to that of your primary weapon to all
Two-Weapon Rend
creatures in squares that you threaten. Targets
may make a Reflex saving throw against a DC of Weapon Finesse
10 + half your base attack bonus + your Dexterity
modifier; success reduces the damage by half. Weapon Focus (any)

Journeyman: When wielding a weapon in each


hand, you gain a deflection bonus to AC equal to
your style combat bonus. You lose this bonus at
any time that you would lose a dodge bonus to
AC.
Master: When wielding a weapon in each hand,
you can not be flanked. Characters may not use
the sneak attack ability on you unless they have at
least 4 more rogue levels than your base attack
bonus.
Grandmaster: When making at attack as a
standard action (as when attacking after moving
or charging), you may also make one additional
attack with your off-hand weapon. This does not
add an attack when using the full-attack action.
Style Feats

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Weapon Master Grandmaster: When wielding your chosen
weapon type, you gain a +8 bonus to resist being
"My blade and I are one." disarmed. When wielding your signature weapon,
The weapon master style is a discipline involving you cannot be disarmed, and you automatically
total focus on a single weapon or attack type, to confirm critical hits without needing to roll the
the exclusion of others. confirmation roll.
To gain any benefit from this style, a combatant Style Feats
must select a single weapon (such as longsword), Blind-Fight
which can include unarmed or natural weapons.
Feats that apply to a certain weapon (such as Combat Expertise
Weapon Focus) only count toward this style if Combat Reflexes
they apply to that weapon. A combatant may not
benefit from the weapon master style for multiple Critical Focus
weapons; only one is allowed per character, and Dazzling Display
this weapon cannot be changed once selected.
Dodge
Core Weapons: The weapon chosen for this
style. Greater Disarm
Techniques Greater Weapon Focus (chosen weapon)
Initiate: You may determine the value and Greater Weapon Specialization (chosen weapon)
properties of weapons as if using the Appraise
Improved Critical (chosen weapon)
skill, but you may use your level + your Int bonus
+ 3 instead of your Appraise bonus. Improved Disarm
Novice: You gain a +1 bonus to attacks and Master Craftsman
damage when wielding a weapon of your chosen
Mobility
type that you personally crafted.
Quick Draw
Apprentice: Select a single weapon of your
chosen type (as in, "this longsword," not Skill Focus (Craft (weapons))
longswords in general) as a signature weapon.
Spring Attack
When wielding that weapon, you gain a +8 bonus
to your CMD to resist being disarmed. If you lose Weapon Focus (chosen weapon)
or discard your signature weapon, you may not
select another one until you next gain a level. Weapon Specialization (chosen weapon)

Journeyman: When wielding your chosen Whirlwind Attack


weapon type, the weapon's critical threat range
increases by 1. If it is your signature weapon, the
critical threat range instead increases by 2. This
improvement is applied after any multiplication
to the critical threat range.
Master: When wielding your chosen weapon
type, the critical damage multiplier increases by
1. If it is your signature weapon, you also gain a
+4 bonus to confirm critical hits.

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Witch Hunter Blind-Fight
"Your spells will not protect you from me." Combat Casting
The witch hunter martial arts style focuses on Combat Reflexes
combatting magical adversaries. Some witch Craft Magic Arms and Armor
hunters have levels in an arcane spell-casting
class to aid in this. Critical Focus
Core Weapons: None, but apply the character's Deafening Critical
combat bonus as a style bonus to all saving Disruptive
throws against spells and spell-like abilities.
Eschew Materials
Techniques
Great Fortitude
Initiate: Knowledge (arcana), Spellcraft and Use
Magic Device are class skills for you, and you Greater Penetrating Strike
gain a +2 bonus to checks using these skills.
Improved Counterspell
Novice: You may detect magic at will. This is an
Improved Great Fortitude
extraordinary ability, not a supernatural one.
Improved Initiative
Apprentice: You gain spell resistance equal to
your base attack bonus plus your Wisdom bonus. Improved Iron Will
You lose this spell resistance any time you would
Improved Lightning Reflexes
lose your Dexterity or dodge bonus to AC.
Improved Skilled Evasion
Journeyman: If you fail a Will saving throw
against a fear, charm or compulsion effect, you Iron Will
may resist the effect as if you had rolled a
Lightning Reflexes
successful saving throw. When you do this,
however, you voluntarily suffer damage equal to Magical Aptitude
1d6 per spell level of the effect. This damage may
not be reduced by any means. Master Craftsman

Master: Your spell resistance improves by 5. Penetrating Strike

Grandmaster: If a spell or spell-like ability Skilled Evasion*


targetting you fails the caster level check to Skill Focus (Knowledge (arcana), Spellcraft, or
overcome your spell resistance by 5 or more, you Use Magic Device)
may choose to turn the effect back on the caster,
as if using spell turning, cast at a level equal to Spellbreaker
your base attack bonus. Step Up
Style Feats Weapon Focus (any)
Alertness
Arcane Armor Mastery
Arcane Armor Training
Arcane Strike

