WEIGHT ALLOWANCE |
Light |
200 |
Medium |
400 |
Heavy |
600 |
ILLUMINATION |
Light Source |
Bright |
Shadowy |
Duration |
Lantern of Revealing |
|
|
6 hr./pint |
Torch |
20 ft. |
40 ft. |
1 hr. |
MONEY |
Unspent Funds = 1500.0 |
Sting
|
HAND |
TYPE |
SIZE |
CRITICAL |
RANGE |
Carried
|
P
|
M
|
19-20/x2
|
0 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
+18/+13/+8
|
+14/+9/+4
|
+18/+13/+8
|
+12/+7/+2
|
+14/+9/+4
|
+10
|
Dam |
1d6+7
|
1d6+4
|
1d6+7
|
1d6+7
|
1d6+7
|
1d6+4
|
Special Properties |
silver, (+1 Short Sword)
|
Battleaxe
|
HAND |
TYPE |
SIZE |
CRITICAL |
RANGE |
Carried
|
S
|
M
|
20/x3
|
0 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
+17/+12/+7
|
+13/+8/+3
|
+17/+12/+7
|
+11/+6/+1
|
+13/+8/+3
|
+7
|
Dam |
1d8+6
|
1d8+3
|
1d8+9
|
1d8+6
|
1d8+6
|
1d8+3
|
Silver Warhammer
|
HAND |
TYPE |
SIZE |
CRITICAL |
RANGE |
Carried
|
B
|
M
|
20/x3
|
0 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
+17/+12/+7
|
+13/+8/+3
|
+17/+12/+7
|
+11/+6/+1
|
+13/+8/+3
|
+7
|
Dam |
1d8+6
|
1d8+3
|
1d8+9
|
1d8+6
|
1d8+6
|
1d8+3
|
Special Properties |
silver
|
Shield, Heavy Steel
|
TOTAL ATTACK BONUS |
DAMAGE |
CRITICAL |
+17/+12/+7
|
1d4+6
|
20/x2
|
HAND |
REACH |
TYPE |
SIZE |
SPECIAL PROPERTIES |
Carried
|
5 ft.
|
|
M
|
|
Dagger
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
PS
|
M
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
+17/+12/+7
|
+13/+8/+3
|
+17/+12/+7
|
+11/+6/+1
|
+13/+8/+3
|
+9
|
Dam |
1d4+6
|
1d4+3
|
1d4+6
|
1d4+6
|
1d4+6
|
1d4+3
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+13/+8/+3
|
+11/+6/+1
|
+9/+4/-1
|
+7/+2/-3
|
+5/+0/-5
|
Dam |
1d4+6 |
1d4+6 |
1d4+6 |
1d4+6 |
1d4+6 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
+1/Human Bane Bastard Sword
|
HAND |
TYPE |
SIZE |
CRITICAL |
RANGE |
Carried
|
S
|
M
|
19-20/x2
|
0 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
null
|
null
|
+18/+13/+8
|
null
|
null
|
null
|
Dam |
null
|
null
|
1d10+10
|
null
|
null
|
null
|
Special Properties |
Human Bane weapons have +2 enhancement bonus and deal +2d6 bonus damage against the chosen foe
|
+1 Scimitar
|
HAND |
TYPE |
SIZE |
CRITICAL |
RANGE |
Carried
|
S
|
M
|
18-20/x2
|
0 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
+18/+13/+8
|
+14/+9/+4
|
+18/+13/+8
|
+12/+7/+2
|
+14/+9/+4
|
+8
|
Dam |
1d6+7
|
1d6+4
|
1d6+10
|
1d6+7
|
1d6+7
|
1d6+4
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
LANGUAGES |
Celestial, Common, Dwarven, Infernal
|
PROFICIENCIES |
Aldori Dueling Sword, Amentum, Atlatl, Throwing Axe, Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles, Nine Ring Broadsword, Butterfly Sword, Cestus, Chakram, Club, Heavy Crossbow, Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dan Bong, Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Emei Piercer, Falchion, Fighting Fan, Light Flail, Heavy Flail, Gaff, Gauntlet, Spiked Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Light Hammer, Handaxe, Dwarven Boulder Helmet, Hooked Lance, Horsechopper, Hunga Munga, Improvised Weapon, Iron Brush, Javelin, Jutte, Kasatha Spinal Sword, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy Mace, Light Mace, Madu, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Heavy Pick, Light Pick, Pilum, Pliers, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked Armor, Splash Weapon, Stake, Starknife, Bastard Sword, Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Tekko-Kagi, Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, War Razor, Dwarven Waraxe, Warhammer, Wushu Dart
|
Archetypes |
Hinyasi
Hinyasi teach martial traditions centered on the use of farming tools and on other improvised weapons. |
Oath of Labor
When you take this oath, you become a protector of labor, protecting the common people, their trade and their commerce. |
Traits |
Fed-Up Citizen |
[Paizo Inc. - Hell's Rebels Player's Guide, p.10] |
Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae -a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. You're good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard- aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won't radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you're on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects
|
Magical Knack (Paladin) |
[Paizo Inc. - Advanced Player's Guide, p.329] |
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Paladin gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
|
SPECIAL ATTACKS |
Channel Positive Energy
(Su)
|
[Paizo Inc. - Core Rulebook] |
You can unleash a wave of positive energy dealing 5d6 (DC 19 for half) /day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability. |
Smite Evil
(Su)
|
[Paizo Inc. - Core Rulebook, p.60] |
You can call out to the powers of good to aid you in your struggle against evil 4 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +10 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +20. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability. |
