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The Quintessential Fighter Web Enhancement

Character Concepts
Honourable Warrior
Codes of honour are not merely the province of cavaliers and paladins. Many warriors follow a code of conduct that determines both their behaviour in battle and their activities when not in combat. Sometimes, this code is an external one taught to them by the same masters that instruct them in their martial skills but others have their morals imparted by their parents or a home village. In any case, this code of honour is not easily set aside or ignored; it defines the honourable warrior and everything he does. Despite their adherence to a code, not all honourable warriors are good-hearted individuals. Many are the product of their cultures, for good or ill. Adventuring: Honourable warriors, if they are recognised as such, are often drawn into adventures by being approached to perform some task by those who trust their behaviour. Of course, the person who sends them on this first adventure may not be trustworthy. Alternately, the honourable warrior may be in the service of his or her nation as a soldier or some other martial role. No matter how honourable warriors become adventurers, their code of conduct is constantly with them, guiding (and sometimes impeding) their way through life. Role-Playing: The most important thing in an honourable warriors life is the code of conduct. Not only does it determine how he reacts to each new situation and encounter, it defines how others react as well. Those who know of the honourable warriors code will often react to it instead of to the character directly. This can make for excellent roleplaying, especially if the honourable warrior has come to question the values that have been with him all of his life. Few who begin on the straight and narrow ever reach the end of such a difficult path, but even when they stray, the journey can be an exciting one to take. Many honourable warriors seek future careers as holy warriors, monks, or clergy, as their discipline and devotion makes them a natural for such roles. Bonuses: While it can be limiting, a code of conduct can be a reassuring thing to those who must deal with an honourable warrior. This dependability can lead to greater trust and reliance; those who talk with the character can take great comfort in their trust that he will act exactly as he says he will. This translates to a +2 bonus to all Diplomacy and Gather Information checks, since there is a greater likelihood of the honourable warrior being trusted by strangers. For this benefit to come into play, the honourable warrior must identify himself as such in some way (a uniform, for instance). Penalties: An honourable warriors greatest penalty is his code of conduct, which must be binding against certain behaviours as the player and the Games Master sees fit. All honourable warriors must begin play with a Lawful alignment. The honourable warrior loses his skill bonuses if he loses this lawful nature, even if the other part of his alignment remains intact. Also, those who knew the warrior before his alignment change will usually react poorly to his loss of faith, imposing a -1 penalty to all Charisma based checks where they are concerned.

Marine
Life aboard a seagoing vessel can often be dangerous. With the prevalence of immense magical marine creatures, pirates may be the least of a crews concerns. Aquatic humanoids, dragon turtles, and even the restless dead of lost ships can turn a peaceful ocean voyage into a nightmare. Wise captains hire strong crewmen with martial skills to defend their ships in case of attack. From first mates that lead a ships crew into battle to a hired bodyguard who keeps vulnerable passengers safe during dangerous voyages, marines can fulfil many roles. To do so effectively, the marine has trained in the vagaries of shipboard combat. Having learned how to deal with the awkward nature of fighting around sail and rigging, he can turn such obstacles to his advantage. Adventuring: Marines tend to start their careers as adventurers when adventure finds them. Aquatic-based adventures are natural, but shipwrecks and other events can lead a marine to take up a new way of making a living away from the sea. Whenever possible, a marine will generally prefer to remain near the coast or take boats whenever journeying to new places. Bringing the mindset of someone who is used to dealing with dangers approaching at every angle and making do with very limited resources, a marine can be a valuable member of any adventuring company.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Role-Playing: The marine is a team player, having long since learned to appreciate what a skilled crew can accomplish that an individual cannot. His energetic nature and can-do attitude is often inspiring to his new friends. He works hard, he plays hard, and does not always understand those who do not live life to its fullest. Even on dry land, the life of a sailor tends to cling to a marines every action and word. His personal behaviour can often resemble one long shore leave, which can make for interesting and often dangerous adventures. Bonuses: Having adapted to the rigors of shipboard life, the marine is adept at dealing with unstable environments. He gains a +1 competence bonus to Balance checks, a +1 competence bonus to attack rolls when fighting aboard a ship, and gains Use Rope as a class skill due to his experiences with rigging and sail. None of these advantages function if the marine is using a two-handed melee weapon, carrying a shield, or wearing armour heavier than medium. Penalties: The marine has accustomed himself to fighting in and around obstacles, where having both hands encumbered is a severe detriment. As a consequence, the marine begins the game without the Shield and Heavy Armour Proficiencies common to most fighters. Also, marines cannot begin play with Weapon Focus in any weapon he must wield with two hands. Occasionally, however, some hope can shine through the monotony of his existence. Pit lords sometimes hire out their best and brightest as mercenaries to those who can pay their exorbitant rates. Once a fighter gets a taste of freedom like this, they will usually do anything they can to make it last. Some pit fighters return when their contract is done, but others run as far and as fast as they can get. Fighters like this are often encountered working as muscle wherever they have chosen as their new home. A warrior who is not afraid to do whatever it takes to live from day to day is a valuable commodity, after all. Hit Dice: d10

Requirements
To qualify to become a pit fighter, a character must fulfil all the following criteria. Base Attack Bonus: +4 or higher. Feats: Any three feats from the fighter bonus list, Great Fortitude, Toughness. Special: Must have actually competed in a pit fight.

Class Skills
The pit fighters class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Heal (Wis), Jump (Str), and Tumble (Dex). Skill points at each level: 2 + Int modifier.

Prestige Classes
Pit Fighter
There are those who fight for money in the open arena, showing off their martial prowess amid the jeers and shouts of their fans while they engage in bloodsport. Then there are those who dont approach it as a sport at all. A pit fighter is to a gladiator like a well honed, battle worn gladius is to a ceremonial sword. Both can kill, but the former does not do so with any style or flash. Usually raised from birth or childhood to fight in the pits by those who cater to such barbaric entertainment, pit fighters rarely know any other kind of life and have no illusion of freedom or wealth to keep them going. Instead, a pit fighter goes from battle to battle with the sole motivation of survival. There may be screaming crowds, and the occasional coin might fall down onto him while he struggles for his life, but between every downed foes final breath, there is only the raw expectation of the next days battle to spur him onward. A pit fighters life is bleak, brutal, and unrelenting.

Class Features
All of the following are class features of the pit fighter prestige class. Weapon and Armour Proficiency: Pit fighters gain proficiency in simple and martial weapons, light and medium armour, and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Survival: A pit fighter can find a way to stay alive in almost any situation. This extreme toughness manifests itself as 1 point of Damage Reduction against any non-magical physical attack, 1 point of resistance against all five elemental forms of damage (fire, cold, acid, electricity, and acid) as per the spell resist elements.

The Pit Fighter


Class Level 1 2 3 4 5 Base Attack +1 +2 +3 +4 +5 Fort Save +2 +3 +3 +4 +4 Ref Save +0 +0 +1 +1 +1 Will Save +0 +0 +1 +1 +1 Special Survival Vicious Attack Take the Blow Bonus Feat Against All Odds

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Vicious Attack: A pit fighter can make a desperate lunge to score a deadly blow against an opponent, leaving himself open and even injuring himself in the process. Vicious Attack can be applied to any single attack in a round, incurs an attack of opportunity from any foe that currently threatens the pit fighter, and costs 1d8 hit points per attempt. If the attack hits, it inflicts 2d8 points of additional damage. The attacks original damage must successfully wound the target before this extra damage is applied. Take the Blow: Pit fighters are subjected to injury constantly, so much so that they learn to reduce it whenever possible by defensive turns, toughing up the vital areas, and ignoring crippling pain. At this level, their 1 point of Damage Reduction works against all forms of physical attack and once per day, the pit fighter can force an attack to do its minimum amount of damage. This reduction can be applied to any form of attack, including damaging spells and spell-like effects. Bonus Feat: Through the kind of training that can only come for constant adversity, the pit fighter has picked up a new fighting trick or technique. This takes the form of a bonus feat chosen from the same list available to fighters through their Bonus Feat class feature. Against All Odds: Even when a pit fighter is obviously outclassed, he can inflict severe damage before succumbing to the inevitable. At 5th level, a pit fighter can continue to take normal actions even when he goes below 0 hit points and does not die until he reaches -13 (-10 plus the three extra he receives from his Toughness feat). If the pit fighter have more than one Toughness feat, 3 more hit points is added to the negative total he can go down to and still survive.