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Wrestling Great Body Hardening*
"Stop struggling, or I'll make it hurt more." Greater Grapple
Often practiced as a sport, the wrestling style Greater Trip
focuses on grabs, grapples, and throws. The Improved Body Hardening*
wrestling style has distinct advantages in practical
combat, especially when one wants to subdue an Improved Grapple
opponent without killing him, or when one is Improved Trip
facing an opponent that is very difficult to harm
but could still be immobilized. Improved Unarmed Strike
Core Weapons: Unarmed and grappling. Intimidating Prowess
Techniques Stand Still
Initiate: You gain a +2 bonus to CMB checks Step Up
made when grappling or when making a trip
Toughness
attempt.
Novice: You gain a +4 bonus to your CMD.
Apprentice: If an opponent attempts to grapple
you fails, you may make a grapple attempt
against that opponent as an immediate action.
Journeyman: When you choose to damage a
grappled or pinned opponent, you gain a bonus to
damage equal to your Dexterity bonus (minimum
1).
Master: You may take 10 on your CMB checks
to maintain a grapple or pin.
Grandmaster: Creatures may not apply any size
bonus to their CMB when attempting maneuvers
on you, or to their CMD when resisting your
maneuvers. Size penalties may still apply.
Style Feats
Athletic
Bear Hug*
Body Hardening*
Combat Expertise
Combat Reflexes
Diehard
Eagle Grasp*
Endurance

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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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alive in a brutal world that is continually trying to
kill the unready. This style includes barbarian
warriors raised in savage wildernesses and
frontier outriders batttling bandits. While a
survivalist may have other goals, few have
anything they would give their lives for. Other
people's lives, however, are fair game.
Combatant NPCs
As varied as they are, combatants may serve in
many roles as nonplayer characters. Player
characters may face enemy combatants across the
battlefield, often as the combat leader of military
forces. However, a combatant may also be a
useful trainer, mentor, or patron for a player
character. Experienced combatants may even
show up in seemingly unlikely places, such as the
retired mercenary who now runs a tavern in a
small town, or has returned to farming after
growing weary of bloodshed.

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The Races will multiclass, especially with levels of wizard.


Gnomes
Combatants are found in all races and cultures;
there are none, after all, that are without war and Gnomish combatants are rarer even than halfling
violence. To a certain extent, combatants of the combatants, but still exist nearly everywhere. The
various races have much in common. Each race, gnome who dedicates himself to the study of
however, takes a different philosophy with the combat is likely to be one of the more serious of
occupation. his race, with experience at fighting battles
against the evil underground monsters who
Humans
plague the gnomes from time to time. Less direct
Humans, always varied, tend toward practical than many other races, gnomish combatants tend
applications of the combatant class. While there to like to have tricks up their sleeves, whether
are certainly many humans who take up the class that consists of hidden weapons or alchemical
for higher principles, humans are even more devices, or a few levels in bard to add some spell
likely to be mercenaries, or at least soldiers in a ability.
paid military.
Half-Elves
Dwarves
Half-elves, standing balanced between two
Dwarves have a long and proud tradition of worlds, are nearly impossible to categorize. A
combatants. They hold skill at arms in high half-elf's style as a combatant is generally
regard, and respect those who master such skills – dependent on which race provided him his
as long as they use those skills for the good of the traning. Those who studied under human masters
dwarven family and people. While there are may be mercenary and practical, while those who
dwarven mercenaries and wandering martial trained by elven mentors show the characteristic
artists, rare is the dwarf who is not ready to return graceful elven flair.
to defend his homeland when he is called.
Half-Orcs
Halflings
Half-orcs are characterized most by the difficulty
Halflings, with their small size, suffer certain of their lives. Exiles from two cultures, half-orcs
disadvantages as combatants. Their culture, learn early on to learn to fight for their survival.
likewise, is not particularly warlike in general. Half-orcs who take up the combatant class are
However, some combatants may be found in any more likely than any other race to become paid
halfling settlement, often training and leading a mercenaries, but those who find a non-monetary
local militia. Individual halfling combatants are cause worth fighting for are likely to show a
often adventurers, who relish the opportunity to savage and nearly fanatical devotion to their
surprise larger opponents with their deadly skill. principles.
Halfling combatants are likely to multi-class as
Other Races
rogues.
Combatants can be found in any race with the
Elves
intelligence and culture to support the rigorous
Elves, though highly individualist, practice nearly training required. A culture need not be scholarly
everything as an art. The skills of the combatant or literate, but must at least be organized. Of
are no exception. Elven combatants come in particular note are the combatants trained by the
many styles, from materialistic mercenary to more intelligent giants, such as fire giants, stone
noble knight, but they all have in common a giants, cloud giants and storm giants.
certain artistic grace in their lethal movements.
Elves enjoy learning a bit of everything, and often

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New Feats Normal: You may not make attacks of


opportunity with a ranged weapon.
Included here are a number of new feats to help
any character become more formidable in Armored Juggernaut (Combat)
combat. The feats marked as combat feats may be You know how to make your armor soften the
selected as bonus combat feats by fighters. brunt of attacks.
Air Stance (Combat) Prerequisites: Con 13, proficiency with heavy
armor, base attack bonus +7
You are as hard to catch as the wind.
Benefit: When you are wearing heavy armor,
Prerequisites: Wis 13, Int 13
you gain DR 1/-. This only stacks with DR gained
Benefit: As a move action, you may enter Air from armor and shield, but not from any other
Stance. When in Air Stance, you may add your source of DR.
Intelligence bonus as a feat bonus to your AC.
Armored Skill (Combat)
Special: You may only use one elemental
stance at a time (Fire Stance, Earth Stance, Water You are trained to compensate for the effect your
Stance or Air Stance). You exit your current armor has on your skills.
elemental stance if you run or take any non- Prerequisites: Con 13
combat action.
Benefit: Select one skill based on either
Air Strike (Combat) Strength or Dexterity. You may reduce the skill
check penalty from your armor and shield
Your attacks crackle with energy.
(combined) by your Constitution bonus, but only
Prerequisites: Wis 13, Int 13, Weapon Focus, for that skill. You must be proficient in the armor
Air Stance you are wearing to take advantage of this feat.
You may select this feat multiple times, but it
Benefit: When in Air Stance, your attacks with
does not stack. Each time, select another skill.
any weapon for which you have the Weapon
Focus feat deal +1 bonus electrical damage, and Normal: Even if you are proficient with your
you may treat your attacks as being with a magic armor, worn armor's skill check penalty applies to
weapon for purposes of bypassing damage all Strength and Dexterity based skills.
reduction. This is an extraordinary effect, not a
supernatural one.
Archer's Reflexes (Combat)
You react fast enough to fire off arrows as a
reflex.
Prerequisites: Dex 13, Point Blank Shot,
Defensive Shot
Benefit: You may make attacks of opportunity
using a ranged weapon with which you are
proficient. When using a ranged weapon, you
threaten adjacent squares only. You may only
make attacks of opportunity on targets in squares
you threaten.

