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View Full Version : Bring the Fight to the Dungeon! [3.5 PrCs, Other, PEACH]



strawberryman
2010-04-22, 05:50 PM
This is a little project I'm working on (I have project ADD, deal with it :smalltongue:) to convert the advanced classes (4 from each main class, 4 main classes each, plus Priest, which will likely be indefinitely on hold anyway, so 16 total) from Dungeon Fighter Online (http://dungeonfighter.nexon.net/) into Prestige Classes. Naturally, as such, they may be ridiculously strong, so input is appreciated. I'll also throw in a few feats or other features with the PrCs as necessary.

Now, onto the classes.

Slayer Sub-Classes

Demon-Bound Arm [General]
Req: Humanoid.
Benefit: One of your arms has been possessed by a demon; the flesh of that arm is either abnormally colored, shaped, or has some other kind of defining feature. You gain a +2 bonus to melee attack and damage rolls when using that arm. However, you suffer for the demonic possession by being easier to sway to do evil; you take a -2 penalty to Will saves against compulsions that would force you to commit an evil act.

Blademaster
http://img339.imageshack.us/img339/106/slayerweapon.png
The Blade Master is a warrior cursed with a demonic arm, who continues his vigilant training in swordsmanship in spite of the demon's interference.

Hit Die: d10

Requirements
BAB: +6
Skills: Concentration 4 ranks, Martial Lore 8 ranks.
Feats: Demon-Bound Arm, Power Attack, Quick Draw.
Maneuvers: Ability to use 3rd level maneuvers, including one strike and one stance.

The Blademaster
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (the planes), Martial Lore, Ride, Swim.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Tempered Blade, Quick Sheathe

2nd|
+2|
+3|
+0|
+3|Weapon Mastery +1

3rd|
+3|
+3|
+1|
+3|Weapon Focus

4th|
+4|
+4|
+1|
+4|Overdrive

5th|
+5|
+4|
+1|
+4|Draw Weapon

6th|
+6|
+5|
+2|
+5|Weapon Mastery +2, Weapon Focus

7th|
+7|
+5|
+2|
+5|Iron Will

8th|
+8|
+6|
+2|
+6|Raging Dragon Slash

9th|
+9|
+6|
+3|
+6|Weapon Focus

10th|
+10|
+7|
+3|
+7|Sword Storm, Weapon Mastery +3[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]

Weapon and Armor Proficiency: The Blademaster is proficient with all simple and martial melee weapons, but no armors or shields. At every level, the Blademaster gains proficiency in one Exotic weapon.

Maneuvers: At each odd level, the Blademaster gains new maneuvers from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Blademaster levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Blademaster gains additional maneuvers readied per encounter.

Stances Known: At 1st and 6th levels, the Blademaster learns a new stance from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.

Tempered Blade (Ex)
The Blademaster has an extraordinary finesse towards keeping their weapons in perfect shape; they add half their class level to the hardness of the weapon they are currently wielding. In addition, the Blademaster has a damage pool that applies before any damage is dealt to their weapons by sundering or other means: This pool is equal to their ranks in Concentration, and is renewed at the start of every encounter.

Quick Sheathe: At 1st level, the Blademaster gains the ability to quickly sheathe weapons as fast as they can draw them. As a free action once per round, the Blademaster can replace a weapon on their person (in a sheathe, or other appropriate place).

Weapon Mastery (Ex)
The Blademaster is a master of using several weapons; whenever a situation may call for a club instead of a blade, they always have the necessary weapon handy. As such, their mastery stretches into the realm of the nearly supernatural, duplicating the efficiency and skill of magical enhancements at their basest benefit. At 2nd level, the Blademaster gains a +1 Enhancement Bonus to attack and damage rolls to any weapon they have the Weapon Focus feat for. If the weapon already has an Enhancement bonus, however, use the greater of the two values. At 6th, and 10th levels, this bonus increases by +1, to a maximum of +3. The enhancement bonus applies as if the weapon were innately magical, overcoming magical Damage Reduction, and having a 50% chance to hit Incorporeal beings.

(Example: Kyou the Blademaster has a number of weapons; A +2 Bastard Sword, and a Masterwork Greatclub among them. Upon gaining Blademaster level 2, when wielding her Greatclub, which she has the Weapon Focus feat for, she treats that weapon as if it were a +1 magic weapon. However, when wielding her +2 Bastard sword, it gains no benefit from this special, as it already has an Enhancement bonus greater than +1.)

Weapon Focus: At 3rd, 6th, and 9th levels, the Blademaster gains a bonus feat from the Weapon Focus tree (Weapon Focus, Weapon Specialization, Greater Weapon Focus, so on). Their Blademaster levels count and stack as Fighter levels for the purposes of qualifying for any of these feats.

Overdrive (Ex)
At 4th level, a Blademaster can enter a stance that allows them to deal powerful damage with melee strikes by over-stressing their weapon. As a swift action, the Blademaster may lose the benefits of any other stance they're in to gain the benefits of this stance. While in the Overdrive stance, the Blademaster gains a +1d6 to all damage rolls with any weapon they have the Weapon Focus feat in. In addition, they can allow their weapon to take 1 damage (first applying to the Blademaster's Tempered Blade pool) to deal an additional +1d6 damage. The Blademaster can choose to take 1 more damage to add another 1d6 damage, to a maximum of half of their Blademaster level.

Draw Weapon (Ex)
At 5th level, a Blademaster can time the drawing of one of their weapons seamlessly with an attack, surprising the opponent with their swift change. In any round a Blademaster utilizes the use of their Quick Draw feat, they deal an extra amount of damage on their next melee attack equal to the base weapon damage.

(Example: Kyou uses Quick draw to draw her Bastard sword in the same round that she uses it to attack an opponent. She uses a full attack, dealing +1d10 damage for her first attack, but dealing normal damage for the next two attacks.)

Iron Will: At 7th level, the Blademaster gains the Iron Will feat as a bonus feat.

Raging Dragon Slash (Ex)
At 8th level, the Blademaster gains a unique Martial strike that allows them to charge into the fray of a battle multiple times. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Blademaster may perform a full attack, however, for each attack they may perform a charging attack (the -2 to AC only applies once). Alternatively, they may also gain a free Overrun or Bull Rush attempt against an adjacent opponent, provided they also spend one of the attacks in their full attack action on the intended target.
Any special, feat, or otherwise, that grants the ability to perform a full attack at the end of a charge doesn't apply to this strike; however, other features that function on a charge work as normal. This is considered an 8th level strike.

Sword Storm (Ex) (http://www.youtube.com/watch?v=BS_GGfCP0MA)
The Ultimate Blademaster skill, this ability allows a Blademaster to strike with every weapon on their person in a wide area, dealing massive damage to those who are unlucky enough to be in range. Once per encounter as a full-round action, the Blademaster may deal 1d6 damage per light weapon, 2d6 damage per one-handed weapon, and/or 3d6 damage per two-handed weapon they have on their person (to a maximum number of die equal to twice their character level) in a 30' radius burst centered on themselves. Naturally, they may exclude allies from the damage.
The damage is physical, and creatures caught in the area may attempt a Reflex save (DC 20 + the Blademaster's Strength modifier) for half damage. If any of the creatures affected has damage reduction, that can apply, unless any one weapon possessed by the Blademaster would overcome that damage reduction.