Acrobatic Fighting (General)


Your fighting style includes a great deal of quick but careful movement. Prerequisites: Dodge, base attack bonus 1+ or higher. Benefit: You gain Tumble as a class skill; this skill costs 1 point per rank regardless of your current character class. In addition, you receive a +1 competence bonus to Tumble checks whenever you use the skill to avoid attacks of opportunity or while engaged in melee combat. Because of your combat training, you may use Tumble checks when wearing medium armour, provided that is the only reason your movement is reduced. Sometimes, just moving is not enough. Battle conditions can get complicated very quickly, with multiple opponents, environmental hazards, and other allies and their threatened areas to keep in mind. A fighter cannot afford to simply swing away unthinkingly in the hopes of defeating his enemies. Sometimes, moving from point to point on a battlefield even while still engaged with the same opponent is a better tactic than digging in and fighting to the last blow. Tumbling is not a common skill among fighters, as their training is normally more oriented toward heavy weapons, armour and endurance. However, given the usefulness of tumbling and constant motion to a fighter, acquiring these skills may be a serious consideration but without multiclassing, it can be difficult to develop them to any useful level. To overcome this trouble, a fighter may try one of two things. First, a fighter character can simply exchange his Heavy Armour Proficiency for Tumble as a class skill. This is appropriate for campaigns with specialized combat schools that teach mobility over massive armour. The other option is feat-based, allowing any fighter to gain Tumble, along with other benefits, at the cost of a feat. In combat, tumbling can do considerably more than just keep opponents from taking extra attacks. A skilful fighter can use his agility to perform spectacular moves, including tumble further than normal, make 10 ft. adjustments, move in diagonal lines without taking a distance penalty, and even negate potential sneak attacks. These manoeuvres all come with some penalty against attacks but tactical conditions may call for movement over melee.

Tricks of the Trade


Combat Acrobatics
Battle is a chaotic and dangerous affair, something that experienced fighters enter understanding that standing still means getting cut down quickly. A skilled combatant is always in motion. Even a fighter loaded down with plate armour and a large shield does his best to shift from foot to foot and move whenever possible to keep his opponent from being able to rely on any vulnerable spot being in the same place twice. Armour, by its nature, moves against the wearer by covering joints and vitals with sliding plates or links of chain. The only way to keep this protection constant is to stay mobile and keep maximum coverage turned towards the enemy. One of the reasons a rogues sneak attacks work so effectively is because when a fighters attention is turned towards a foe, his armour has also been focused towards protection in that direction. This leaves gaps in other places, spaces a skilled attacker can take advantage of. To minimize this risk, savvy fighters are constantly moving to overcome these vulnerabilities.

Taking an Acrobatic Manoeuvre


To make an acrobatic manoeuvre, a combatant cannot have impeded movement due to magical effects (slow, web, or other entangling spells) or physical damage from weapons like caltrops or called shots to the legs. Mounted characters cannot make acrobatic manoeuvres at all. Both hands can be occupied before the manoeuvre is attempted but both must be able to release what they are holding easily. Obviously, grappled individuals cannot take these actions until they free themselves. Games Masters should determine if a given character is currently mobile enough to attempt an acrobatic manoeuvre. Unless otherwise noted, all the manoeuvres are moveequivalent actions. Taking a manoeuvre requires a Tumble

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


check and, where noted in the event of this failing, a Reflex saving throw. These rolls are made as soon as the manoeuvre is attempted, with failure resulting in the penalty noted under the specific move. In addition to these penalties, any failed acrobatic manoeuvre attempted while in a threatened area provokes an attack of opportunity. The surprise factor involved in this manoeuvre grants your first attack against your opponent a +2 circumstance bonus. This bonus cannot be applied more than once against the same opponent. Failure Penalty: If you fail the Tumble check, you take no movement at all and fall prone in your current location. If you fail the Reflex saving throw, you succeed in the vault but suffer an attack or opportunity from your opponent.

Distant Tumble
Tumble DC: 20 for 30 ft., 30 for 30 ft. Reflex Save: No. When taking this action, you can tumble up 30 feet without provoking attacks of opportunity. This simulates rolling, somersaulting, and flipping to avoid enemies and dangers. If you are capable of greater than 30 feet of base land movement, you may increase the distance of this tumble by adding 5 to the DC for every 5 feet of additional distance (up to your maximum base movement rate). Failure Penalty: Because of the additional difficulty involved in tumbling this fast, failing the skill check results in falling prone halfway through the movement and suffering 1d6 subdual damage.

Regain Footing
Tumble DC: 25. Reflex Save: No. Whenever you are prone (unless falling prone was the result of a failed acrobatic manoeuvre) and still have the option of doing anything in your round, even just a partial action, you may attempt to stand as a free action. You cannot have started the round flat-footed and use this action, nor can you Regain Footing if you are dazed or suffering any panic or fear effect. Failure Penalty: If you fail, you lose any action you had remaining in the current round.

Double Adjustment
Tumble DC: 30. Reflex Save: Yes to avoid an attack of opportunity; DC 10 + highest opponents base attack bonus. By flipping and rising quickly back to your feet, you can accomplish a 10 foot adjustment in lieu of a move action. Because of the strain involved in this manoeuvre, it cannot be attempted two rounds in a row. Failure Penalty: If the Tumble check fails, you suffer an attack of opportunity and cannot make an adjustment or move action of any kind this round.

Negate Sneak Attack


Tumble DC: 30. Reflex Save: Opposed Reflex save with attacker. So long as you are not flat-footed, you may attempt to turn and roll out of an attempted sneak attack. To use this ability, you must have just been struck with a sneak attack and not be suffering the effects of being stunned, dazed, dazzled, or confusion. The tumbling involved in this action moves you 5 feet in any direction you choose that is not currently occupied. If there is nowhere to move to, you cannot Negate Sneak Attack. Using this ability successfully reduces the hit to its normal damage, negating the extra dice rolled for a sneak attack. You must be aware of your attackers location to use this ability. Failure Penalty: If the Tumble check is failed, the manoeuvre is unsuccessful and you provoke an attack of opportunity from anyone else (not the sneak attacker) who threatens you. If the opposed Reflex saves fail, you open yourself to an even more deadly strike, adding an extra +1d6 to the attack.

Diagonal Movement
Tumble DC: 15. Reflex Save: No. When moving at a diagonal, every second square is considered a 10 ft. distance as opposed to 5 ft. (this is normally an optional movement rule). Using this manoeuvre is a free action taken in conjunction with standard movement. If the Tumble check is made successfully, this increase does not occur in relation with your movement so long as your entire movement is a straight line. No turns are possible with this action. Failure Penalty: If the Tumble check penalty fails, every second square counts as normal and your movement will fall short of where you intended to stop. If you end up in a threatened area, you are subject to an immediate attack of opportunity.

Switch Opponents
Tumble DC: 20. Reflex Save: No. When you attempt this manoeuvre, you must have an ally within 5 feet of you who is engaged with a melee opponent. On your turn, you can grab your ally as a melee touch attack and trade positions. The ally is now in your square and you are now engaging the opponent in question. You can delay your action contingent on your ally being attacked and perform this manoeuvre when that condition occurs. If you are in someones threatened area when you take this action, you must also make a Tumble check as normal to avoid the attack of opportunity you provoke doing this. Your chosen ally does not provoke an attack of opportunity of any kind as a result of this manoeuvre. Failure Penalty: Failing the Tumble check provokes an attack of opportunity from your allys opponent, even if you are not in its threatened area. No switch occurs.