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Table 1-3: New Feats
Feat Prerequisites Benefits
Air Stance Wis 13, Int 13 You gain your Int bonus to AC
Wis 13, Int 13, Weapon Focus, Air
Air Strike You deal +1 electrical damage in melee
Stance
Con 13, proficiency with heavy
Armor Strike You can make attacks with armor
armor.
Con 13, proficiency with heavy armor, Apply 1-1/2 your Str bonus to armor
Improved Armor Strike
Armor Strike strikes
Con 13, proficiency with heavy armor,
Armored Juggernaut Your armor grants you DR 1/-
base attack bonus +7
Con 13, proficiency with heavy
Improved Armored Juggernaut armor, base attack bonus +7, Gain DR 2/- from heavy armor
Armored Juggernaut
Con 13, proficient with heavy armor,
base attack bonus +13, Armored
Great Armored Juggernaut Armor grants DR 3/-
Juggernaut, Improved Armored
Juggernaut
Subtract your Con bonus from armor
Armored Skill Con 13
skill check penalties for one skill
Str 13, Dex 13, Improved Unarmed Strike, Deal damage if a grapple opponent
Bear Hug
Improved Grapple fails to break grapple
Use both hands to treat one-handed
Blade Control Weapon Finesse
weapons as finesse weapons
Body Hardening Con 13, Endurance, Toughness Gain DR 1/-
Con 15, Body Hardening, Endurance,
Improved Body Hardening Gain natural armor +2
Toughness
Con 17, Body Hardening, Improved
Great Body Hardening Body Hardening, Endurance, Gain +3 natural armor, DR 1/-
Toughness
Brute Maneuver Str 13 Deal damage with maneuvers
Improve shield bonus of bucklers by
Buckler Mastery Proficiency with bucklers
+1
Proficiency with bucklers, Buckler
Improved Buckler Mastery Buckler provides +3 shield bonus
Mastery
Proficiency with bucklers, Buckler
Great Buckler Mastery Improve buckler bonus by +5
Mastery, Improved Buckler Mastery
Str 13, Power Attack, Cleave, Improved Knock bull-rushed opponents prone,
Bull Ram
Bull Rush, base attack bonus +5 continue through
Martial arts style class feature, base
Combat Adaptability Improvise one feat
attack bonus +6
Martial arts style class feature, base
Improved Combat Adaptability Gain two temporary feats
attack bonus +11, Combat Adaptability
Martial arts style class feature, base
Great Combat Adaptability attack bonus +16, Combat Adaptablity, Improvise three feats
Improved Combat Adaptability
Martial arts style class feature, base Change out temporary feats as
Improvisation
attack bonus +11, Combat Adaptability standard action

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Feat Prerequisites Benefits


Make ranged attacks without
Defensive Shot Point Blank Shot
provoking attacks of opportunity
Dex 13, Point Blank Shot, Defensive You can make attacks of opportunity
Archer's Reflexes
Shot with ranged weapons
Improved Defensive Shot Point Blank Shot, Defensive Shot Defensive shot penalty is only -2.
Dex 13, Improved Unarmed Strike, Grapple with one hand; take damage to
Eagle Grasp
Improved Grapple retain a grapple
Earth Stance Wis 13, Con 13 Add Con bonus to CMD
Wis 13, Con 13, Weapon Focus, Earth
Earth Strike Deal +1 acid damage in melee
Stance
Exotic Weapon Proficiency for two
Exotic Weapon Master You are proficient in all exotic weapons
different exotic weapons
Fire Stance Wis 13, Cha 13 Add Cha bonus to melee attacks
Wis 13, Cha 13, Weapon Focus, Fire
Fire Strike Deal +1 fire damage in melee
Stance
Focused Aim Wis 13, Point Blank Shot Aim to reduce range penalty
Dex 13, Wis 13, Point Blank Shot, Deal extra damage with ranged attack
Sniper
Focused Aim, base attack bonus +5 after aiming
Dex 13, Wis 13, Point Blank Shot,
Make touch attack with ranged
Improved Sniper Focused Aim, Sniper, base attack bonus
weapon
+14
Gauntlet Defense Proficiency with heavy armor Use a gauntlet as a buckler
Dex 13, base attack bonus +1, Quick Make touch attack on flat-footed
Iaijutsu
Draw opponent
Dex 13, base attack bonus +6, Quick Deal extra damage to flat-footed
Improved Iaijutsu
Draw, Iaijutsu opponents
Dex 13, base attack bonus +11, Quick Improve critical threat range against
Great Iaijutsu
Draw, Iaijutsu, Improved Iaijutsu flat-footed opponent
Gain +1 to attacks with improvised
Improvised Weapon Focus Catch Off Guard, base attack bonus +1
weapons
Catch Off Guard, Improvised Weapon Gain +2 to attacks with improvised
Improved Improvised Weapon Focus
Focus, base attack bonus +8 weapons
Catch Off Guard, Improvised Weapon
Gain +3 attack bonus with improvised
Great Improvised Weapon Focus Focus, Improved Improvised Weapon
weapons
Focus, base attack bonus +16
Kiai Cha 13, base attack bonus +1 Demoralize opponents with a shout
Gain +2 to attack and damage after a
Improved Kiai Cha 13, base attack bonus +4, Kiai
kiai
Cha 15, base attack bonus +8, Kiai,
Great Kiai Deal sonic damage with a shout
Improved Kiai
Stunning fist deals extra nonlethal
Knock-Out Punch Improved Unarmed Strike, Stunning Fist
damage if opponent is already stunned
Leap Dex 13 Gain +5 bonus to jump checks
Take 10 on jumps; gain +5 to running
Deer Leap Dex 13, Fleet, Leap
jumps
Add Dex bonus to damage with light
Lethal Precision Int 13, Dex 13, Weapon Finesse
weapons
Int 13, Dex 13, Weapon Finesse, Lethal
Slip Through Make touch attack with light weapon
Precision, base attack bonus +6