(Example: Kyou (Warblade 6/Blademaster 10) uses the Sword Storm technique with 2 Bastard Swords (one-handed), a Greatclub (two-handed), 10 daggers (light), 2 short swords (light), and an adamantine longsword (one-handed). In total, that's 12 light weapons (12d6), 3 one-handed weapons (6d6), and one two-handed weapon (3d6). This totals out for 21d6 damage, which overcomes magic, bludgeoning, slashing, piercing, and adamantine damage reduction.)

((Creators note: The base DC 20 comes from Base 10 + Level 10 Blademaster. That is all. :smalltongue:))


Soul Bender
http://img202.imageshack.us/img202/7115/slayersoul.png
The Soul Bender is a Slayer who learns how to better manipulate the dark energies within him by studying the nature of his demon parasites.

Hit Die: d6

Requirements
Alignment: Any nongood.
BAB: +3.
Skills: Psicraft 6 ranks, Knowledge (the planes) 2 ranks.
Feats: Demon-Bound Arm, Ectopic Form (any).
Powers: Must be able to manifest the astral construct (http://www.d20srd.org/srd/psionic/powers/astralConstruct.htm) power.
Maneuvers: Ability to use 2nd-level maneuvers.

The Soul Bender
Class Skills: Autohypnosis, Balance, Concentration, Craft, Hide, Jump, Knowledge (psionics), Knowledge (the planes), Move Silently, Psicraft, Sense Motive, Use Psionic Device.
Skill-Points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Manifest Demon|--

2nd|
+1|
+0|
+0|
+3|Unshackle|+1 level of existing manifesting class

3rd|
+2|
+1|
+1|
+3|Manifest Demon|--

4th|
+3|
+1|
+1|
+4|Ghost Step|+1 level of existing manifesting class

5th|
+3|
+1|
+1|
+4|Manifest Demon|--

6th|
+4|
+2|
+2|
+5|Phantasmal Slayer|+1 level of existing manifesting class

7th|
+5|
+2|
+2|
+5|Manifest Demon|--

8th|
+6|
+2|
+2|
+6|Tombstone Drive|+1 level of existing manifesting class

9th|
+6|
+3|
+3|
+6|Manifest Demon|--

10th|
+7|
+3|
+3|
+7|Furious Blache|+1 level of existing manifesting class [/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|0|0
3rd|0|1|0
4th|1|0|0
5th|0|0|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|0|0|0
10th|1|0|0[/table]

Weapon and Armor Proficiency: The Soul Bender gains no weapon or armor proficiencies.

Manifesting: At every even level, the Soul Bender gains new power points per day and an increase in manifester level (and powers known, if applicable) as if they had also gained a level in a manifesting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained. If they had more than one manifesting class before becoming a Soul Bender, they must decide which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Maneuvers: At 1st level, and every three levels thereafter, the Soul Bender gains new maneuvers known from the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon or Tiger Claw disciplines. They add their full Soul Bender levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd and 8th levels, the Soul Bender gains additional maneuvers readied per encounter.

Stances Known: At 1st and 6th levels, the Soul Bender learns a new stance from the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.

Manifest Demon (Su)
The Soul Bender by and large uses their demonic powers to "summon" demons that provide various effects on a battlefield. A little known fact is that the Soul Bender actually uses the same ectoplasmic substance to create astral constructs as they do to summon their demonic allies. At 1st level, and every odd level thereafter, the Soul Bender can choose a unique "template" that they will be able to apply to any one Astral Construct they create; they can still choose an ability from whichever list(s) they are entitled to choose. Any Astral Construct created with a Demonic form gain the Evil subtype.

Hazy-Eyed Bremen (http://www.youtube.com/watch?v=Y703SmLv2Fc)
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Bremen's image inflicts blindness for 1 round upon a successful slam attack (Fortitude negates; DC 10 + 1/2 Construct's HD).
Unshackled Stance: Enemies within 20 feet of Bremen take a -2 to all saves, and a -4 to Spell Resistance as long as they stay within that area.

Ice Saya (http://www.youtube.com/watch?v=wf4IxIFpeTo)
An Astral Construct created in Saya's image gains the (cold) subtype, and its slam attacks deal an additional 1d6 cold damage.
Unshackled Stance: Enemies that enter or begin their turn within 20 feet of Saya take 2d6 cold damage, and take a -10' penalty to their base land speed for 1 round.

Kalla of the Dark Flame
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Kalla's image gains the (fire) subtype, and deals 2d6 hellfire damage (one half fire, one half evil (unresistable)) with a successful slam attack, on top of normal damage.
Unshackled Stance: Enemies that enter or begin their turn within 30 feet of Kalla take 4d6 hellfire (as above) damage. Additionally, enemies still take 2d6 damage at the beginning of their turn for 1d4 rounds even after leaving this area.

Kazan, the Corrupter (http://www.youtube.com/watch?v=HXP85YSndjs)
An Astral Construct created in Kazan's image is imbued with a +4 bonus to Strength.
Unshackled Stance: Kazan emanates an aura that grants a +2 bonus to all damage rolls of allies within 20 feet of it.

Kegan, the Afterimage
This demon manifestation can only be taken at 3rd level or higher.
An Astral Construct created in Kegan's image has concealment (20% miss chance) for one round after moving at least 10 feet.
Unshackled Stance: Kegan grants 10% miss chance to all allies within 20 feet.

Rhasa of the Plague (http://www.youtube.com/watch?v=nnQjI9XR3gI)
This demon manifestation can only be taken at 5th level or higher.
An Astral Construct created in Rhasa's image inflicts plague upon a successful slam attack; creatures hit suffer 1 constitution damage (Fortitude negates; DC 10 + 1/2 Construct's HD). Creatures immune to disease are immune to this effect.
Unshackled Stance: Enemies that enter or begin their turn within 20 feet of Rhasa take 2d6 acid damage, and take a -3 penalty to AC for 1 round.

Unshackle (Su)
The cornerstone of Soul Bender's full potential, this stance unseals a portion of the demonic energy stored in their arms to allow greater control of the Astral Constructs they create, or even further corruption. As a swift action, the Soul Bender may lose the benefits of any other stance they're in to gain the benefits of this stance. While in this stance, Astral Constructs created with any of the Demon Manifestation forms gain an aura as described in their entries. This lasts for as long as they are summoned, or until the Soul Bender enters another stance. In addition, once per encounter, a Soul Bender may apply the fiendish template to any non-demon manifestation Astral Construct they create by spending 2 pp (limited by manifester level as normal) extra when manifesting the power.

Ghost Step (Su)
At 4th level, the Soul Bender's demonic parasites allow them the ability to fade between the worlds as they move, making them as nearly impossible to strike as a ghost. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a boost, this ability is used as a swift action: For the Soul Bender's next move or double-move action (within 1 round of use), they are considered incorporeal, until they reach their end point. They may pass through solid objects and people, and while they still provoke attacks of opportunity, they have all the benefits of being incorporeal (50% chance of missing with magical weapons).
This boost cannot be used in conjunction with the Spring Attack, Shot on the Run, or Fly-By Attack feats; after the first attack, the Soul Bender is no longer considered incorporeal.
This is considered a 5th-level boost.