Vault Over Opponent


Tumble DC: 25. Reflex Save: Yes, DC 20. With this action, you may flip over your current melee opponent (who cannot be more than one size category larger than you) as your 5 foot adjustment. No other movement action is possible this round, but you may still take any other full round action in conjunction, including a full attack action.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

Fighting With Style


Combat should be more than just making attack rolls, totalling up damage, and keeping track of hit points. In a roleplaying game, emphasis should be more on the details of a characters actions, especially during something as exciting as life and death struggles with fearsome opponents and terrifying monsters. In an action movie or in the pages of a fantasy novel, when a battle is described, it is just that - described. The scene does not just play out as, Opponent B rolls a 23. That hits. You take 13 points of damage. Your turn. Not only is that poor roleplaying, it is downright dull. The trouble with making combat more exciting lies partially with the rules themselves. While there are a number of legal actions a character can take during a fight (disarm, grapple, trip, etc.), there are hundreds of other things that could be attempted with just a little imagination and some cooperation between player and Games Master. The combat system as it stands does not readily incorporate actions that do not have a direct set of rules to back them up. That is where roleplaying and description come in. Depending on what the player wishes to do, these unorthodox actions can be handled two different ways. The first method of adjudication is simple. So long as a Games Master approves of a described course of action, a suitable ability or skill check may be made and upon success, a circumstantial bonus of +1 to +4 can be applied to the type of action it most resembles. In this way, a creatively described attack can gain a bonus due to its unique nature. An example of this would be a player telling the Games Master that with his characters free hand, he wants to knock aside his opponents parrying weapon just long enough to get his sword past it. This is not quite a disarm attempt, so the Games Master decides a Dexterity check at DC 20 is required. Upon success, he assigns the player a +2 attack bonus instead to help offset his foes defensive bonus from parrying. The second method is better suited when the action suggested does not really resemble a standard one well enough to just provide a bonus. To qualify for this, the player must describe an action that appropriately takes advantage of his characters abilities and reflects the current situation adequately enough for the Games Master to allow it. If the action is essentially a combat one, an attack roll should be called for. If it seems mostly defensive, an applicable saving throw (usually Reflex) should be made. If none of these seem to fit, ability checks can always be asked for instead. Sometimes, the rolls involved will be required of individuals other than the character in question. An example of this kind of special action would be a player describing taking a handful of powdered gemstone and throwing it into the air to distract a charging weretiger. The player, basing this idea on the fact that felines have excellent tracking vision and are easily distracted by fast moving and shiny objects, suggests that if this action works, the weretiger will be startled long enough to stall in its charge and perhaps even lose an action while it watches the glittering dust. The Games Master, thinking this to be quite creative, allows it. He

determines that if the weretiger fails a Will saving throw at DC 12, it will be distracted by the gemstone dust and halt in its tracks. A final note about fighting with style; this idea should be implemented slowly and fairly. Players should also be made aware that if they are able to take advantage of these special actions, opponents may be able to do so as well. These bonuses are best used sparsely, with normal combat being the primary system for resolving conflicts. Players may be tempted to seek extra bonuses constantly but when an enemy warrior uses one of the partys favourite tricks against them, they will likely agree to limit their use of these actions voluntarily.

Fighter Feats
Exotic Mastery (Fighter)
Your dedication to an exotic weapon has provided you with remarkable skill in wielding it. Prerequisite: Base attack bonus +12 or higher, Proficiency with an exotic weapon, able to take Weapon Specialisation. Benefit: You gain a +1 attack roll bonus when wielding an exotic weapon you are proficient with. This bonus stacks with Weapon Focus. If you already possess Weapon Focus with this exotic weapon, you also receive a +2 damage bonus. This bonus stacks with Weapon Specialisation. If you already possess Weapon Specialisation with the exotic weapon, this feat adds one to its critical multiplier.

Greater Shield Bash (Fighter)


You are extremely skilled with using your shield as a weapon, so much so that it still provides you protection while you attack with it. Prerequisite: Base attack bonus +4 or higher, Str 14+, TwoWeapon Fighting, Shield Proficiency Benefit: When performing a shield bash, you only lose the shields armour bonus during your action. Only those who have readied an attack against you or act on the same Initiative score can benefit from this lowered guard; you retain your full shields Armour bonus at all other times. You also gain a +1 competence bonus to attack and damage rolls when shield bashing.

Killer Instinct (General)


Whether through guile or brute force, when you put down a foe, they usually stay down. Benefit: Whenever you reduce an enemy to 0 hit points, they actually go to -1 automatically but can stabilise normally. If you actually reduce a foe to negative hit points, they may not make a stabilisation check for 1d4 rounds due to the severity of their wounds. You must be wielding a slashing or piercing weapon or have the ability to do normal damage with unarmed attacks to make use of this feat.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

Massive (General)
You are much larger than normal members of your race. Prerequisite: Str 14+, Con 14+, original size category of Small or Medium. Benefit: You are one size category larger than others of your race. This brings with it all of the normal penalties and benefits associated with the larger size, including increased unarmed damage, Armour Class and attack roll penalty (if any), and the ability to use larger weaponry. Equipment may be more expensive and more difficult to find in your size. Special: Must be selected at 1st level.

Tools of the Trade


Weapons
Axe-Mace: This heavy and somewhat unwieldy weapon is a common sight among some primitive tribes and in the hands of warriors from cultures that value strength over finesse. With a single edged axe blade mounted to one side of a thick mace head, axe-maces tend to have very long handles to provide a much needed counterbalance. Axe-maces provide their wielders with the versatility to inflict either massive slashing or severe bludgeoning damage as the combat situation demands. Bracer Bow: A miniature crossbow assembled around a heavy metal bracer, this weapon uses three shuriken at a time for ammunition. The bow can be collapsed by drawing back a lever on one side of the bracer and extended for use by releasing a catch on the underside. Since the weapon is kept loaded, it can be extended and fired as part of the same attack action, but reloading it is a move-equivalent action. Magical

bracers may be modified to incorporate a bracer bow at full cost, but such bracer bows must be of Masterworked quality. Changiri: An exotic weapon that demands a special kind of fighter to make use of it, the changiri is a spiked and bladed mask with a pair of edged, oversized fangs as its central armament. Attacking with a changiri resembles the assault of a rhinoceros and the savage bite of a sabre-toothed tiger. Wielding a changiri replaces any bite attacks the wearer might already possess, but allows a single bonus attack each round at the wielders highest attack bonus -5. The fearsome appearance of a changiri adds a +2 equipment bonus to Intimidate checks but penalises Diplomacy checks by -2. Crossbow, Heavy Mechanical: An improvement on the repeating crossbow, a heavy mechanical crossbow features a complex gear and pulley mechanism that allows the user to crank all of the power necessary to propel its bolts at great velocity without needing to cock or reload between shots. In all ways except as noting in its statistics, a heavy mechanical crossbow is treated like a repeating crossbow. The same Exotic Weapon Proficiency feat works equally well for both weapons. Dagger, Side Handled: A dagger blade with a short normal handle and a longer grip mounted perpendicular to the tang, these weapons are wielded by grasping the side handle and resting the hilt against ones forearm. Some have a secondary hand guard built onto the blade, but these variations are rare. A side handled dagger is not very effective as a defensive weapon, incurring a -2 circumstance penalty to Armour Class whenever the wielder tries to parry or take a total defence action. Hand Blade: A full set of heavy jointed rings, usually ornamented with precious metals and jewels, this weapon looks as much like armour for fingers as it does jewellery. The tip of each ring holds a small, sharp blade with a slightly hooked point. Used by raking the hand across a target, hand blades do not do much damage by themselves, but they excel at delivering poison with their wounds. Any toxic substance

Weapons
Weapon Martial Weapons Melee Tiny Dagger, Side Handled Hand Blade Medium-size Axe-Mace Large Lance, Great (includes saddle) Exotic Weapons Melee Small Changiri Cost Damage Critical Range Incement Weight Type

20 gp 1d4+1 22 gp 1d3 15 gp 1d8 105 gp 1d10

19-20/x2 19-20/x2 x3 x3

1 lb. 1 lb. 9 lb. 14 lb.

Slashing or Piercing Slashing Slashing or Bludgeoning Piercing

40 gp 1d4

18-20/x2

1 lb.

Slashing

Exotic Weapons Ranged Tiny Bracer Bow 200 gp 1 Large Crossbow, Hvy Mechanical 350 gp 1d10

x2 19-20/x2

30 ft. 120 ft.

3 lb. 20 lb.