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Feat Prerequisites Benefits


Martial Artist Improved Unarmed Strike Unarmed damage is 1d6
Deal slashing damage with unarmed
Axe Hand Improved Unarmed Strike, Martial Artist
strike
Improved Unarmed Strike, Martial Artist,
Improved Martial Artist Unarmed damage improves to 1d8
base attack bonus +5.
Add 1-1/2 Str bonus to unarmed
Power Strike Str 13, Martial Artist, Power Attack
damage
Spear Hand Improved Unarmed Strike, Martial Artist Deal piercing damage unarmed
Medium Armored Mobility Con 13, proficiency with medium armor. Move normal speed in heavy armor
Con 15, base attack bonus +7, Medium Move normal speed wearing medium
Heavy Armored Mobility
Armored Mobility armor
Mobile Defense Dex 13, Dodge Gain +1 to AC when lightly armored
Improved Mobile Defense Dex 15, Dodge, Mobile Defense Gain +3 dodge bonus to AC
Dodge, Moving Defense, Improved
Great Moving Defense Gain +4 AC after moving 30 ft
Moving Defense
Moving Defense Dodge Gain +2 to AC after moving 10 ft
Improved Moving Defense Dodge, Moving Defense Gain +3 to AC after moving 20 ft
Serpent Strike Dex 13, Improved Initiative Attack and move as standard action
Skilled Evasion Dex 15, Lightning Reflexes Gain evasion
Dex 17, Lighting Reflexes, Skilled
Improved Skilled Evasion Gain improved evasion
Evasion, character level 9
Gain +1 to AC when lightly armored
Swashbuckling Parry Dex 13, base attack bonus +1
and wielding light weapon
Dex 13, base attack bonus +6,
Improved Swashbuckling Parry Gain +3 to AC when lightly armored
Swashbuckling Parry
Dex 13, base attack bonus +11,
Gain +5 AC bonus when unarmored
Great Swashbuckling Parry Swashbuckling Parry, Improved
and unencumbered
Swashbuckling Parry
Take only -2 penalty to attacks while
Tower Shield Specialty Con 13, proficiency with tower shields
using tower shield
Wis 15, Int 13, Cha 13, Con 13, Dex 13,
Void Stance Air Stance, Earth Stance, Fire Stance, Use multiple elemental stances at once
Water Stance, base attack bonus +15
Wis 15, Con 13, Int 13, Cha 13, Dex 13,
Weapon Focus, Air Stance, Earth
Void Strike Deal force damage with melee attacks
Stance, Fire Stance, Water Stance, Void
Stance, base attack bonus +15
Water Stance Wis 13, Dex 13 Add Wisdom bonus to Reflex saves
Wis 13, Dex 13, Weapon Focus, Water
Water Strike Deal +1 cold damage in melee
Stance

Item Creation Feats Prerequisites Benefits


Craft Magic Brand Caster level 5th Create magical brands on creatures

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Armor Strike (Combat) waraxe if you are proficient in it) in both hands,
you consider it a finesse weapon, meaning you
Even your armor is a weapon. can use your Dexterity instead of your Strength to
Prerequisites: Con 13, proficiency with heavy determine bonus to attacks. You may also
armor. consider the falchion a finesse weapon. The
weapon must be made for a creature of your size
Benefit: You are never considered unarmed, as category for this feat to apply.
long as you are wearing heavy armor. While
wearing heavy armor, you can use the armor to Body Hardening (Combat)
make a regular melee attack as if your armor were
Long and painful hours of training physical
equipped with armor spikes, but doing
toughness have made your body a fortress.
bludgeoning damage. Off-hand attacks with your
armor add your full Strength bonus to damage, Prerequisites: Con 13, Endurance, Toughness
rather than half your Strength bonus. If your
Benefit: You gain a +1 natural armor bonus to
armor is equipped with armor spikes, the damage
AC. If you already have a natural armor bonus, it
is bludgeoning and piercing, If you are wearing at
improves by +1.
least one gauntlet, you may make disarm attempts
as if you were armed, and are not in danger of Brute Maneuver (Combat)
being disarmed yourself if you fail the roll.
Your combat maneuvers are painful.
Axe Hand (Combat)
Prerequisites: Str 13,
Your unarmed strikes can cut like blades.
Benefit: When you perform a successful bull
Prerequisites: Improved Unarmed Strike, rush, disarm, overrun, or trip on an opponent, the
Martial Artist opponent takes damage equal to your Strength
bonus (minimum 1) in addition to the normal
Benefit: You may choose to have your
effect of the maneuver.
unarmed attacks do slashing damage rather than
bludgeoning damage. Normal: These maneuvers do no hit point
damage to an opponent.
Bear Hug (Combat)
Buckler Mastery (Combat)
Failing to escape your grapples is painful.
You gain greater protection from bucklers.
Prerequisites: Str 13, Dex 13, Improved
Unarmed Strike, Improved Grapple Prerequisites: Proficiency with bucklers
Benefit: If an opponent you are grappling fails Benefit: As long as you are wearing medium
the combat maneuver check or Escape Artist skill or lighter armor and carrying a medium or lighter
check to break your grapple, he immediately load, the shield bonus of a buckler you are using
takes damage equal to your Strength bonus. is improved by +1. You also gain this bonus if
you are using the Two Weapon Defense feat and
Blade Control (Combat) an off-hand weapon, instead of a buckler.
You are expert at using both hands to improve
Bull Ram (Combat)
accuracy in melee attacks.
You plow through opponents rather than just
Prerequisites: Weapon Finesse
pushing them back.
Benefit: When you use a one-handed melee
Prerequisites: Str 13, Power Attack, Cleave,
weapon (including a bastard sword or dwarven
Improved Bull Rush, base attack bonus +5