Phantasmal Slayer (Su)
At 6th level, the demonic parasites in the Soul Bender's arm refine the ability to cross between worlds, allowing them to combine their Ghost Step with a deadly charge. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Soul Bender makes a charge attack, moving double their speed. They are allowed to attack anything along that line, with all the benefits of being a charge, aside from the ability to perform a full attack action. If they have yet to reach the end of their movement speed, they pass directly through the opponent, provoking an attack of opportunity as normal, however they have all the benefits of being incorporeal.
This only affects the Soul Bender; this strike gains no benefit if the Soul Bender is mounted.
This is considered a 7th-level strike.

Tombstone Drive (Su)
At 8th level, by sacrificing one of their Demonic Astral Constructs (as detailed above), the Soul Bender can summon a hail of ectoplasmic tombstones that bludgeon opponents in a small area, and inflict them with a demonic curse. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Soul Bender can prematurely end the duration of one of their Manifested Demon Astral Constructs to deal 1d8 damage per round of duration they had left, plus 1d4 unholy damage for every initiator level the Soul Bender possess (max 10d4) in a 20 foot radius. Creatures caught in the area may attempt a Reflex save (DC 18 + the Soul Bender's Charisma modifier) for half damage. In addition, any creature damaged must succeed at a Will save (same DC) or be Cursed (as Bestow Curse) for a number of rounds equal to the Soul Bender's class levels.
This is considered a 8th-level maneuver.

Furious Blache (Su) (http://www.youtube.com/watch?v=fE5uQBThMIM)
At 10th level, the Soul Bender reaches the pinnacle of their ability to create demonic Astral Constructs. To enter this stance, the Soul Bender needs to have created at least 2 Demonic Manifestations. As a swift action, the Soul Bender may lose the benefits of any other stance they're in to gain the benefits of this stance. When entering this stance, all Demonic Manifestations the Soul Bender has created are destroyed. In their place, a new demonic manifestation Astral Construct is created. Unless otherwise noted, use the stat block of a 9th level Astral Construct.

Gargantuan size: increase strength as normal. (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases)
Has the Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Template applied.
Enemies within 30 feet of Blache suffer a -4 penalty to attack rolls, and their speed is halved.

As long as this stance is adopted, the Soul Bender can't create any more Astral Constructs with their Demon Manifestations. Additionally, the Soul Bender may only adopt this stance a number of rounds equal to their initiator level each day. This need not be used all at once, however entering the stance always requires 2 Demonic Manifestation Constructs.
When the Soul Bender leaves this Stance, Blache immediately disappears, as if it had been dismissed normally.
This is considered a 9th-level stance.


Berserker (Hellbenter)
http://img135.imageshack.us/img135/841/slayerberserker.png
The Berserker, yielding to demonic possession, taps into an otherworldly rage. He is capable of a wide range of vicious attacks, including Frenzy, which unleashes furious bloodshed on threatening foes.

Hit Die: d12

Requirements:
Alignment: Any chaotic, and non-good.
BAB: +6.
Feats: Demon-Bound Arm, Extend Rage.
Maneuvers: Ability to use 3rd level maneuvers, including one strike and one stance.
Special: Rage ability.

The Berserker
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (the planes), Martial Lore, Swim.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Bloody Cross, Enraged

2nd|
+2|
+3|
+0|
+0|Gore Cross

3rd|
+3|
+3|
+1|
+1|Fast Healing 1

4th|
+4|
+4|
+1|
+1|Sacrifice

5th|
+5|
+4|
+1|
+1|Frenzied Strikes

6th|
+6|
+5|
+2|
+2|Fast Healing 2

7th|
+7|
+5|
+2|
+2|Bloody Twister

8th|
+8|
+6|
+2|
+2|Raging Fury

9th|
+9|
+6|
+3|
+3|Fast Healing 3

10th|
+10|
+7|
+3|
+3|Extreme Overkill[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]

Weapon and Armor Proficiencies: The Berserker is proficient with all simple and martial melee weapons, but no armors or shields.

Maneuvers: At each odd level, the Berserker gains new maneuvers from the Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Iron Heart, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Berserker levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Berserker gains additional maneuvers readied per encounter.

Stances Known: At 1st and 6th levels, the Berserker learns a new stance from the Dread Crown, Iron Heart, Stone Dragon or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.

Bloody Cross (Ex)
The Berserker revels in bloodshed, even their own, and as they get closer and closer to death, the ferocity with which they fight increases. This encompasses several benefits; first, the Berserker is able to fight without penalty while between -1 and -9 hit points. In addition, as their hit points decrease from maximum, they gain a profane bonus to their Strength score, and a Dodge Bonus to AC that lasts until they are healed.

{table="head"]Hit point %|Strength Bonus|Dodge Bonus
100%|+0|+0
<75%|+2|+2
<50%|+4|+4
<25%|+6|+6
<0% (-1 to -9)|+8|+8[/table]

Enraged: Berserker levels stack as Barbarian levels for the purposes of Rage uses per day and improvements to Rage. However, for every level of Berserker the character takes, they suffer a -1 penalty to Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, and Perform checks, as they become less connected to normal, sane beings (and animals).

Gore Cross (Ex)
At 2nd level, the Berserker learns the secret of using their own blood in conjunction with their attacks to deal extra damage, and create deeper wounds for the unfortunate target. As a swift action, a Berserker can sacrifice 2 hit points to deal an additional 1d6 damage on their next melee attack. They can sacrifice an additional 2 hp for another 1d6 damage, to a maximum number of dice equal to their Berserker level. In addition, the target takes half the damage inflicted by the bonus damage (minimum 1d6) at the beginning of their next turn, for a number of rounds equal to the Berserker's class level, unless they receive a heal check (DC 10 + Berserker level + the Berserker's Strength mod) or magical healing.
This can be used in conjunction with a martial strike as long as it encompasses one or more melee attacks; however, the bonus damage only applies to the first successful attack. It can also be used before a full attack, with the same restriction.

(Example: Nukari (Barbarian 1/Warblade 5/Berserker 2) uses Bloody cross, taking 4 hit point damage. He uses the Steel Wind maneuver. He hits with his first attack, dealing an additional 2d6 damage to that opponent. He hits with his second attack as well, but receives no bonus damage, since it was already expended. The first target takes 1d6 damage at the beginning of their next two turns, unless they receive magical healing, or a DC16 Heal check to stifle the bleeding.)

Fast Healing (Su)
At 3rd level, the Berserker's demon parasite provides them the ability to more quickly recover from wounds. They gain Fast Healing 1, which stacks with any existing source. At 6th, and 9th levels, this Fast Healing increases by 1.