SPECIAL QUALITIES |
Aura of Courage
(Su)
|
[Paizo Inc. - Core Rulebook, p.61] |
You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead. |
Aura of Good
(Ex)
|
[Paizo Inc. - Core Rulebook] |
You project a strong good aura. |
Aura of Resolve
(Su)
|
[Paizo Inc. - Core Rulebook, p.63] |
You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead. |
Blessing of Prosperity
(Su)
|
[Allard Hoeve - Houserules] |
A paladin that swears an oath of labor is a patron of wealth and seeks to even the playing field for those who have unfair economic disadvantages. By expending a use of lay on hands, the paladin can instead grant a blessing to herself or a creature touched as a standard action. A blessing of prosperity lasts up to 1 hour, though the paladin who bestowed it can end a blessing’s benefits early (whether it affects her or another creature) as a free action. A character who has benefited from a blessing of prosperity cannot benefit from such a blessing again for 24 hours. When using this ability, the paladin chooses one of two blessings: Either the target gains a +4 sacred bonus on Craft, Perform, and Profession checks or the target gains a +4 sacred bonus on Appraise and Sense Motive checks. This replaces the mercy gained at 3rd level. |
Bonus Energy Resistance (2x)
|
[Paizo Inc. - Advanced Player's Guide] |
Add +1 to the paladin's energy resistance to one kind of energy (maximum +10). |
Bonus Feat
|
[Paizo Inc. - Core Rulebook, p.27] |
Humans select one extra feat at 1st level. |
Rebellion Rank 02 (Appraise)
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes. |
Rebellion Rank 03
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less. |
Rebellion Rank 04 (Alertness)
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Guardian at rank 4, each PC gains one of the following as a bonus feat: Alertness, Deceitful, Persuasive, or Stealthy. |
Rebellion Rank 05
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
XP Award: At ranks 5, 10, 15, and 20, the party earns the listed amount of experience points as a story award. As with all story awards, divide the XP awarded equally among all PCs in the party. |
Rebellion Rank 06
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less. |
Rebellion Rank 07 (Linguistics)
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes. |
Rebellion Rank 08
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less. |
Rebellion Rank 09 (Iron Will)
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Sentinel at rank 9, each PC gains one of the following as a bonus feat: Great Fortitude, Iron Will, or Lightning Reflexes. |
Rebellion Rank 10
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
XP Award: At ranks 5, 10, 15, and 20, the party earns the listed amount of experience points as a story award. As with all story awards, divide the XP awarded equally among all PCs in the party. |
Rebellion Rank 11
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less. |
Rebellion Rank 12 (Profession (Baker))
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes. |
Rebellion Rank 13
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less. |
Rebellion Rank 14 (Improved Initiative)
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Warden at rank 14, each PC gains one of the following as a bonus feat: Fleet, Improved Initiative, or Toughness. |
Rebellion Rank 15
|
[Paizo Inc. - Hell's Rebels Player's Guide] |
XP Award: At ranks 5, 10, 15, and 20, the party earns the listed amount of experience points as a story award. As with all story awards, divide the XP awarded equally among all PCs in the party. |
Brawler's Cunning
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.23] |
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. |
Celestial Spirit
(Sp)
|
[Paizo Inc. - Core Rulebook, p.63] |
Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 10 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls. |
Code of Conduct
|
[Allard Hoeve - Houserules, p.61] |
All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all. Give respect, love and kindness to the disenfranchised that find themselves without any. They are your comrades and the reason you fight. The world must change if it is to be better, and it will not change if we do not act. Do your part to make a more just future. You are not above the work that the common man does. Whenever you have the chance, labor with them as they do and work to ease their difficult lot in life. |
Mercy (Cursed)
(Su)
|
[Paizo Inc. - Core Rulebook, p.61] |
Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 10. |
Detect Evil
(Sp)
|
[Paizo Inc. - Core Rulebook, p.60] |
At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. |
Mercy (Diseased)
(Su)
|
[Paizo Inc. - Core Rulebook, p.61] |
Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 10. |