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Benefit: You you successfully bull rush an check made to make running jumps (the jump
opponent, you may choose to knock the opponent must actually be running, not treated as running
prone (as if you had successfully tripped him) due to the Leap feat).
rather than knocking him back 5 feet. If your
attack indicates that you would knock him back Defensive Shot (Combat)
more than 5 feet, you may knock him back 5 feet You are not vulnerable when you fire ranged
and also knock him prone. If you have sufficient attacks.
movement remaining in the action after knocking
a target prone, you may continue through the Prerequisites: Point Blank Shot
opponent's square in a straight line as far as your Benefit: You may fire a ranged weapon
movement takes you (running over him) and may (including thrown weapons, but not weapon-like
attempt a bull rush on any other opponent in the spells or spell-like abilities) without provoking an
way. attack of opportunity. However, whenever you
Normal: You push bull-rushed opponent's take advantage of this feat, that attack, and any
back, without knocking them down. other ranged attacks made until the end of the
round, are at a penalty of -5 on the attack roll.
Combat Adaptability (Combat)
Normal: Firing a ranged weapon provokes
Even if you lack the proper training for a combat attacks of opportunity.
style, with some practice, you can fake it.
Eagle Grasp (Combat)
Prerequisites: Martial arts style class feature,
base attack bonus +6 Your grip is nearly unbreakable while you live.

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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stance at a time (Fire Stance, Earth Stance, Water stance at a time (Fire Stance, Earth Stance, Water
Stance or Air Stance). You exit your current Stance or Air Stance). You exit your current
elemental stance if you run or take any non- elemental stance if you run or take any non-
combat action. combat action.
Earth Strike (Combat) Fire Strike (Combat)
Your strikes burn like vitriol. Your attacks build up heat sufficient to scorch
flesh.
Prerequisites: Wis 13, Con 13, Weapon
Focus, Earth Stance Prerequisites: Wis 13, Cha 13, Weapon
Focus, Fire Stance
Benefit: When in Earth Stance, your attacks
with any weapon for which you have the Weapon Benefit: When in Fire Stance, your attacks
Focus feat deal +1 acid damage, and you may with any weapon for which you have the Weapon
treat your attacks as being with an adamantine Focus feat deal +1 fire damage, and you may treat
weapon for purposes of bypassing damage your attack as being with a cold iron weapon for
reduction. This is an extraordinary effect, not a purposes of bypassing damage reduction. This is
supernatural one. an extraordinary effect, not a supernatural one.
Exotic Weapon Master (Combat) Focused Aim (Combat)
No weapon is unfamiliar to you. Your sure aim strikes distant targets with ease.
Prerequisites: Exotic Weapon Proficiency for Prerequisites: Wis 13, Point Blank Shot
two different exotic weapons
Benefit: You may take a full-round action to
Benefit: You are proficient in all exotic aim at a target. The target must remain in line of
weapons. sight for the whole round. The next round, your
first ranged attack on that target takes a lower
Special: Proficiency in an exotic weapon
penalty to attack from range than normal; reduce
gained through race or another source does not
the total range penalty by your Wisdom modifier,
satisfy the prerequisites of this feat. You must
to a minimum of zero.
have taken the Exotic Weapon Proficiency feat at
least twice. Gauntlet Defense (Combat)
Normal: You are only proficient in those You can deflect attacks with an armored gauntlet.
exotic weapons for which you have taken the
Exotic Weapon Proficiency feat, or in which you Prerequisites: Proficiency with heavy armor
have gained proficiency in from some other Benefit: If you have a free hand, and are
source. wearing a gauntlet on that hand, the gauntlet
provides protection as a buckler (+1 shield bonus
Fire Stance (Combat)
to AC).
You move with the aggressive speed of a dancing
flame. Great Armored Juggernaut (Combat)
Prerequisites: Wis 13, Cha 13 Your armor absorbs an impressive amount of
damage.
Benefit: As a move action, you may enter Fire
Stance. When in Fire Stance, you may add your Prerequisites: Con 13, proficient with heavy
Charisma bonus as a feat bonus to attack rolls. armor, base attack bonus +13, Armored
Juggernaut, Improved Armored Juggernaut
Special: You may only use one elemental