Sacrifice (Su)
At 4th level, the Berserker gains the ability to sacrifice some of their blood to share their strength with an ally. As a standard action, the Berserker can sacrifice 10 hit points to heal an ally within 30 feet for 5 hit points; additionally, they gain a +2 to Strength, and a +5' to their movement speed for 1 minute. The Berserker can sacrifice an additional 10 hit points, up to their Berserker level x 10. For every 10 hp sacrificed, the ally regains 5 hp; additionally, as the amount of hp sacrificed goes up, they gain additional benefits, as below:

{table="head"]Hit Points Sacrificed|Hit Points Healed|Strength Bonus|Movement Bonus|Duration
10|5|+2|+5'|1 minute
20|10|+2|+5'|1 minute
30|15|+2|+5'|1 minute
40|20|+2|+10'|1 minute
50|25|+4|+10'|1 minute
60|30|+4|+10'|2 minutes
70|35|+4|+15'|2 minutes
80|40|+4|+15'|2 minutes
90|45|+6|+15'|2 minutes
100|50|+6|+20'|2 minutes[/table]

Frenzied Strikes (Ex)
At 5th level, the Berserker can enter a greater state of rage, striking with their demonic arm in tandem with their weapon strikes to create a furious rain of blows. As a swift action, the Berserker may lose the benefits of any other stance they're in to gain the benefits of this stance; additionally, this stance can only be used when the Berserker is raging; when they leave rage, this stance ends, as well. When in this stance, the Berserker loses 2 hp every round, however, they gain multiple benefits:
Profane Bonus to Attack and Damage rolls equal to 1/2 their Berserker level.
The Berserker gains a +20' bonus to speed.
Their demonic arm gains a claw attack that they may use as if they possessed the Two-Weapon Fighting feat and the natural weapon were actually a manufactured weapon; however, they can always make at least one additional attack with their claw, even if not using a full attack action. The claw attack deals 1d8 + 1/2 the Berserker's Str mod for a medium creature. Additionally, it causes bleeding (equal to the damage it deals on a normal attack) for a number of rounds equal to one half the Berserker's class level, unless treated by a heal check (DC 17 + the Berserker's Strength mod).
At 10th level, the Berserker gains the effect of the Improved Two-Weapon fighting feat; as such, with a full attack action, the Berserker can make two claw attacks.
When the Berserker reduces a foe to -10 hp or less, they gain a number of temporary hit points equal to twice the HD of the slain foe.
This is considered a 7th level stance.

Bloody Twister (Su)
At 7th level, the Berserker can use their blood to create a vortex that brings a foe closer to them. As a standard action, the Berserker can sacrifice 8 hit points to bring an opponent within 60 feet 10 feet closer to the Berserker. The Berserker can sacrifice 8 additional hit points for every 2 Berserker levels they possess to bring the affected foe 10 feet closer. If the Berserker brings the opponent into melee range with this special, they are allowed a free melee attack against the foe (with a claw attack, if they're in the Frenzied Strikes stance, as above).
This special has no effect on creatures that are 2 or more sizes larger than the Berserker.

Raging Fury (Su)
At 8th level, with a mighty roar, the Berserker can unleash a wave of destructive energy upon their immediate area. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Berserker can deal 1d6 damage per initiator level they possess (maximum 15d6) in a 20' burst centered on themselves. By sacrificing 3 hp, they can deal an additional 1d6 damage; they can sacrifice 3 hp for every 2 Berserker levels they possess.
Creatures within the area can attempt a Reflex save (DC 18 + the Berserker's Strength mod) for half damage. Those who fail are knocked prone.
This is considered an 8th-level maneuver.

Extreme Overkill (Su) (http://www.youtube.com/watch?v=PZzsS7HpX8g)
At 10th level, the Berserker learns their ultimate technique; using the blood they reap from the foes they strike, the Berserker is able to summon a sword of carnage that they can then use to create a wave of destructive energy. As a swift action, the Berserker may lose the benefits of any other stance they're in to gain the benefits of this stance; additionally, this stance can only be used when the Berserker is raging; when they leave rage, this stance ends, as well. When in this stance, the Berserker stores all of the damage they deal to living opponents (not undead or constructs). For every 20 points of damage stored, they gain a +1 profane bonus to attack and damage rolls for the duration of this stance. When this stance ends, either by the Berserker leaving it of their own free will, or their Rage ending, the Berserker releases all of the blood stored in the phantasmal blade, as below:

{table="table"]Damage Stored|Damage Dealt|Attack Area
>=50|10d6|30 foot cone
60|12d6|35 foot cone
70|14d6|40 foot cone
80|16d6|45 foot cone
90|18d6|50 foot cone
100|20d6|55 foot cone
+20|+2d6|+5 feet[/table]

Creatures in the area can make a Reflex save (DC 20 + The Berserker's Strength modifier) for half damage.
This is considered a 9th-level stance.


Asura
http://img219.imageshack.us/img219/7149/slayerasura.png
The Asura is a Slayer who strikes a chilling bargain with the demon in their arm and sacrificing his eyes to gain great power. Though blind, the Asura can master magical attacks and defensive techniques, and sharpen skills that utilize waves and long-range weapons.

HD: d8

Requirements
BAB: +4.
Skills: Concentration 8 ranks, Spellcraft 8 ranks.
Feats: Demon-Bound Arm, Combat Casting, Blind Fight.
Invocations: Ability to use least invocations.
Maneuvers: Ability to use 2nd-level maneuvers.
Special: Cannot already be blind; upon entering this class, the character becomes blind, as detailed below.

The Asura
Class Skills: Balance, Concentration, Craft, Hide, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Martial Lore, Move Silently, Sense Motive, Spellcraft, Tumble.
Skill-points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+2|
+0|
+0|Armored Mage (Medium), Blindness, Blindsense 10', Lifesense|+1 level of existing Invocation-using class

2nd|
+1|
+3|
+0|
+0|Wave Manifestation Brand|+1 level of existing Invocation-using class

3rd|
+2|
+3|
+1|
+1|Blindsense 20'|+1 level of existing Invocation-using class

4th|
+3|
+4|
+1|
+1|--|+1 level of existing Invocation-using class

5th|
+3|
+4|
+1|
+1|Wave of the Gods|+1 level of existing Invocation-using class

6th|
+4|
+5|
+2|
+2|Armored Mage (Heavy)|+1 level of existing Invocation-using class

7th|
+5|
+5|
+2|
+2|Blindsense 30', Blindsight 15'|+1 level of existing Invocation-using class

8th|
+6|
+6|
+2|
+2|Wave Radiation|+1 level of existing Invocation-using class

9th|
+6|
+6|
+3|
+3|--|+1 level of existing Invocation-using class

10th|
+7|
+7|
+3|
+3|Blindsense 40', Blindsight 20', Wave Eye|+1 level of existing Invocation-using class[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|0|0
3rd|0|1|0
4th|1|0|0
5th|0|0|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|0|0|0
10th|1|0|0[/table]

Weapon and Armor Proficiency: The Asura gains no weapon proficiencies. They gain proficiency with heavy armors, but no shields.

Invocations: At each level, the Asura gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level (This includes eldritch blast). The Asura does not, however, gain any other benefit a character of that class would have gained. If they had more than one invocation-using class before becoming an Asura, they must decide to which class to add each level for the purpose of determining caster level and invocations known.

Asura Invocations:
Agni Pentacle
Dark; 8th
This Invocation requires the Asura to be using the Wave Manifestation Brand stance. The Asura can convert one or more of the magic orbs into greater magical energy, dealing 3d6 damage per orb sacrificed within 30 feet; opponents are also knocked back 1d4 x 10 feet. A successful Reflex save halves the damage and distance traveled (round down by 5).

Deadly Enticer
Greater; 6th
This Invocation requires the Asura to be using the Wave of the Gods or Wave Eye stance. All opponents within 60' of the Asura must succeed at a Reflex save or take 4d6 force damage and be pulled towards the Asura 10 feet.