Piercing Piercing

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


used with this weapon gains a +1 bonus to its Injury DC. A hand blade grants a +10 bonus to resist Disarm checks. Lance, Great: Essentially a horsemans pike, the great lance is longer and thicker than a heavy lance and carries a small shield which rests just in front of the grip. Because of its encumbrance, a great lance must be mounted on a special post built into a custom saddle. Even if a rider is normally skilled at controlling his steed with his legs, a great lance requires that his free hand be used to steer and steady the weapon. The lances shield grants a +1 armour bonus and if the weapon is masterwork, this shield can be separately enchanted as normal. A great lance counts as a reach weapon. and protects far better than normal leathers ever could. Because of the craftsmanship required to turn dragonhide into armour, it is always considered masterworked. Hawk Armour: Often very elaborately decorated, this specialised form of scale mail has its scales engraved to resemble feathers and an avian stylised helmet. The most remarkable feature of hawk armour is its attached cloak of heavy leather covered in long feathers, fashioned like folded wings. While this occupies a wearers cloak magical item slot, these wings act as a large steel shield, already accounted for in the granted armour bonus. Since the wings are attached to the wearers forearms, both hands are left free in combat. Jewelmail: A sight guaranteed to drive rogues to distraction, jewelmail is armour made from intricately carved links of precious and semi-precious gemstones selected for their durability and hardness. Usually crafted by gnomes or dwarves, jewelmail is often used in sections as accent for other, more practical forms of armour. When it is worn solely as a full suit, jewelmail provides good protection and serves a secondary role as a major topic of conversation. Jewelmail grants a +2 equipment bonus to Diplomacy and Intimidate checks. Reinforced Armour: A modification that can be applied to any existing suit of armour, reinforcement consists of small metal plates added to vulnerable areas and sections of chain link sewn into the armour along the joints. This adds bulk and slows down the armour, but in return, the suit gains a nonmagical 10% fortification as per the special armour quality of the same name. Shield, Throwing: At least one edge of this exquisitely balanced shield is bladed. Shields of this type never have an attachment strap and often feature a secondary grip along one side. Designed to be thrown at enemies, a strike from a throwing shield can be extremely deadly due to its weight. Because of its offensive construction, enchanted versions of the throwing shield can also accept special weapon qualities and it is common for magical throwing shields to bear the returning power. Treat thrown shields as shortspears in ranged combat.

Armour
Buckler, Spiked: Normal shield spikes cannot be used with a buckler due to their construction and weight. Intended to be added to an existing suit or piece, these spikes detrimentally affect a bucklers carefully balanced weight. For a buckler to be spiked, it must be designed with that purpose in mind, incorporating the spikes into its construction seamlessly. Spiked bucklers are considered simple weapons anyone with shield proficiency can use without a -4 penalty. Attacking with a spiked buckler negates its armour bonus until your next Initiative turn and is treated as a normal weapon attack, not a shield bash. Carapace Armour: Taking its inspiration from insects and shelled crustaceans, carapace armour is a special form of plate that is purposefully oversized in regards to the wearer. Sections of a carapace suit of armour are built away from the body, especially vital areas, with padding and cross bracing making up the extra room. This channels and negates a great deal of the force from any blow, but at a huge cost in mobility. Most wearers of carapace armour appreciate its extra protection but regret its bulky, cumbersome weight. Dragonhide Armour: Most suits of armour rendered from the bodies of slain dragons is made with the scales, but dragonhide armour is a much lighter form tailored from sections of thinner, more flexible material like the wings and ears. This incredibly resilient hide is not as impervious as dragonscale, but a suit of armour made from it is light, agile,

Armour Table
Armour Cost Light Armour Dragonhide Armour 1,450 gp Medium Armour Jewelmail Heavy Armour Carapace Armour Hawk Armour Shields Shield, Throwing Extras Reinforced Armour Tear-Away Armour Armour Bonus +4 Max Dex Bonus +8 Armour Check Spell Failure 10% Speed (30 ft.)(20 ft.) Weight 30 ft. 20 ft. 20 lb.

2,500 gp

+5

+2

-5

20%

20 ft. 15 ft.

50 lb.

900 gp 595 gp

+10 +7

+0 +2

-8 -5

50% 25%

15 ft. 10 ft. 20 ft. 15 ft.

70 lb. 45 lb.

90 gp

+2

-2

15%

10 lb.

+150 gp 400 gp

+0 +6

-1 +2

-1 -5

+5% 30%

-5 ft. -5 ft. 20 ft. 15 ft.

+10 lb. 40 lb.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


Tear-away Armour: A special type of armour that involves multiple layers of metal protection attached with thin, easily torn cords. While this additional layering does create a reasonably effective defence, it comes at a significant loss in mobility and speed. The true purpose of tear-away armour is to evade grapples and other movement impediments. By sacrificing a point of armour bonus, the wearer can negate a successful Grapple check made against him or move 5 feet through a physically hindering effect like web or entangle. Lost points can be reattached later for the same cost as repairing damaged armour. A character may evade multiple hindrances, losing a point of armour bonus each time. allowing the wielder to fire as many times as he has attacks per round. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armour, telekinesis; Market Price: +4 bonus. Silversmithing: The shot fired by this blackpowder weapon is polymorphed into silver, which can have special effects on certain types of creatures. This power can simulate other abilities that transform a weapons ammunition and can be applied to any ranged weapon that utilizes ammunition. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armour, major creation; Market Price: +1 bonus.

Blackpowder Weapons
Magic and Matchlocks
As powerful as a handkeg of blackpowder can be, it does not have nearly the destructive potential of a wand of fireball. Blackpowder takes up a lot of room, requires a great deal of care in handling, and can be accidentally ignited by even a small stray flame. While magic prevails in firepower and dependability, it remains the province of spellcasters and those rare few with the skill to manifest similar abilities. Blackpowder weapons, on the other hand, have the advantage of being usable by any being capable of lighting a fuse or pulling a trigger. While a meteor swarm can devastate armies, many men can be given muskets to fire back with. Magic and blackpowder do not have to be mutually exclusive styles, however. A blackpowder weapon is, ultimately, an object like anything else that can be enchanted. As such, magical versions of these deadly weapons are quite possible. Magical blackpowder weapons follow all the normal rules for enchanted ranged weapons, including the need to be of masterworked quality. In campaigns that include blackpowder weapons, these can appear on the Weapon Type Determination chart in the Core Rulebook IIs magic item section as 99-100 Blackpowder weapon. In these cases, the Games Master should determine the exact base weapon found. In addition to the enchantments appropriate for ranged weapons, blackpowder weapons can bear one of the following special qualities. Dragonsbreath: Instead of firing normal shot like a standard blackpowder weapon, this pistol or rifle transforms its powder charge into a massive gout of deadly flame. Treat any shot fired by this weapon as the spell burning hands, inflicting 5d4 fire damage. Any damage bonuses the weapon or wielder might enjoy (such as Weapon Specialization or the weapons enchantment bonus) is added to this total. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armour, burning hands; Market Price: +2 bonus. Neverloading: Weapons with this enchantment do not require loading with blackpowder to propel their shot. A bullet must still be dropped into the barrel as normal, but no powder is needed. This reduces the reload time to virtually nothing,

Fighting Styles
Beyond the Initiate
Every fighting style detailed here has five levels of ability, starting with Initiate. The level of Initiate is granted as soon as the fighter meets the listed prerequisites, concludes his initial training and expends 100xp. From this point forward, he may always use the bonuses granted by the fighting style. However, by continuing his training in the same style, the fighter may be able to reach ever greater levels of ability on his way to true mastery. Every new level of ability has a listed set of prerequisites and a period of training, both of which must be met before the fighter is permitted to advance one step higher. The fighter must also expend an amount of xp shown on the table below. Level of Ability 1 2 3 4 5 XP Cost 100 250 500 1,000 2,500

No level of ability may be missed even if the fighter meets the prerequisites of a higher level of ability all must be learnt, in sequence, before the fighter can progress further. Once each new level of ability is attained, the fighter gains both new bonuses in combat, as well as a new title to reflect his capabilities within the style, the latter of which the fighter is more than welcome to use when introducing himself to others (I am Torgar, Watchman of Stoneholm. Fear my axe, Goblin). All abilities granted by a fighting style are considered to be extraordinary abilities.