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Benefit: The DR from the Armored acted in the combat), the critical threat range of
Juggernaut feat improves to DR 3/-. your weapon improves by 2. For example, the
critical threat range of a bastard sword, with a
Great Body Hardening (Combat) normal critical threat range of 19-20, becomes
Your ability to withstand blows has reached an 17-20. This stacks with other improvements to
incredible level. critical threat range, but is applied after any
multiplications to the threat range.
Prerequisites: Con 17, Body Hardening,
Improved Body Hardening, Endurance, Great Improvised Weapon Focus
Toughness (Combat)
Benefit: Your natural armor bonus from the For you, the whole world is an arsenal.
Body Hardening feat improves to +3. You also
gain DR 1/-. This only stacks with DR provided Prerequisites: Catch Off Guard, Improvised
by feats or class features, such as a a barbarian's Weapon Focus, Improved Improvised Weapon
damage reduction. It does not stack with damage Focus, base attack bonus +16
reduction from armor. Benefit: The bonus to attacks provided by the
Improvised Weapon Focus feat improves to +3.
Great Buckler Mastery (Combat)
Who needs a full-sized shield? Great Kiai (Combat)
Prerequisites: Proficiency with bucklers, Your fierce shout bursts eardrums and bruises
Buckler Mastery, Improved Buckler Mastery flesh.

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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unencumbered, the bonus provided by the damage that armor spikes deal on a successful
Swashbuckling Parry feat is improved to +5. grapple.
Heavy Armored Mobility (Combat) Improved Body Hardening (Combat)
You can move rapidly and even sprint when Your body is even more well protected from
wearing heavy armor. assault.
Prerequisites: Con 15, base attack bonus +7, Prerequisites: Con 15, Body Hardening,
Medium Armored Mobility Endurance, Toughness
Benefit: You may move your normal speed Benefit: Your natural armor bonus from the
while wearing heavy armor. You do not reduce Body Hardening feat improves to +2.
your running speed due to heavy armor.
Improved Buckler Mastery (Combat)
Normal: You move at a reduced speed in
heavy armor, and run at three times your normal In your hands, the smallest shield provides the
speed rather than four times your normal speed. best benefit.
Prerequisites: Proficiency with bucklers,
Iaijutsu (Combat)
Buckler Mastery
By striking first in combat, you strike where your
Benefit: As long as you are wearing light or
opponent is weakest.
no armor, and carrying a light load or less, the
Prerequisites: Dex 13, base attack bonus +1, bonus provided by the Buckler Mastery feat is
Quick Draw improved to +3.
Benefit: When you make an attack on a flat- Improved Combat Adaptability
footed opponent (an opponent who has not yet (Combat)
acted in the combat), you may resolve the attack
as a touch attack. Given some time to experiment, you can fake
even advanced combat styles.
Improved Armored Juggernaut
Prerequisites: Martial arts style class feature,
(Combat)
base attack bonus +11, Combat Adaptability
Your armor can absorb even more damage.
Benefit: You may gain the benefit of two
Prerequisites: Con 13, proficiency with heavy combat feats as per the Combat Adaptability feat,
armor, base attack bonus +7, Armored Juggernaut rather than just one. You must practice for 10
minutes to change out each feat.
Benefit: The DR from the Armored
Juggernaut feat improves to DR 2/-. Improved Defensive Shot (Combat)
Improved Armor Strike (Combat) Your reflexive ranged attacks are more accurate.
You can focus lethal force into your armored slam Prerequisites: Point Blank Shot, Defensive
attack. Shot
Prerequisites: Con 13, proficiency with heavy Benefit: The attack penalty caused by the
armor, Armor Strike Defensive Shot feat is reduced to -2.
Benefit: You can apply 1-1/2 your Strength Improved Iaijutsu (Combat)
bonus on your attacks with your armor or armor
spikes. This does not increase the additional By striking first, you ensure that your opponent
will not survive to strike last.

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Prerequisites: Dex 13, base attack bonus +6, CMD from the Mobile Defense Feat improves to
Quick Draw, Iaijutsu +3.
Benefit: When you make an attack on a flat- Improved Moving Defense (Combat)
footed opponent (an opponent who has not yet
acted in the combat), you gain a bonus to damage As long as you keep moving, your enemies are
equal to twice your base attack bonus. confounded.
Prerequisites: Dodge, Moving Defense
Improved Improvised Weapon Focus
(Combat) Benefit: Any time that you move 20 or more
feet in one action, you gain a +3 dodge bonus to
Even the most harmless item is a weapon in your your AC for 1 round. This does not stack with the
hands. bonus from Moving Defense.
Prerequisites: Catch Off Guard, Improvised
Improved Skilled Evasion (Combat)
Weapon Focus, base attack bonus +8
Area effect attacks rarely scathe you.
Benefit: The bonus to attacks provided by
Improvised Weapon Focus feat improves to +2. Prerequisites: Dex 17, Lightning Reflexes,
Skilled Evasion, character level 9
Improved Kiai (Combat)
Benefit: You gain the improved evasion
You draw Strength and power from your kiai ability, as the monk class ability. If you already
shout. have the improved evasion ability from a source
Prerequisites: Cha 13, base attack bonus +4, other than this feat, you gain a +2 bonus to Reflex
Kiai saving throws against area effect attacks that deal
hit point damage (attacks affected by evasion).
Benefit: When you perform a kiai shout, you This stacks with the bonus from Skilled Evasion.
gain a +2 bonus to attack and damage for 1 round.
Improved Sniper (Combat)
Improved Martial Artist (Combat)
Your precisely aimed shots can find chinks in an
You have undertaken advanced training in opponent's armor.
unarmed fighting.
Prerequisites: Dex 13, Wis 13, Point Blank
Prerequisites: Improved Unarmed Strike, Shot, Focused Aim, Sniper, base attack bonus +14
Martial Artist, base attack bonus +5.
Benefit: When using the Sniper feat, you may
Benefit: The base damage for your unarmed use a full round action rather than a standard
strikes is improved to 1d8. If you are size Small, action, and resolve the attack as a ranged touch
your damage is 1d6. If you are size Large, your attack.
damage is 1d10.
Improved Swashbuckling Parry
Improved Mobile Defense (Combat) (Combat)
Your skill at evading attacks leaves you with no
Your cunning parries make it hard to get an attack
need for armor.
through to you.
Prerequisites: Dex 15, Dodge, Mobile
Prerequisites: Dex 13, base attack bonus +6,
Defense
Swashbuckling Parry
Benefit: As long as you are unarmored and
Benefit: As long as you are wearing light or
unencumbered, your dodge bonus to AC and
no armor and carrying a light load or less, the