Fire Wave Sword
Greater; 5th
The Asura imbues their weapon with fiery energy; the next melee attack they make is considered fire damage, and deals an equal amount of damage to opponents within 5 feet of the original target.

Ghost Orb
Lesser; 3rd
This invocation requires the Asura to be using the Wave Manifestation Brand stance. You can convert one or more magic orbs into pure magical energy, dealing 2d6 damage per orb sacrificed as a ranged touch attack to an opponent within 60 feet.

Ground Quaker
Dark; 7th
The Asura imbues their weapon with earth energy; their next melee attack is considered force damage, and the opponent must succeed at a Fortitude save or be Stunned for 1 round.

Ice Wave Sword
Lesser; 4th
The Asura imbues their weapon with cold energy; the next melee attack they make is considered cold damage, and has a reach 5' greater than normal for that weapon.

Neutral Wave Sword
Least; 2nd
The Asura imbues their weapon with magical energy that allows them to make a melee strike at range; the next melee attack they make has a range of 60'.

Spirit Crescent
Greater; 6th
The Asura imbues their weapon with greater magical energy. The next melee attack they make may be used in a 30' line.

Maneuvers: At 1st level, and every three levels thereafter, the Asura gains new maneuvers known from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, or Stone Dragon disciplines. They add their full Asura levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd and 8th levels, the Asura gains additional maneuvers readied per encounter.

Stances Known: At 1st and 6th levels, the Asura learns a new stance from the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, or Stone Dragon disciplines. They must meet a stance's prerequisites to learn it.

Armored Mage (Ex)
Asura learn early that giving up their eyesight is fairly costly to their defense, so they learn to fight in armor. As such, their mastery allows them to ignore the Arcane Spell Failure of Medium armor when using Invocations.
At 6th level, the Asura can use Invocations in heavy armor without Arcane Spell Failure.

Blindness: At 1st level, the Asura strikes a deal with the demon in their arm; by giving up their eyesight permanently, they are able to gain the greater arcane power granted by this class. As such, the Asura always fails checks and activities that rely on vision, and all enemies are considered as having total concealment against them (however, the abilities of the Asura can make up for this, see below).

Blinsense and Blindsight (Ex)
Although Asura give up their sight, they learn to get a sense of their surroundings by using their other senses. At 1st level, the Asura gains Blinsense 10'. At 3rd, 7th, and 10th level, the range of this ability increases by 10' (to a maximum of 40' at level 10).
At 7th level, the Asura gains Blindsight with a radius of half of their Blindsense.

Lifesense (Su)
In addition to their other senses compensating for their lack of sight, the Asura gains the supernatural ability to "see" living beings. This functions as the Lifesense feat (Libris Mortis) in all purposes, in essence granting the Asura to "see" within a certain radius of living beings. However, nonliving beings, of course, grant no light source.

Wave Manifestation Brand (Su)
The cornerstone of the Asura's ability to seamlessly go from performing melee strikes to casting invocations, this stance grants greater power to the Asura's "casting" ability after using martial maneuvers. The Asura gains this ability at 2nd level; as a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. While in this stance, magical orbs with runes float around the Asura for every martial strike they use. They can have a maximum of one-half their Asura level at any one time (minimum 1). They may expend an orb at any time to:
1 Orb: Add 1d6 damage to the next Invocation they cast.
2 Orbs: Gain a +2 bonus to checks against spell resistance for the next Invocation they cast.
3 Orbs: Add +2 to the DC of the next Invocation they cast.
4 Orbs: Apply the effects of any Spell-like "Metamagic" feat to the next Invocation they cast.
They can combine the effects of as many orbs as they possess at the time; the effects of multiple orbs stack. Using orbs is a free action.
In addition, the Asura gains a +4 bonus on Concentration checks when casting defensively (this stacks with the benefit from Combat Casting).
This is considered a 3rd level stance.

Wave of the Gods (Su)
At 5th level, the Asura can radiate magical energy, dealing damage to enemies within a certain radius of themselves. As a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. An enemy who begins their turn within 10 feet of the Asura takes 2d6 force damage, and suffers a -5 penalty to their Spell Resistance for 1 round.
This is considered a 5th level stance.

Wave Radiation (Su)
At 8th level, the Asura can radiate a more forceful wave of magical energy, striking out at one opponent and knocking them over. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, the Asura can deal 1d4 force damage per initiator level they possess (maximum 15d4) to a single opponent within 30 feet. In addition, the target is pushed back 1d4 x 5 feet, and must succeed at a Fortitude save (DC 17 + the Asura's Wisdom modifier) or be knocked prone.
This is considered a 7th level strike.

Wave Eye (Su) (http://www.youtube.com/watch?v=Ct_gAzR9OBc)
At 10th level, the Asura's magical prowess reaches its ultimate level, in the form of the Wave Eye technique. As a swift action, the Asura may lose the benefits of any other stance they're in to gain the benefits of this stance. In this stance, all weapon attacks the Asura performs are considered magical in nature and deal force damage. Opponents that begin their turn in or enter within 60 feet of the Asura take a -2 to all attack rolls, weapon damage rolls, saves, and skill checks, take 4d6 force damage, and take a -6 penalty to their Spell Resistance for 1 turn.
This is considered a 9th level stance.

strawberryman
2010-04-22, 05:51 PM
Fighter Sub-Classes

Nen Master
http://img535.imageshack.us/img535/4214/fighternenmaster.png
The Nen Master is a martial artist who follows the teachings of Nen. She can fire Nen power as a projectile to attack from a distance, or utilize Nen Guard to build a protective shield around herself.

Hit Die: d8

Requirements
Alignment: Any lawful.
BAB: +3.
Skills: Concentration 8 ranks, Spellcraft 4 ranks.
Feats: Improved Unarmed Strike, Stunning Fist.
Special: Eldritch Blast +1d6.

The Nen Master
Class Skills: Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Perform, Profession, Sense Motive, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
Skill-Points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+2|
+2|Nen Blast, Nen Pool, Monk Abilities|+1 level of existing Invocation-using class

2nd|
+1|
+0|
+3|
+3|Nen Cannon|+1 level of existing Invocation-using class

3rd|
+2|
+1|
+3|
+3|Doppelganger|+1 level of existing Invocation-using class

4th|
+3|
+1|
+4|
+4|Khai|+1 level of existing Invocation-using class

5th|
+3|
+1|
+4|
+4|Nen Guard, Improved Nen Blast|+1 level of existing Invocation-using class

6th|
+4|
+2|
+5|
+5|Spiral Nen|+1 level of existing Invocation-using class

7th|
+5|
+2|
+5|
+5|Doppelganger Blast|+1 level of existing Invocation-using class

8th|
+6|
+2|
+6|
+6|Tiger Flash|+1 level of existing Invocation-using class

9th|
+6|
+3|
+6|
+6|Raging Light Dragon|+1 level of existing Invocation-using class

10th|
+7|
+3|
+7|
+7|Blazing Nen Flower|+1 level of existing Invocation-using class [/table]

Weapon and Armor Proficiency: The Nen Master gains no weapon or armor proficiencies.

Invocations: At each level, the Nen Master gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level. The Nen Master does not, however, gain any other benefit a character of that class would have gained. If they had more than one invocation-using class before becoming an Nen Master, they must decide to which class to add each level for the purpose of determining caster level and invocations known.