Ironstar
A prominent and effecting form of fighting on the jousting field and the battlefield alike, the Ironstar method of lance and shield combat comes from the life experience of Methrys Ironstar, originator and master of the style. Well acquainted with the limitations of heavy armour, a large shield, and a heavy lance while trying to control his mount, Methrys developed a way of controlling his steed while hefting both

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


weapon and defence against an enemy. While the Ironstar style is not the only effective school of mounted combat, it has gained in popularity because of its sheer effectiveness. Warriors following the Ironstar method are schooled not only in combat techniques but also the virtues of chivalrous conduct. The forms founder was knight in word and deed; his outlook on life has permeated his teachings and those of his protgs. Not every practitioner of the Ironstar style acts in a knightly way, but most who recognise the form will come to expect a dedication to fair play and honourable combat. Those who do not live up to this code are reviled by their fellows and must constantly defend themselves against the outraged challenges of idealistic, indignant Ironstar students.

Knight Errant
Implacable Guard The student of the Ironstar form has now learned one of its key defences- an unwavering shield arm. Designed to stand fast against the forceful blow of an enemys weapon against the shield, this unmoving stance channels the force of the strike back into the weapon itself and, hopefully, the enemy himself. When performed properly, Implacable Guard can shatter a foes weapon and leave him stunned, open for a devastating counterattack. Prerequisite: Ride 8 ranks, Str 14+. Benefit: When mounted and engaged in a charge, a Knight Errant can choose to use Implacable Guard. Doing so denies him any Dexterity or Dodge bonus to Armour Class, but if he is missed by the enemys attack and if the attack roll was 10 or higher, the opponents weapon is assumed to have struck the shield. This immediately causes the weapon doing so to inflict its own damage against itself in a Sunder attack that does not draw any attacks of opportunity. If this attack destroys the weapon, the wielder must make a Fortitude save equal to the damage total (or 20, whichever is lower) or be stunned for one round. Implacable guard only affects the first attack a Knight Errant suffers in any given round after he uses the skill but before his initiative turn.

Style Restrictions
Required Weapons: Any spear or lance. Required Armour: Heavy only and any large shield.

Prerequisites
Base Attack Bonus: +4 or higher. Equipment: Masterworked spear or lance, masterworked heavy armour, masterworked small or large shield. Feats: Mounted Combat, Ride-By Attack, Weapon Focus (any form of spear or lance). Skills: Ride 5 ranks. Alignment: Any non-chaotic.

Knight Gallant
Passing Bash Not considered entirely fair in honourable combat, this technique is normally reserved for the battlefield as directed by the styles founder. Using Passing Bash in a tournament or other show combat is a roguish act, frowned upon severely by practitioners of Ironstar. Essentially an attack made by a mounted combatant as he rides past an opponent, Passing Bash turns the students shield into an effective weapon, especially for unhorsing or knocking down a foe. Prerequisites: Spirited Charge, Ride 10 ranks, Dex 12+. Benefit: A Knight Gallant may take an extra attack in any round he performs a charge action and does not use Implacable Guard. This extra attack is always a shield bash, which follows all of the rules for doing so as described in the Core Rulebook I. No other benefits are gained aside from the additional attack, which uses the Knight Gallants full attack bonus 6 (-4 if he possesses Ambidexterity or -2 if he also has Two Weapon Fighting).

Squire
Horsemanship Essential to every other skill the Ironstar style offers, Horsemanship allows the Squire to guide his horse as effectively with just his knees as another rider can do with his hands. Through subtle pressure and body movements, the Squire learns to interact with his mount in a way that goes beyond simple riding skill and becomes almost a spiritual bond between the two. A Squire skilled in Horsemanship is capable of some astounding equestrian feats, though his steed must be up the demands of this training. Benefit: A squire automatically succeeds in any Ride check with a DC of 15 or less and gains a +2 competence bonus to Ride checks in all other situations. He does not require free hands to guide his mount or to attempt any Ride check with a DC of 20 or less. Ride checks with a DC of 21 or higher still require one free hand, but a Squire never needs more than one free regardless of the checks DC.

The Ironstar Fighting Style


Level of Ability 1 2 3 4 5 Title Squire Knight Errant Knight Gallant Knight Marshall True Knight Bonus Horsemanship Implacable Guard Passing Bash The Dragons Dance Master of the Lance Training Time 2 weeks 3 weeks 1 Month 2 Months 3 months

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

Knight Marshall
The Dragons Dance So called because of the founders own lance, which features a roaring dragon as a device running the length of the shaft, The Dragons Dance involves the warrior weaving a complex pattern with his lance (or spear) while he charges. This is both disorienting for an opponent and allows the Knight Marshall to perform acts of incredible agility with his weapon. Prerequisites: Base attack bonus +10 or higher, Expertise, Ride 12 ranks. Benefit: Using the Dragons Dance denies an opponent any Dodge-based modifiers to his Armour Class and allows the Knight Marshall to perform either Disarm or Trip manoeuvres in combat without incurring attacks of opportunity. Knight Marshalls can also use their lances to simulate a non-magical mage hand (affecting up to 10 lbs.) effect to a range equal to the length of their weapon.

The Storm Razor school of fighting is a demanding discipline. The sheer strength and dexterity needed to wield one, not to mention the constitution required to do so for any significant amount of time, ensures that only the most physically capable students ever graduate to its upper disciplines. Even those who only master its simplest forms should be feared, as they can wreak terrible destruction with their chosen blades. Devotees of this school follow a simple creed. When the storm comes, only one will stand. The others will fall beneath the razor and quench the battlefield in a rain of their lifes blood.

Style Requirements
Required Weapon: Greatsword. Required Armour: Any Special Restriction: Even if the practitioner can somehow do so (through special feats or additional limbs), no shield or offhand weapon may be wielded with the Storm Razor style. This school involves one greatsword wielded with two hands only.

True Knight
Master of the Lance Few aspirants to the Ironstar style advance to this level of skill. Teaching opportunities are scarce, and the time required to master the intricacies of advanced lance combat keeps most students from harnessing the schools ultimate technique. A Master of the Lance is a fearsome foe on horseback, however, and those who do persevere and see their training through to the end gain greatly by it. Prerequisites: Base attack bonus 14+ or higher, Power Attack, Great Cleave, Ride 15 ranks, Str 16+. Benefit: When a True Knight attacks with his lance (or spear) during a charge action or a single attack after a move action, he may take a single attack at his full attack bonus on every foe he can threaten during his movement (using Ride-By Attack).

Prerequisites
Base Attack Bonus: +4 or higher. Equipment: Masterworked greatsword. Feats: Weapon Focus (greatsword), Weapon Specialisation (greatsword), Power Attack, Sunder. Statistics: Str 12+, Dex 12+, Con 12+. Saves: Fortitude +4, Reflex +1

Ill Wind
Sheering Gale The initial manoeuvre that marks a student of the Storm Razor style is the Sheering Gale, a circular attack and defence form that emphasises constantly keeping the greatsword in motion while in combat. An Ill Wind is never still, nor does he relent or pause while fighting. His opponent must always be prepared to block an incoming strike and will rarely, if ever, find a gap in an Ill Winds guard. A foes shield is always considered a viable target; when the Ill Wind is not striking at his enemy, he is usually trying to sheer through anything in his way. Benefit: Slow moving foes have a difficult time defending against a student of this style; if an opponent does not have a Dexterity bonus to Armour Class, it suffers a -2 penalty to Armour Class against the Ill Winds attacks. Also, any time an Ill Wind attacks an opponent and does not successfully hit, he

Storm Razor
Swift as a lightning strike, deadly as a raging gale, the Storm Razor style of fighting focuses on a single weapon and elevates its use to a lethal art form. Those who learn the techniques of the Storm Razor are true masters of the greatsword, practically dancing with their immense weapons as they move across the field of battle with a trail of slain foes to mark their passing. A greatsword can wreak carnage in the hands of any warrior; wielded by a master of this school, the weapon is like unto the hand of death itself.

The Storm Razor Fighting Style


Level of Ability 1 2 3 4 5 Title Ill Wind Thunder Dark Lightning Raging Tempest Raven Blade Bonus Sheering Gale Roar of Battle Lash of the Storm Crow Storm Spiral Staggering Strike Training Time 1 week 3 weeks 1 Month 2 Months 2 months

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


may make an automatic Sunder attack against the foes shield. Only one such free Sunder attack may be made each round.