Divine Health
(Ex)
|
[Paizo Inc. - Core Rulebook, p.61] |
You are immune to all diseases, including supernatural and magical diseases, including mummy rot. |
Evasion
(Ex)
|
[Paizo Inc. - Core Rulebook] |
You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. |
Eye for Profit
|
[Allard Hoeve - Houserules] |
A paladin that swears an oath of labor adds Appraise, Knowledge (local), Perception, and Use Magic Device to her list of class skills. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of a number of skill ranks equal to 2 + her Intelligence modifier. |
Humble Beginnings
|
[Allard Hoeve - Houserules] |
A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. |
Lay on Hands
(Su)
|
[Paizo Inc. - Core Rulebook, p.61] |
You can heal wounds (your own or those of others) by touch. Each day you can use this ability 11 times per day. With one use of this ability, you can heal 7d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 7d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage. |
Martial Flexibility
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.93] |
The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. |
Martial Training
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.23] |
A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. |
Practise Makes Perfect
|
[Allard Hoeve - Houserules] |
A paladin that swears an oath of labor works daily to aid others at their craft. The paladin picks up knowledge on many crafts like this. She adds +5 to all Craft and Profession skill checks. |
Resistance to Fire
(Ex)
|
[Paizo Inc. - Bestiary, p.303] |
You may ignore 2 points of Fire damage each time you take fire damage. |
Skilled
|
[Paizo Inc. - Core Rulebook, p.27] |
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. |
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Class Guide] |
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields). |
+1 STR Score Bonus
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[Paizo Inc. - Core Rulebook] |
GM awarded PC with +1 STR bonus. |
FEATS |
Alertness |
[Paizo Inc. - Core Rulebook, p.117] |
You often notice things that others might miss. |
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Bleeding Critical |
[Paizo Inc. - Core Rulebook, p.118] |
Your critical hits cause opponents to bleed profusely. |
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
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Catch Off-Guard |
[Paizo Inc. - Core Rulebook, p.119] |
Foes are surprised by your skilled use of unorthodox and improvised weapons. |
You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
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Critical Focus |
[Paizo Inc. - Core Rulebook, p.120] |
You are trained in the arts of causing pain. |
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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Fey Foundling |
[Paizo Inc. - Inner Sea World Guide, p.286] |
You were found in the wilds as a child, bearing a mark of the First World. Magical healing works better on you. |
You were found in the wilds as a child, bearing a mark of the First World. Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points/die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
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Furious Focus |
[Allard Hoeve - Advanced Player's Guide, p.161] |
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. |
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
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Improved Critical (Falchion) |
[Paizo Inc. - Core Rulebook, p.127] |
Attacks made with your chosen weapon are quite deadly. |
When using the weapon you selected, your threat range is doubled.
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Improved Initiative |
[Paizo Inc. - Core Rulebook, p.127] |
Your quick reflexes allow you to react quickly to danger. |
You get a +4 bonus on initiative checks.
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Improved Unarmed Strike |
[Paizo Inc. - Core Rulebook, p.128] |
You are skilled while fighting unarmed. |
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
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Iron Will |
[Paizo Inc. - Core Rulebook, p.129] |
You are more resistant to mental effects. |
You get a +2 bonus on all Will saving throws.
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Power Attack |
[Paizo Inc. - Core Rulebook, p.131] |
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. |
You can choose to take a -3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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Step Up |
[Paizo Inc. - Core Rulebook, p.135] |
You can close the distance when a foe tries to move away. |
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
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