Nen Blast: Warlock levels and Nen Master levels stack when determining the strength of the character's Eldritch Blasts. However, the Nen Master's Eldritch Blasts (from then on called Nen Blasts) deal electricity damage, and receive a +1 bonus to damage for every Nen Master level they possess.
At 5th level, a Nen Master's Nen Blasts improve, ignoring electricity resistance, and dealing half damage to creatures immune to electricity. In addition, once per round during a full attack, the Nen Master may substitute one of their attacks as received from high Base Attack Bonus for a Nen Blast.

Nen Pool (Su)
The Nen Master focuses their powers on an energy known as "Nen"; similar to Ki, this comes from the soul, allowing the Nen Master to perform their magical abilities. Each encounter, a Nen Master receives a number of "Nen" points equal to their class level + their Charisma modifier. As long as the Nen Master has at least 1 Nen in their pool, they gain a +2 bonus to their Will save.

Monk Abilities: A Nen Master adds their class level to their monk level to determine their class-based AC Bonus, unarmed damage, unarmored speed bonus, and the number of daily attempts of their Stunning Fist feat. If they have no monk class levels, they gain the AC Bonus, unarmed damage, and unarmored speed bonus of a monk who equals their Nen Master level, but they don't add their Wisdom bonus to their AC.
A Nen Master does not count their class levels for the purpose of determining when they gain any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.
In addition, the Nen Master may choose to use their Charisma modifier in place of their Wisdom modifier for the purpose of their bonus to AC, and Stunning Fist, whichever modifier is higher.

Nen Cannon (Su)
At 2nd level, Nen Masters can fire an improved Nen Blast that pierces through opponents. By spending 2 Nen, as a standard action, the Nen Master can use their Nen Blast in a 20 foot line, targetting all creatures in that area with a ranged touch attack as if they had used their Nen Blast against them singularly. By using 1 Stunning Fist use for the day, the range of this ability increases to a 40 foot line, and creatures hit with the attack gain vulnerability to electricity for a number of rounds equal to the Nen Master's class level.

Doppelganger (Su)
At 3rd level, a Nen Master can use their Nen power to summon mirror images of themselves to throw off opponents. By spending 2 Nen as a move action, the Nen Master gains the effect of the mirror image (http://www.d20srd.org/srd/spells/mirrorImage.htm) spell, with a caster level equal to their Nen Master level. By spending 1 Stunning fist use for the day, the Nen Master can double the amount of images they receive (2d4+1 image for every 3 Nen Master levels) from a single use of this ability.

Khai (Su)
At 4th level, a Nen Master can incite a Nen chant to imbue themselves and their nearby allies with electrical Nen energy, allowing them to strike with uncanny speed. As a standard action, a Nen Master can spend 4 Nen to give all allies within 20 feet (including themselves) the ability to attack as if their weapon attacks were magic and possess the shocking (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#shock) property for a number of minutes equal to the Nen Master's class level. By spending 2 Stunning Fist uses for the day, allies in the area also gain the effect of the shocking burst (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#shockingBurst) and speed (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#speed) properties.

Nen Guard (Su)
At 5th level, the Nen Master can erect a barrier that absorbs damage for themselves and allies within the area, making themselves safe from attack for a precious few moments. As a standard action, the Nen Master can spend 5 Nen to call upon a barrier not unlike a wall of force (http://www.d20srd.org/srd/spells/wallOfForce.htm), except it glows with a yellow aura, and surrounds the area in a 5 foot burst from the Nen Master (around and above them). The barrier possesses a number of hit points equal to the Nen Master's class level times 10, and can be attacked from any angle. When the barrier reaches 0 hit points, it is immediately destroyed. The Nen Master must not move from the square they first created the barrier, or it will immediately be destroyed. Allies can freely enter or exit the area, however, enemies are blocked from entering as if by a wall of force, as above. By spending 1 Stunning Fist use for the day, the barrier gains hardness equal to one-half the Nen Master's class level.

Spiral Nen (Su)
At 6th level, the Nen Master learns to emanate Nen energy as a damaging aura, electrifying foes and increasing the strength of their other techniques. As a move action, by spending 3 Nen, for a number of rounds equal to the Nen Master's class level, enemies entering or starting their turn adjacent to the Nen Master take an amount of electricity damage as if they had been attacked with a Nen Blast. However, they are entitled to a Reflex save (DC 10 + Nen Master level + the Nen Master's Charisma mod) for half damage. By spending 2 Stunning Fist uses for the day, the Nen Master's Nen Blast, Nen Cannon, (and later) Doppelganger Blast, Raging Light Dragon, and Blazing Nen Flower specials are considered empowered (damage is increased by one-half) as long as the Nen Master is in this stance.

Doppelganger Blast (Su)
At 7th level, the Nen Master can imbue their doppelgangers with explosive Nen energy, triggering on an unfortunate opponent who strikes one of them. The Nen Master can only use this special when they have one or more images from the Doppelganger special present. As a move action, the Nen Master can spend 4 Nen to trigger each image with an explosive electric current. When a creature fails to attack the Nen Master as a result of the Nen Master's doppelgangers, they automatically take 1d8 electricity damage per caster level the Nen Master possesses (max 10d8), and may make a Fortitude save (DC 10 + Nen Master level + the Nen Master's Charisma mod) for half damage. By spending 1 Stunning Fist use for the day, creatures who fail the save for half damage are also Dazed for 1 round.

Tiger Flash (Su)
At 8th level, the Nen Master can call upon a beast of pure Nen to imbue their allies with its ferocity. As a swift action, the Nen Master can spend 4 Nen to grant all allies within 20 feet (including themselves) the benefit of a Haste spell for a number of rounds equal to their Nen Master level plus their Charisma modifier. In addition, their weapons are treated as if they had the brilliant energy (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#brilliantEnergy) quality, and all weapon damage is treated as force damage for the duration of this special. By spending 3 Stunning Fist uses for the day, for the first round of the duration, allies affected by this special may make a full attack at the end of a charge attack, as if they possessed the Pounce extraordinary ability (or a similar ability).

Raging Light Dragon (Su)
At 9th level, a Nen Master can summon a serpentine dragon of pure Nen energy to strike their opponents with bright fury. As a standard action, by spending 6 Nen, the Nen Master creates a twisting line of electricity 60 feet long; it has a fly speed of 60 feet per round at perfect maneuverability. It can move out of the line of sight of the Nen Master, but they gain special knowledge of the area it moves into.
If the dragon moves into a creature's space, the creature takes 1d6 electricity damage per Nen Master level (max 10d6) with a Reflex save (DC 10 + Nen Master level + the Nen Master's Charisma mod) for half damage. A creature can only take damage from the dragon once per round; it makes a saving throw and takes damage the first time that the dragon touches it; after that, the dragon has no effect on that creature.
The dragon lasts a number of rounds equal to one half the Nen Master's class level. By spending 4 Stunning Fist uses for the day, the dragon's fly speed increases by 20 feet, and it can affect creatures twice in a round instead of just once; however, it only deals 1d6 damage per 2 Nen Master levels (max 5d6) on the second attempt.