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bonus provided by the Swashbuckling Parry feat that opponent takes additional nonlethal damage
is improved to +3. equal to your base attack bonus times 5. Creatures
that are immune to nonlethal damage or to
Improvisation (Combat) stunning are not affected by this feat.
You can change your fighting style in mid-
Leap
combat, baffling opponents.
You can jump like a grasshopper.
Prerequisites: Martial arts style class feature,
base attack bonus +11, Combat Adaptability Prerequisites: Dex 13
Benefit: You may change out the feats Benefit: You gain a +5 feat bonus to
provided by the Combat Adaptability, Improved Acrobatics skill checks made to jump, both for
Combat Adaptability, and Great Combat vertical jumps and horizontal jumps. In addition,
Adaptability feats, as a standard action per feat, you always count as having a running start when
rather than requiring 10 minutes of practice. You making jump checks using Acrobatics.
may still only do so once per day for each feat.
Lethal Precision (Combat)
Improvised Weapon Focus (Combat)
It's not how hard you hit, it's where you hit that
You can be as dangerous with a chair leg as with matters.
a sword.
Prerequisites: Int 13, Dex 13, Weapon
Prerequisites: Catch Off Guard, base attack Finesse
bonus +1
Benefit: When wielding a light or finesse
Benefit: You gain a +1 bonus to attacks with weapon, you may use your Dexterity bonus
improvised weapons. instead of your Strength bonus to determine
weapon damage.
Kiai (Combat)
Normal: Strength determines bonus damage
You can concentrate all your energy into a to melee attacks.
terrifying shout.
Martial Artist (Combat)
Prerequisites: Cha 13, base attack bonus +1
You have specialized training in fighting without
Benefit: As a move action, you may give a
weapons.
fierce shout. This allows you to make an
Intimidate skill check to demoralize opponents as Prerequisites: Improved Unarmed Strike
a move action, rather than a standard action. You
Benefit: The base damage of your unarmed
also gain a +2 bonus to all Intimidate checks
strikes is 1d6. If you are size Small, your damage
made to demoralize opponents.
is 1d4. If you are size Large, your damage is 1d8.
Knock-Out Punch (Combat) Off-hand attacks with your unarmed strikes apply
your full Strength bonus to damage, rather than
You can knock stunned opponents completely half your Strength bonus.
unconscious.
Normal: The base damage of unarmed strikes
Prerequisites: Improved Unarmed Strike, for a size Medium character is 1d3.
Stunning Fist
Special: Monks are considered to already have
Benefit: If you use your Stunning Fist feat to this feat for purposes of prerequisites. They gain
successfully strike an opponent that is already no benefit from selecting this feat.
stunned, and the opponent fails the saving throw,

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Medium Armored Mobility (Combat) the same round that you use this feat.
Medium armor does not hinder your movement Serpent Strike (Combat)
speed.
You strike and move almost too quickly to see.
Prerequisites: Con 13, proficiency with
Prerequisites: Dex 13, Improved Initiative
medium armor.
Benefit: As a standard action, you may make a
Benefit: You may move your normal speed
single melee attack with a light or finesse
when wearing medium armor.
weapon, then make a 5-foot-move as part of the
Normal: You move at a reduced speed when action. This does not provoke an attack of
wearing medium armor. opportunity, even if you have already taken a 5-
foot-step in the round.
Mobile Defense (Combat)
Skilled Evasion (Combat)
Your combat training eschews heavy armor for a
superior ability to dodge attacks. You are excellent at evading area effect attacks.
Prerequisites: Dex 13, Dodge Prerequisites: Dex 15, Lightning Reflexes
Benefit: As long as you are wearing no more Benefit: You gain the evasion ability, as the
than light armor and carrying no more than a light monk class ability. If you already have the
encumbrance load, you gain a dodge bonus of +1 evasion ability from a source other than this feat,
to your AC and CMD. This stacks with the dodge you gain a +2 bonus to Reflex saving throws
bonus from the Dodge feat. against area effect attacks that deal hit point
damage (attacks affected by evasion).
Moving Defense (Combat)
Slip Through (Combat)
Your enemies can't hit what they can't catch.
Your attacks can penetrate at a target's weakest
Prerequisites: Dodge
points.
Benefit: Any time that you move 10 or more
Prerequisites: Int 13, Dex 13, Weapon
feet in one action, you gain a +2 dodge bonus to
Finesse, Lethal Precision, base attack bonus +6
your AC for 1 round.
Benefit: As a standard action, you may make a
Power Strike (Combat) single attack with a light or finesse weapon and
You can deliver a devastating unarmed strike. resolve the attack as a touch attack.
Prerequisites: Str 13, Martial Artist, Power Sniper (Combat)
Attack
If you take time to aim, you can let loose with an
Benefit: You may declare that you are using extraordinarily lethal ranged attack.
this feat before you make any attacks in a round.
Prerequisites: Dex 13, Wis 13, Point Blank
To use this feat, you must be holding no weapons
Shot, Focused Aim, base attack bonus +5
or shield. When using this feat, you may calculate
damage for your unarmed strike as if using a two- Benefit: Immediately after using Focused
handed weapon (multiply Strength bonus to Aim, you may make a single ranged attack as a
damage by 1-1/2). You may also, when using this standard action. This attack deals 1d6 extra
feat, ignore a number of points of hardness equal precision damage per two points of your base
to your Strength bonus (if any) when damaging attack bonus, rounded up.
objects. You may not make an off-hand attack in

