PDA

View Full Version : The Pit Fighter (Pathfinder PrC)



Jane_Smith
2009-12-19, 02:02 PM
Just a little something ive been working on for a game I am currently in. The fighter in the group wanted a decent 'rogueish/fighter' mix prestige class he could take once he hits 6th level and beyond that fits his 'theme'. I will add a chart/bold text/etc later, gotta go for now! :smallsmile:


The Pit Fighter

Alignment: Any.
Hit Dice: d10.
Base Attack: Good.
Saves: Good Fortitude, Poor Reflex, Poor Willpower.

Requirements
To qualify to become a Pit Fighter, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Intimidate 5 ranks, Perception 5 ranks.
Feats: Cleave, Dodge, Endurance, Power Attack.
Special: The character must have survived at least one fight against a creature with a CR equal to his own or higher in one-on-one combat without outside aod.

Class Skills
The pit fighter’s class skills are
Skill Points at Each Level: 4 + Int modifier.


The Pit Fighter
1st-- Battle Sense (Uncanny Dodge)
2nd-- Armor Adjustment, Skewer
3rd-- Bonus Feat, Danger Sense (+1)
4th-- Battle Sense (Evasion)
5th-- Armor Adjustment, Rending Cleave
6th-- Bonus Feat, Danger Sense (+2)
7th-- Battle Sense (Improved Uncanny Dodge)
8th-- Armor Adjustment, Savage Strike
9th-- Bonus Feat, Danger Sense (+3)
10th- Battle Sense (Improved Evasion)


Class Features

Weapon and Armor Proficiency: A Pit Fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Battle Sense (Ex): Beginning at 1st level, the pit fighter is increasingly aware of the space around him, giving him the ability to react in situations a normal fighter would not. The advantages he gains are listed below.

At 1st level, the pit fighter gains Uncanny Dodge, double his Pit Fighter level to determine his rogue level. He the pit fighter has uncanny dodge from another source, he gains improved uncanny dodge instead.

At 4th level, the pit fighter gains Evasion.

At 7th level, the pit fighter gains Improved Uncanny Dodge.

At 10th level, the pit fighter gains Improved Evasion.

Armor Adjustment (Ex): Because of the Pit Fighters keen survival instincts, he is incredibly adept at adapting bits and pierces of armor to maximize his protection. As a result, starting at 2nd level, the pit fighter may spend an hour with a suit of armor to make it protect his vital organs and give more overal protection against attacks. After he is done with it, whenever the pit fighter wears the adjusted armor, he gains a 25% chance to ignore any type of sneak attack or precision based damage, and the armor provides an additional point of armor bonus to AC. This further increases to 50%/+2 armor at level 5. At level 8, the pit fighter is immune to sneak attacks and precision based damage, and his armor bonus is increased by 3.

Skewer (Ex): At 2nd level, the pit fighter learns to drive his blade deep into his opponent and keep it there until his opponent stops struggling. Any time the pit fighter damages a foe with a slashing or piercing weapon, he may attempt to skewer that opponent as a free action. He and his opponent make an opposed Strength check. If the pit fighter is successful, he has lodged his weapon inside his opponent's body. Provoking a skewer ends the fighter's actions for his turn this round. If he attempted a skewer in the middle of a full attack for example, he could not continue any additional attacks he may of had that round.

Every round thereafter the pit fighter may use a full round action to twist the weapon and press it deeper into his opponent, automatically dealing critical damage as if he had rolled a successful critical and confirmed it. Enemys immune to critical strikes only take normal damage from this manner.

An opponent caught in this manner may make an opposed Strength check as a move action to pull the weapon from his body. The pit fighter receives a +2 bonus to this check due to his improved leverage. Either character can make an opposed Strength check as a swift action to move up to 5 feet in any direction while the skewer is maintained. If successful, both creatures move the same distance.

Even if the enemy manages to break the Skewer, he takes the Pit Fighter's base weapon damage as damage from the action. The Pit Fighter may end a skewer as a move action, inflicting this damage as well.

Bonus Feat: A Pit Fighter may select any Combat Feat as a bonus feat at 3rd level, as long as he meets the prerequisites to take it. He gains an additional bonus feat at 6th and 9th level.

Danger Sense (Ex): At 3rd level, the Pit Fighter gains a +1 bonus to Initiative checks and Reflex saving throws. These bonuses both increase by an additional +1 at 6th and 9th level.

Rending Cleave (Ex): At 5th level, whenever the Pit Fighter uses Cleave, or Great Cleave, he deals an additional +1d6 points of damage and 1 point of Constitution damage to every enemy he successfully strikes. Creatures immune to sneak attacks and precision damage are also immune to this damage. At 7th and 9th level, he deals an additional +1d6 damage whenever using the Cleave or Great Cleave feats (Maximum +3d6 damage, +1 constitution damage by 9th level).

Savage Strike (Ex): At 7th level, the Pit Fighter may make a single attack as a standard action against a creature. If this attack successfully hits, he may choose to cripple its Strength, Dexterity, or Constitution. The creature must make a fortitude save (Dc 10 + Pit Fighter's level + str bonus) or take ability damage against that attribute equal to the pit fighters strength bonus in addition to the attacks normal damage.