Blazing Nen Flower (Su) (http://www.youtube.com/watch?v=6r_ckSbw5Nk)
The ultimate technique of Nen Masters, this ability creates 5 pods of Nen energy that bloom into flowers over a short period of time. As a standard action by spending all remaining Nen, the Nen Master can create 5 Nen Flowers within 10 feet of their position; each flower is a medium-sized object, with AC10 + their Charisma bonus as a Deflection bonus to AC, hardness 10, and 50 hit points. Depending on how much Nen the Nen Master had in their pool, the flowers stay in place for a number of rounds before exploding violently (see below).

{table="head"]Nen Pool|Duration of Flowers (Rounds)
1|7
3|6
5|5
7|4
9+|3[/table]

After the duration above ends, each flower explodes for 5d10 damage in a 20 foot radius. The Nen Master and any allies they choose are excluded from taking damage; other creatures caught in the area of one or more flowers are entitled to a Reflex save (DC 20 + the Nen Master's Charisma mod, one save for each flower) for half damage. If a flower is reduced to 0 hit points, it is destroyed and doesn't explode. However, electricity damage dealt to a flower heals half the damage it would have dealt instead of damaging it.
By spending 5 Stunning Fist uses for the day, the amount of time it takes for each flower to explode is reduced by 2 rounds (minimum 3), and each flower deals an additional +1 damage for each caster level the Nen Master possesses.
This special can be used once per day.


Striker
http://img339.imageshack.us/img339/9495/fighterstriker.png
The Striker is a martial artist who continues on the path of pure fighting and learns to strike faster than any other melee fighter. Her training focuses on physical strikes rather than defensive or magical enhancements to her fighting style.

Hit Die: d8

Requirements:
BAB: +6.
Skills: Jump 8 ranks, Martial Lore 4 ranks.
Feats: Improved Unarmed Strike, Weapon Focus(boxing gloves)
Maneuvers: Ability to use a 3rd-level strike and stance.

Boxing Gloves:
{table=head]Exotic Melee Weapon|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
Light Weapons
Boxing Gloves|75gp|1d4*|1d6*|x2|-|2 lb.|Bludgeoning
[/table]
*Figures for a character with no monk levels, see below.

Boxing Gloves
These padded gloves go over a character's hands, giving them deceptively stronger punches. When wearing a pair of boxing gloves, a character's unarmed strikes are considered as that of a 1st level Monk; alternatively, a character with the Superior Unarmed Strike feat is considered 2 levels higher for the purposes of Unarmed Damage. For characters with the Stunning Fist feat, they add a +1 to the DC when using Boxing Gloves. Monks are automatically proficient with Boxing gloves, and Boxing Gloves count as Monk Weapons for the purposes of Flurry of Blows. When a Monk uses a pair of Boxing Gloves, they are considered to be 3 levels higher for the purposes of Unarmed Damage.
For the purposes of enchanting, boxing gloves are considered a manufactured weapon; otherwise, the character's attacks are treated as an unarmed strike (for such purposes as qualifying as a Tiger Claw weapon). Weapon Focus also only counts when using Boxing Gloves or an Unarmed Strike, not both.

The Striker
Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble.
Skill-points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Speed Bonus

1st|
+1|
+0|
+2|
+0|Flurry of Blows, Boxing(weapon specialization)|+0 ft.

2nd|
+2|
+0|
+3|
+0|Boxing(augmented critical; 19-20)|+0 ft.

3rd|
+3|
+1|
+3|
+1|Leg Crusher, Fast Movement|+10 ft.

4th|
+4|
+1|
+4|
+1|Boxing(greater weapon focus)|+10 ft.

5th|
+5|
+1|
+4|
+1|Muscle Shift|+10 ft.

6th|
+6|
+2|
+5|
+2|One Inch Punch|+20 ft.

7th|
+7|
+2|
+5|
+2|Boxing(greater weapon specialization)|+20 ft.

8th|
+8|
+2|
+6|
+2|Boxing(augmented critical; x3)|+20 ft.

9th|
+9|
+3|
+6|
+3|Stampede|+30 ft.

10th|
+10|
+3|
+7|
+3|Boxing Mastery, Kihop Low Kick|+30 ft.[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]

Weapon and Armor Proficiencies: A Grappler gains no new weapon or armor proficiencies.

Maneuvers: At each odd level, the Striker gains new maneuvers from the Setting Sun, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Striker levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Striker gains additional maneuvers readied per encounter.

Stances Known: At 1st and 6th levels, the Striker learns a new stance from the Setting Sun, Stone Dragon, or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.

Flurry Attack (Ex)
Similar to the Flurry of Blows Monk ability, a Striker can make a flurry attack as a full-attack action. When doing so they may make one additional attack when using boxing gloves as if they were using the Two-Weapon Fighting (http://www.d20srd.org/srd/feats.htm#twoWeaponFighting) feat (Even if they don't meet the prerequisites for the feat). A Striker applies their full Strength bonus to their damage rolls for all successful attacks made with flurry attack.

At 5th level, the Striker can make two additional attacks when they use flurry attack, as if using Improved Two-Weapon Fighting (even if the Striker does not meet the prerequisites for the feat).

At 10th level, the Striker can make three additional attacks when they use flurry attack, as if using Greater Two-Weapon Fighting (even if the Striker does not meet the prerequisites for the feat).

This special doesn't stack for the purposes of additional attacks with the monk's flurry of blows special, however, for every 2 monk levels the Striker possesses, they count as one level higher in this class for the purposes of the Striker's flurry attack. In addition, they can use monk weapons in a flurry attack instead of just boxing gloves.

Boxing: A striker is adept with using boxing gloves to inflict massive amounts of damage. At 1st level, the Striker gains Weapon Specialization(boxing gloves) as a bonus feat. In addition, Striker levels count as and stack with Monk levels for the purposes of Unarmed Damage when using Boxing Gloves (plus four from Superior Unarmed Strike).
At 2nd level, the Striker's natural threat range for a critical hit increases to 19-20. This stacks for the purposes of the Improved Critical feat, or any other threat-increasing benefit.
At 4th level, the Striker gains Greater Weapon Focus(boxing gloves) as a bonus feat.
At 7th level, the Striker gains Greater Weapon Specialization(boxing gloves) as a bonus feat.
At 8th level, the Striker deals triple damage on a successful critical hit when using boxing gloves.

Leg Crusher (Ex)
At 3rd level, the Striker can aim a powerful low kick at a foes legs, crippling their speed for a short amount of time. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, a Striker can make a single unarmed attack against a creature. This attack applies 1˝ the Striker's strength, and the creature is slowed (http://www.d20srd.org/srd/spells/slow.htm) (no save) for a number of rounds equal to the Striker's class level.
This is considered a 4th-level strike.

Fast Movement (Ex)
At 3rd level, the Striker gains an enhancement bonus to speed, as shown on the table above. A Striker in armor or carrying a medium or heavy load loses this extra speed. This bonus stacks with the monk class feature, despite both being enhancement bonuses.

Muscle Shift (Ex)
At 5th level, a Striker is adept at using martial strikes seamlessly with their unarmed flurries. As a swift action, the Striker may lose the benefits of any other stance they're in to gain the benefits of this stance. When using a flurry of blows in this stance, the Striker may apply the effects of any standard action martial strike that incorporates a melee attack they have readied to any single attack in their flurry. They may only use one martial strike in any one flurry of blows attack, and the attack bonus for that strike uses the BAB the regular attack would have used for the purposes of any attack. However, a strike used in this manner is expended for the rest of the encounter, and may not be recovered.
This is considered a 6th-level stance.