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Spear Hand (Combat) take any non-combat action.
You can drive your bare hands into and through Normal: You may not use more than one
opponents. elemental stance at one time.
Prerequisites: Improved Unarmed Strike, Void Strike (Combat)
Martial Artist
You may strike with the unmatched power of the
Benefit: You may choose to have your void.
unarmed attacks to piercing damage rather than
Prerequisites: Wis 15, Con 13, Int 13, Cha 13,
bludgeoning damage.
Dex 13, Weapon Focus, Air Stance, Earth Stance,
Swashbuckling Parry (Combat) Fire Stance, Water Stance, Void Stance, base
attack bonus +15
Your weapon provides significant protection.
Benefit: When you are in Void Stance, your
Prerequisites: Dex 13, base attack bonus +1 attacks with any weapon for which you have the
Benefit: As long as you are wearing medium Weapon Focus feat deal bonus damage equal to
or lighter armor, carrying a medium or lighter your Wisdom bonus, and the attack is considered
load, and wielding a light weapon or finesse a force effect for purposes of hitting incorporeal
weapon with which you are proficient in your creatures.
main hand, your weapon provides a +1 dodge
Water Stance (Combat)
bonus to your AC.
You flow around attacks like water.
Tower Shield Specialty (Combat)
Prerequisites: Wis 13, Dex 13
Using a tower shield does not hinder your attacks.
Benefit: As a move action, you may enter
Prerequisites: Con 13, proficiency with tower Water Stance. When in Water Stance, you may
shields add your Wisdom bonus as a feat bonus to your
Benefit: You do not take the normal -2 penalty Reflex saving throws.
to attacks when using a tower shield. Special: You may only use one elemental
Normal: You take a penalty of -2 to attacks stance at a time (Fire Stance, Earth Stance, Water
when using a tower shield. Stance or Air Stance). You exit your current
elemental stance if you run or take any non-
Void Stance (Combat) combat action.
You are a master of the four elemental stances. Water Strike (Combat)
Prerequisites: Wis 15, Int 13, Cha 13, Con 13, Your attacks are as cold as ice.
Dex 13, Air Stance, Earth Stance, Fire Stance,
Water Stance, base attack bonus +15 Prerequisites: Wis 13, Dex 13, Weapon
Focus, Water Stance
Benefit: As a full-round action, you may enter
Void Stance. When in Void Stance, you may Benefit: When in Water Stance, your attacks
apply the benefits of all four elemental stances with any weapon for which you have the Weapon
(Air Stance, Earth Stance, Fire Stance, and Water Focus feat deal +1 cold damage, and you may
Stance). You may also gain the benefits of treat your attacks as being with a silver weapon
multiple elemental strike feats that you know for purposes of bypassing damage reduction. This
(including Air Strike, Earth Strike, Fire Strike and is an extraordinary effect, not a supernatural one.
Water Strike). You exit Void Stance if you run or

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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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Requirements Craft Magic Brand, magic Flesh mail cannot have a modified bonus (armor
weapon or Martial Arts, creator's caster level bonus plus armor special ability bonus
must be at least two times the effective bonus of equivalents) higher than +10, and the armor
the enchanted fists, plus any requirements from bonus may not exceed +8. Flesh mail must have
special abilities; Cost 2,200 gp (+1), 4,200 gp at least a +1 armor bonus to grant an armor
(+2), 18,200 gp (+3), 32,200 gp (+4), 50,200 gp special ability. If the armor special ability has a
(+5), 72,200 gp (+6), 98,200 gp (+7), 128,200 gp flat gp cost, double the normal cost for this
(+8), 162,200 gp (+9), 200,200 gp (+10) purpose. Flesh mail and other armor do not stack;
use the higher bonus. The following special
FLESH MAIL abilities cannot be applied to flesh mail:
animated, arrow catching, bashing, and
Aura moderate transmutation; CL 7th
glamered.
Slot none; Price 1,400 gp (+1), 4,400 gp (+2),
9,400 gp (+3), 16,400 gp (+4), 25,400 gp (+5), CONSTRUCTION
36,400 gp (+6), 50,400 gp (+7), 64,400 gp (+8), Requirements Craft Magic Brand, mage armor
81,400 gp (+9), 100,400 gp (+10); Weight - or Body Hardening; creator's caster level must be
DESCRIPTION at least two times the effective bonus of the flesh
When this brand is applied anywhere on a mail, plus any requirements from special abilities;
character's body, the character receives an armor Cost 700 gp (+1), 2,200 gp (+2), 4,700 gp (+3),
bonus of from +1 to +8 as his body is surrounded 8,200 gp (+4), 12,700 gp (+5), 18,200 gp (+6),
by a tightly-fitted aura of protective force. 25,200 gp (+7), 32,200 gp (+8), 40,700 gp (+9),
50,200 gp (+10)
Alternately, flesh mail can be enchanted with
armor special abilities. Special abilities usually
count as additional bonuses for determining the
market value of an item, but do not improve AC.

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DragonCyclopedia: The Combatant is copyright 2011 Glen R.
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