Raven Blade
Staggering Strike The highest form of this school is the Staggering Strike, a blow so skilfully and forcefully placed that even when it does not kill the opponent, it often knocks them back and carries its force into another target all in the same stroke. The power behind a Staggering Strike is almost beyond imagining, but only the most talented and exceptional student can achieve its execution. Prerequisites: Base attack bonus +13 or higher, Great Cleave, Str 16+. Benefit: Any time the Raven Blade strikes an opponent in combat, it must make a Fortitude save (DC equals the damage dealt by the attack) or be moved back 5 feet. Only creatures up to one size category larger than the Raven Blade are subject to this ability. If the target is moved, this can be treated as killing it for purposes of the Cleave or Great Cleave feats. A given target cannot be moved more than once each round.

Thunder
Roar of Battle An unnerving trait of Storm Razor combatants is their tendency to be utterly calm and quiet during battle. This is startlingly offset by the Thunders ability to roar while fighting, breaking the silence with a deafening scream of pure rage. Used as a focus for all of the power in a Thunders body, the Roar of Battle usually proceeds a devastating blow from the students greatsword. Prerequisites: Base attack bonus +6 or higher, Str 14+, Intimidate 4 ranks. Benefit: A Thunder can shout the Roar of Battle as many times per day as his Charisma modifier (minimum of once per day). The wild nature of the Thunders attack after the roar penalises his attack roll by -5, but if it hits, the strike deals maximum damage. If the attack is a critical hit, the extra critical damage is rolled normally but the swords multiplier is increased by one.

Hand of Valour
A shield is a wonderful means of defence, but for some warriors, having a free hand to act with is far more valuable. Whether it is to punch, grab, knock a blow aside, or vault from the furnishings into the face of a surprised enemy, an empty hand is more versatile than one occupied with a shield or secondary weapon. While most fighters can make use of a free hand, some have taken the weapon and open hand form and crafted a viable fighting style from it. Marked by the wearing of a single heavy gauntlet on the offhand, students of the Hand of Valour often work as mercenaries, putting their skills to good use for those with the resources to pay handsomely for a well-trained warrior. In fact, mercenary service and the signature gauntlet of the Hand of Valour style are synonymous so that whenever the latter is seen, the former is expected. Practitioners of this style are often offered positions of employment or treated like mercenaries, whether they are or not.

Dark Lightning
Lash of the Storm Crow Advanced students of the Storm Razor school often wear a raven motif to symbolise their growing mastery of the greatsword. At this level of training, the Dark Lightning learns to lunge with his hands far back on the grip, taking advantage of the length of his blade. Those fighting a Dark Lightning often underestimate him, getting speared by a greatsword when they thought they were out of reach. Prerequisites: Base attack bonus +8 or higher, Dex 14+, Dodge, Mobility. Benefit: When wielding their chosen weapon, a Dark Lightning is treated as having 10 ft. of reach. Whenever he uses this reach to strike in melee, he incurs an attack of opportunity because of his over-extended stance. The Dark Lightning does, of course, benefit from Mobility against this attack.

Style Requirements
Required Weapon: Gauntlet or spiked gauntlet, any onehanded simple or martial weapon. Required Armour: Any.

Raging Tempest
Storm Spiral In combat, a student of the Storm Razor is a whirlwind of destruction. Greatsword shrieking in a spinning dance that cleaves throats and slashes through the vitals of his enemies, a Raging Tempest never stops moving until everyone raising arms against him lies still amid a battlefield of crimson. Prerequisites: Base attack bonus +10 or higher, Whirlwind Attack, Improved Initiative, Con 14+, Perform (dance) 4 ranks. Benefits: Once a Dark Lightning has acted in combat (is no longer considered flat-footed), he cannot be flanked for any reason. He gains a +2 competence bonus to all saving throws against effects that would impede or halt his movement (i.e. slow or hold person spells, among others).

Prerequisites
Base Attack Bonus: +4 or higher. Equipment: Masterworked gauntlet or spiked gauntlet. Feats: Weapon Focus (gauntlet or spiked gauntlet), Weapon Specialisation (gauntlet or spiked gauntlet), Power Attack, Two Weapon Fighting, Ambidexterity. Statistics: Str 12+, Dex 12+.

Iron Hand
Dire Blow With one punch, a Hand of Valour devotee can drive an opponent backwards, opening up the distance between them for a deadly weapon strike or giving him the chance to

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

The Hand of Valour Fighting Style


Level of Ability 1 2 3 4 5 Title Iron Hand Brawler Steel Warrior Battleguard Warlord Bonus Dire Blow Unyielding Strike Aside Inviolate March Two Strikes, One Wound Training Time 2 weeks 3 weeks 1 Month 2 Months 2 months

withdraw safely. Most who feel a Dire Blow remember it for a long time to come, assuming the Iron Hand that delivered it lets them live. Some practitioners even go so far as to have special shapes worked into their gauntlets, all the better to leave an impression on their targets. Benefit: An Iron Hand can punch an opponent of one size category larger than him or smaller as a full-attack action with his off hand. If this strike hits, it moves the foe back 5 feet and lets the Iron Hand take an immediate follow up attack with his primary weapon or take a single move at his normal base speed. These are the only attacks the Iron Hand can take in the given round.

Benefit: When engaged in melee combat, the Steel Warrior can designate one opponent in the same manner as the Dodge feat. Against this chosen foe, the Steel Warrior gets a +4 competence bonus to all Disarm checks and to his total defence dodge bonus. In addition, locked gauntlets cannot provide any bonus against his disarm attempts.

Battleguard
Inviolate March Through rigid discipline and constant combat experience, a Battleguard learns to move in safety through a chaotic battlefield while keeping his objectives in mind. No matter what the distraction, he can avoid the attacks of others long enough to engage his enemies. This agile movement takes an extremely long time to learn, but the work and dedication are worth it. Prerequisites: Base attack bonus +12 or higher, Reflex Save +6, Dodge, Mobility. Benefit: The Battleguard chooses a single foe during his round and makes a move or charge action towards it. During this movement, he cannot be targeted by attacks of opportunity no matter how many threatened areas or how far he travels through them. When he reaches his target, he receives a +1 morale bonus to his first attack and damage roll against it.

Brawler
Unyielding Normally considered a base term for someone who fights with his fists, a Hand of Valour student looks upon the word brawler with pride. This level of training teaches the disciple one simple truth; once you have your hands on an opponent, never let go until he stops fighting back. A Brawler fights by grappling skilfully, mastering the art of holding an opponent with one hand and attacking relentlessly with the other. Prerequisites: Base attack bonus +6 or higher, Improved Unarmed Strike, Weapon Focus (any one-handed martial or simple weapon). Benefit: By taking a grapple action in combat and suffering a -2 circumstantial penalty to all rolls made to establish and maintain his hold, a Brawler can still take a single attack each round against his target with the weapon in his primary hand, even if the weapon is heavier than light. Because of the special skills learned to maintain this special one-hand grapple, the Brawler can still take any brawling-related action while receiving this extra attack.

Warlord
Two Strikes, One Wounds When a Warlord engages an opponent, he can perform dual strike with his gauntlet and primary weapon that hit with such precision and timing that the result feels like a single devastating injury rather then two separate ones. Through this technique, even creatures resistant to injury can be sorely wounded. Prerequisites: Base attack bonus +15 or higher, Improved Critical (gauntlet or spiked gauntlet), Improved Critical (any one-handed simple or martial weapon). Benefit: As a full attack action, the Warlord can make two attacks in place of any of his existing attacks. Each attack substituted in this way involves both the primary weapon and the gauntlet, and is rolled as a two attacks. The first is made with a -5 circumstance penalty, the second at a -10 penalty. If either hits, it deals primary weapon damage plus gauntlet damage combined. The effective bonus of the attack for purposes of Damage Reduction is the higher of the two weapons and counts for the entire damage roll.

Steel Warrior
Strike Aside Students of the Hand of Valour style work for long hours to accomplish the Strike Aside technique. With it, an opponents own weapons cannot hope to prevail against him. Using quick reflexes in tandem with his gauntlet to ward off blows, a Steel Warrior can deflect and disarm melee weapons that would otherwise score against him. Prerequisites: Base attack bonus +9 or higher, Dex 14+, Improved Two Weapon Fighting, Improved Disarm.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT First Blood


Because of the approximate nature of hit points and damage, it can be difficult to determine exactly when first blood has been achieved in a contest or battle. First blood, defined as a wound that draws blood from a target in combat. Hit points, being a measure of luck and skill as well as physical health, do not entirely reflect the actual damage a creatures body has suffered. The First Blood rule creates a new score called the First Blood Threshold, equal to half the hit points a character possesses at first level. For players and non-player characters, this score equals half the value of their 1st level Hit Die plus their Constitution modifier. For monsters, use half the maximum value of their first Hit Die plus any Constitution modifier they may possess. When a living creature has taken enough damage that its current hit points go below this Threshold, it is considered to be bleeding. This rule is useful for more than just the determination of a winner in a First Blood contest. Topical exposure to an injury poison by someone who is bleeding may constitute a Fortitude save as the toxin can reach their bloodstream through the open wounds and diseases can take hold in the same way. Creative Games Masters can find numerous uses for the First Blood Threshold. others grapple for some reason. Holds are then maintained until one wrestler loses consciousness or fails three opposed Grapple checks in a row while held. The winner must be able to stand and remain conscious for six seconds afterwards otherwise, the contest is considered a draw. In traditional wresting tournaments, unarmed attacks other than grappling are disallowed. This form of combat is considered noble wrestling and is the only form of such base combat present at official competitions. Other wresting arenas have fewer restrictions, allowing punching, kicking, and any form of unarmed combat the participants wish to indulge in. These brutal forms of wrestling often have esoteric win conditions, like first blood or loss by unconsciousness. In legitimate wrestling contests, the prizes for winning or placing among the top fighters can be considerable. As these tournaments cater mostly to the lower classes, the common prize of a rise in station can bring fighters from all over a kingdom for a desperate (though spectacular) display of strength and skill. Other possible awards can be small parcels of land, the right to bear arms, military rank, and other benefits not available to the peasantry any other way.

The Great Hunt


In the pursuit of entertainment, the nobility can go to great lengths. Not always satisfied with physical combat, which many find barbaric even in the most dignified of forms, the idle rich turn to other forms of sport. For many, a popular diversion is the Great Hunt, an event that combines many of a fighters skills into a challenge of cunning and perseverance. Great Hunts are held on private land, bordered by tall fences and patrolled by guards who keep out all but those invited to participate. At the lodge of the Hunts host, these guests gather, talk over conquests of old and victories of the future, and feast for long hours before retiring to bed. In the morning, often with the first rays of dawn, the quarry of the hunt is released into the wild and the game begins. Mounted and armed with bows or crossbows, the hunters seek whatever quarry has been chosen for the Great Hunt. For most Hunts, a fox or stag is the object of the game. With a considerable head start and the whole of the hosts land to hide in, these hunts can take some time to conclude. During the tournament, numerous Ride checks may be required to keep up with the fleet-footed quarry as well as attack rolls to try and bring it down. Handle Animal checks can easily become necessary if the rules of the Great Hunt allow participants to track with hunting hounds. Great Hunts can become complicated in a number of ways. First, the highest levels of nobility often participate in these games. While it might be advisable to lose to your sovereign lord, those who join in these Hunts tend to be very competitive. This can lead to considerable intrigue as lesser nobles and knights vie for success and struggle with the political repercussions of losing intentionally over claiming victory regardless of their lieges desires. Sabotaged horses, attacks in the deep woods made to look like accidents, and other treachery is not unheard of when Great Hunts are called. As hard as it might be to believe, there is an ever darker form of the Great Hunt. Some nobles, bored with the killing of

Tournaments
Wrestling Competitions
In tournaments that feature contestants from the lower stations in life, weapons and armour may not be a common denominator. Plate armour is an expensive commodity, and even the cost of a lance can be more than a peasant family makes in a year. For these people to participate in a tournament, certain concessions have to be made. These special rules have led to contests that favor physical strength and endurance over might of arms. Over time, these competitions have gained in popularity and can often be found as events in more typical tournaments featuring jousting and archery. The basic form of these contests is much like single combat and an area is set aside for contestants to do battle. Because there are no weapons, the risk to observers is minimal, this relative safety allowing onlookers to crowd against the 10 ft. by 10 ft. fenced off area and watch the action. While the lists usually dictate a layer of hay or sand over the combat area, wrestling requires a more stable surface. A heavy quilted mat normally covers the combat area. The common wrestling expression of taking it to the mat comes from this padded surface. When two wrestlers engage in a competition, they make Initiative checks as in normal combat. They both grapple using the standard combat rules, though a touch attack roll is not usually required unless one combatant wishes to evade the

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT


lesser beasts, come together in private places for a more dangerous sport. These nobles capture a physically intriguing creature or even peasant, perhaps a player, and use him as their quarry. These games are always rigged to ensure the death of the hunted, as the nobles dare not risk the object of their Hunt escaping and bringing their activities to light. Prizes for the Great Hunt are usually far less than for other types of tournament, as the companionship and thrill of the chase are the only rewards those who participate in the Hunts require. Sometimes, a host will offer a nominal prize to raise the stakes of the event. These prizes often fit the theme of hunting, ranging from a pair of champion hunting dogs to a magical bow.

Throwing Contest
Throwing contests involve javelins, spears, or axes hurled in a specially prepared area with targets or distance marks along the ground. Target throwing is easily adjudicated using attack rolls against a variable armour class and range increments as targets are placed farther out. The last contestant to strike his target successfully is the winner, with highest margin of success deciding ties.

Distance Throwing
Distance throwing is a little more complicated. Each thrower makes an attack roll without adding his or her base attack bonus. All other modifiers apply however. An attack roll totaling less than 10 indicates a disqualified throw that leaves the designated area. Subtracting 10 from a contestants attack roll and dividing the remainder by 2 gives the number of range increments the weapon traveled. The furthest distance wins the contest, with lower rolls showing placement in descending order.

Physical Games
Fighters benefit from more than just superior combat ability. Their training also lends itself to acts of strength and skill. From these secondary skills has arisen another form of contest, the physical games. Less a matter of combat than about sportsmanship, these games involve running, jumping, climbing, and endurance. When physical games are held, the exact format can vary greatly. In any case, the playing area for physical games is a large elliptical track with several running lanes surrounding an oval field laid out for the days competitions. Physical games pit contestants against each other in a variety of sports such as a foot race, endurance marathon, throwing contest, and obstacle course. These games are often run over two days, with a light event followed by a longer, more physically demanding one. For example, the first day may offer a foot race and an obstacle course, while the second day would feature a throwing contest and end with the endurance marathon.

Obstacle Courses
Obstacle courses take several forms, with wooden walls, hurdles, and mildly dangerous hazards facing those who participate. A suggested course involves seven skill checks and three Reflex saving throws. The skill checks can be any combination of Balance, Tumble, Climb, and Jump, with DCs ranging from 10 to 25. The Reflex saves simulate dangerous areas that must be avoided or moved through. Failure on any these saves inflict 1d6 to 3d6 of real or subdual damage for each save failed, as determined by the Games Master. The contestant who succeeds at the most checks is the winner, with ties decided by margin of success or a second pass through the course.

Foot Race
A foot race is a quick race of less than 1,000 feet run on a circular track. Runners line up in their lanes and, when the signal to begin is given, move as quickly as they can to reach the finish line. Since movement rates are all constant by rate, determine the winner by taking every contestant with the fastest land speed and rolling Dexterity checks for each against a DC of 10. The largest margin of success wins the foot race. Lower scores finish in descending order.

Mercenaries
Retaining Mercenaries
For the purpose of long-running campaigns, a Games Master may be satisfied to let his players simply pay mercenaries each month to retain their services. If the current setting supports the need for mercenaries through battles and skirmishes, the kind of action that keeps warriors occupied, that should be enough to maintain the continued loyalty of hired troops. However, long periods of inaction can cause the focus of a mercenary unit to wander. Many soldiers are content to collect their pay while doing nothing but others are motivated by conflict and quickly grow resentful of peacetime. If a Games Master desires to incorporate this possible unrest into their scenarios, mercenaries may become disloyal over time. This dissention can be kept at bay through honest treatment and occasional conflict, as shown in the following table. The player who recruited the mercenary unit in question makes one Loyalty check on this table every month. Success indicates continued loyalty and good service. Failure has varying consequences, depending on how much the check is failed.

Endurance Marathon
An endurance marathon is also a race, but stamina and determination play a much greater role. Marathons are run in laps around the circular track, with ten laps or more stretching out the race until fatigue and endurance become more important than speed. Running a marathon involves using the foot race rules above to determine the order of runners after the first lap. Each additional lap requires a Fortitude saving throw. The first save has a DC of 10; each save DC thereafter increases by +2. Success at the saving throw advances a runners place in the line by one, while a failed save moves a runner back one place.

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT Mercenary Loyalty Checks


Base Loyalty check: Charisma Check (DC 10) Action Each consecutive week without military action Each death in the unit Each battle fought while the units side was outnumbered Mistreatment* Starvation or Disease lasting one week or more Recruiter possesses the Leadership feat Recruiter is a fighter Every gold piece paid over the units monthly cost Excellent Treatment* Check Modifier -1 dissatisfaction until it becomes painfully apparent. A recruiting player can attempt one Gather Information check (DC 20) immediately after the Loyalty check is made to determine its outcome. Failure indicates no useful information.

-1 -1

Mercenaries, Followers, and the Leadership Feat


Mercenaries are soldiers bought and paid for by those with the resources to do so. Their loyalties lie ultimately with the fees they charge and their own sense of self-preservation. Followers and cohorts, on the other hand, are bound to a player with the Leadership feat through something far more powerful - trust. They trust their leader to take care of them, look out for his best interests, and provide for his needs because of the friendship they share. Mercenaries can become followers if the player recruiting them eventually selects the Leadership feat necessary to do so. If the player is not of sufficient level to get every member of a given mercenary unit as followers, the excess is lost from the unit and leaves the players employ. Divided loyalties can be a dangerous thing and members of a mercenary unit will not often serve the same master for different reasons. The primary benefit of taking former mercenaries as followers is that they no longer require any official upkeep. Followers do not charge monthly pay or require a Loyalty check. This can save the player a great deal of bookkeeping and frustration but it does not necessarily make the mercenaries free. As noted above, followers and cohorts trust their leader to take care of their needs. If they are mistreated, their trust is not infinite. That said, followers will put up with far more than mercenaries ever would. Followers will remain loyal while traveling across the arid wastes of a desert with dwindling supplies and no relief in sight. A cohort will guard the players flank while an angry dragon roars toward him. Mercenaries will usually desert under such conditions unless the player has been extremely charismatic and inspiring. At best, events like these will force an immediate Loyalty check using the rules given above. On the other hand, mercenaries can be hired in much greater numbers than followers, allowing a recruiter to build a larger army than he could through the use of the Leadership feat. Cohorts are often excellent commanders for units of mercenaries in the players employ, as they remain loyal even when the group beneath them deserts. In cases like this, any damage the unit might cause on their way out can be reduced or negated through the clever use of a cohort commander. Games Masters are encouraged to take the actions of followers and cohorts into account when determining the actions of mercenaries in battle. A player who treats his followers well can act as an inspiration to the mercenaries under him, as they might believe that his favour will provide them with better treatment as well. This can backfire if that treatment is not forthcoming, but a player who cares for his troops, even the ones he has to pay for, should find that loyalty rewarded.

-1 to -3 -5

+4

+2 +1 (Maximum of +5)

+1 to +3

* These penalties or bonuses are at the Games Masters discretion.

Failed Loyalty Checks


Loyalty check Failed by 1-3 Result Unit deserts at the first opportunity, taking any upgraded equipment it might possess. Unit deserts as above, but also takes with it ten times its monthly cost in additional supplies. Unit takes twenty times its month cost in supplies. Unit becomes so disenchanted that in addition to taking twenty times its monthly cost in goods, it immediately goes over to serve on the enemy side (if appropriate).

4-6

7-9 10+

Circumstances may arise that will not allow dissenting mercenary units from deserting immediately. In these conditions, a disloyal unit will fight if ordered to, but at a cumulative -1 morale penalty to attack and damage rolls. The penalty accumulates each week until it reaches a maximum of 5. If a disloyal mercenary troop is forced to fight while it has a morale penalty of this type, there is a 10% chance per -1 point that during the battle it will turn on its former employers. If this occurs, the penalty becomes a bonus. At the Games Masters option, the Loyalty check can be made secretly without informing the player of its result. In this instance, the recruiter will not know of his troops

QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

Strongholds
Magic and Castles
A well-designed fortress can be a very formidable obstacle for would-be conquerors. Barbicans, defended gates, and weapons on the walls can drive back invaders and keep those within safe and secure. In a medieval setting, strongholds were the peak of warfare architectural development, combining the finest innovations in mundane construction and the strength of solid stone. In a world of swords and steel, castles reign supreme. Most fantasy campaigns feature magic as well as might of arms. Against a flight of arrows, a postern gate might remain sovereign, but after a couple of fireballs, the beleaguered defenders are going have little more than molten rock between them and a besieging army. For a stronghold to stay functional against such threats, it must also possess some magic of its own. A wizard tasked to defend it is an excellent start, but if the funds and resources are available, a stronghold can be enchanted much like a massive magical item. Below, some suggestions for useful augmentations are given along with their costs. Completion times are equal to magic item creation; 1 day per 1000 gold piece value. Games Masters are encouraged to work with fortress-minded Player Characters to develop others. Astrallarium: An astrallarium is an observatory built atop the tallest tower of a stronghold. A stronghold must incorporate at least one tower to have an astrallarium. Enchanted with celestial patterns and magical focusing spells at each of its wide windows, an astrallarium provides a +1 caster level increase for purposes of level-variable spell effects (damage, range, etc.) for up to four arcane spellcasters that stay within its 20 ft. by 20 ft. confines. Bastion Golem: Replacing a normal bastion this can, by verbal command of someone wearing a special amulet attuned to the task, transform into a stone golem as described in Core Rulebook III. Bastion golems can only remain in golem form for 10 rounds each day, after which it returns to its place and becomes a bastion once more. A destroyed bastion golem must be recreated completely. Dragonbane Defences: A stronghold with dragonbane defences is very distinctive, with large sweeping blades and/or spikes jutting from the edges of every outer wall and the tops of every tower. Dragonbane defences exist to discourage physical contact by massive enemies like dragons, giants, or any other opponent that strikes at a stronghold in melee. Any time a Huge or larger creature attacks a stronghold with this modification in melee combat, it suffers half the damage it inflicts. After three successful attacks, the defences become useless until they are repaired at half their original cost.

Guardian Gargoyles: One gargoyle can be placed every 30 feet along the outer wall of a stronghold. Each one had a hardness of 10 and 30 hit points. Once every three rounds, a guardian gargoyle can be commanded to cast a fireball or lightning bolt (determined when the gargoyle is created, caster level 5) by the wearer of a controlling amulet or ring. The wearer chooses the target of this spell, which must be within range of the gargoyle in question. Living Fortress: A powerful (and expensive) enchantment, the magic of a living fortress awakens a stronghold in much the same way as an intelligent weapon. By itself, the living fortress modification does not have any noticeable effect other than to allow it to communicate verbally and affect any of its doors, windows, or attached devices with a telekinesis spell. This allows a living fortress to fire its own weapons, but not reload them. Other powers can be given to a living fortress at the Games Masters discretion, for the same cost and duration as a hallow spell, save that these effects cover the entire fortress regardless of size. Trollstone: Strongholds (or certain parts of a stronghold) made of trollstone regenerate 1 structure point per round, even if destroyed. Only damage caused by fire or acid cannot be healed in this way. In addition, only magical damage, enchanted weapons, or massive damage can harm trollstone; its hardness is increased to 15. Fire and acid attacks ignore this hardness completely. Magical Augmentations Astrallarium Bastion Golem Dragonbane Defences55,000 Guardian Gargoyle Living Fortress Trollstone Modification Cost 80,000 75,000 30,000 Triples construction cost Doubles construction cost

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