One Inch Punch (Ex) (http://www.youtube.com/watch?v=UEder8Dl_Es)
Coming up close to an opponent, the Striker hits them with a powerful punch, the force of impact blowing right through the foe's back, dealing damage in a wide cone. The Striker receives this unique maneuver at 6th level; this is treated just as a normal martial maneuver: it must be readied and expended normally. As a full-round action, the Striker makes a single unarmed strike that deals double damage on a successful hit. In addition, it deals 1d6 force damage per Striker level (max 10d6) in a 20 foot cone outward from the other side of the target. Creatures caught in the area may attempt a Reflex save (DC10 + Striker level + the Striker's Strength mod) for half damage.
This is considered an 8th-level strike.

Stampede (Ex)
At 9th level, a Striker is a master of using the momentum of movement to add power to their strikes. For every 10 feet the striker moves in a round, they gain a +1 bonus to damage rolls for that round.

Boxing Mastery (Ex)
At 10th level, the Striker is a master at boxing, ducking and weaving, and dealing massive damage with their signature gloves. This translates into several benefits, when the Striker is using Boxing Gloves:
+5 Dodge bonus to AC (1/2 Striker level).
If the Striker rolls minimum damage, they may always roll again.
Rolls of 1 are no longer considered automatic misses.
Once per encounter, the Striker can combine a move action and a Flurry Attack.

Kihop Low Kick (Su) (http://www.youtube.com/watch?v=Ojz-NB9xql0)
The ultimate Striker technique, this kick is also known as The World's Strongest Low Kick. The Striker focuses all of their energy into their leg, pulling foes in with a vacuum effect, and then aiming the powerful kick at a foe, creating an explosive impact. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a full round action, the Striker can attack a nearby foe with an automatic critical threat; they still have to roll for confirmation. If it misses, it is still a hit. In addition, the area 60 feet around the target is treated as if subject to tornado-force winds; targets large or smaller must succeed at a Fortitude save (DC20 + the Striker's Strength mod) or be pulled randomly into a space adjacent to the target, as appropriate.
Finally, after all this is calculated, the Striker deals 1d6 damage per initiator level (max 20d6) within a 20 foot radius burst. Creatures are entitled to a Reflex save (same DC) for half damage.
This is considered a 9th-level strike.


Hellcat
http://img18.imageshack.us/img18/984/fighterstreet.png
The Hellcat is an unstoppable thug who will do anything to win a fight. Not necessarily interested in the sporting aspects of conflict, the Hellcat uses blades, poisons and other items to give her the upper hand. She is also prone to exploit dirty tricks, such as throwing sand in her opponents' eyes and even kicking them after they've fallen.

Hit Dice: d10

Requirements
BAB: +4
Skills: Intimidate 4 ranks, Sleight of Hand 8 ranks.
Feats: Ascetic Rogue, Kung Fu Genius. (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kung_Fu_Genius)
Special: Sneak Attack +3d6.

Ascetic Rogue (That doesn't suck)
You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down your foes quickly.
Prerequisites: Improved Unarmed Strike, sneak attack.
Benefit: When you use an unarmed strike with a sneak attack to deal a stunning attack, you add 2 to the DC of your stunning attempt.
If you have levels in rogue and monk, those levels stack for the purposes of determining your sneak attack damage. For example, a 5th-level monk/1st-level rogue deals 3d6 bonus damage on a successful sneak attack.
In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.

The Hellcat
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.
Skill-points per level: 6+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Armored Monk, Monk Abilities, Sneak Attack +1d6

2nd|
+2|
+3|
+3|
+0|Poison Use, Dirty Fighting

3rd|
+3|
+3|
+3|
+1|Sneak Attack +2d6

4th|
+4|
+4|
+4|
+1|Dirty Fighting

5th|
+5|
+4|
+4|
+1|Sneak Attack +3d6

6th|
+6|
+5|
+5|
+2|Dirty Fighting

7th|
+7|
+5|
+5|
+2|Sneak Attack +4d6

8th|
+8|
+6|
+6|
+2|Dirty Fighting, Poison Immunity

9th|
+9|
+6|
+6|
+3|Sneak Attack +5d6

10th|
+10|
+7|
+7|
+3|Dirty Fighting, Poison Mist[/table]

Weapon and Armor Proficiency: The Hellcat gains the ability to act as if they were proficient with Improvised weapons (taking no penalty); they also gain proficiency with nets. They gain medium and light armor proficiency, but not with shields.

Armored Monk: The Hellcat, through vicious brawls, has learned to adapt their knowledge of avoidance through their Monk class levels. In Medium Armor, the Hellcat still benefits from their Intelligence (from Kung Fu Genius) bonus to their Armor Class, as well as their Evasion (or Improved Evasion) and Fast Movement class features. In Light Armor, they benefit from both their Intelligence and class-level dependent bonus to Armor Class and Flurry of Blows ability.

Monk Abilities: A Hellcat adds their class level to their monk level to determine their class-based AC Bonus, unarmed damage, unarmored speed bonus, and the number of daily attempts of their Stunning Fist feat.
A Hellcat does not count their class levels for the purpose of determining when they gain any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.
However, the Hellcat suffers no penalty if they cease to be lawful; they will still have full access to their monk abilities.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every odd level (1st, 3rd, 5th, 7th, and 9th). This bonus stacks with the Hellcat's existing Sneak Attack damage from before entering this class.

Poison Use (Ex)
At 2nd level, a Hellcat never risks accidentally poisoning themselves when applying poison to a weapon.

Dirty Fighting (Ex)
At 2nd level, and every even level thereafter, the Hellcat learns a new special they may use whenever they would be entitled to a sneak attack: each effect grants a special effect at the cost of one or multiple sneak attack dice.

Apply Poison
The Hellcat quickly applies poison before making a sneak attack strike, using their expertise with the deadly substance to more effectively cripple a foe.
Req: Sneak Attack +5d6.
Cost: 3d6 (or more, see below).
Special: Must have some type of poison readily available.
Benefit: As an Immediate action before a sneak attack attempt, the Hellcat can apply a poison on their person to a weapon (or their fists, in the case of the later poison immunity). However, instead of using the Poison's base DC, the Hellcat uses DC 10 + Hellcat level + the Hellcat's Intelligence modifier to determine the Fortitude DC to resist damage. Finally, on top of the Poison's normal damage, they can deal an additional 1d6 Strength or Dexterity damage if the poison deals damage to a physical score, or 1d6 Intelligence, Wisdom, or Charisma damage if the poison deals damage to a mental ability score. The Hellcat can sacrifice an additional 2d6 sneak attack damage to deal 1d6 Constitution damage, or deal an additional 1d6 of any other type of damage; they can always sacrifice multiples of 2d6, as long as they are always dealing at least 1d6 additional (normal, non-poison) damage.

Brick Buster
The Hellcat takes a brick or similar improvised weapon to the poor victim's head, knocking them senseless for a priceless few moments.
Req: Sneak Attack +6d6.
Cost: 3d6.
Special: Must be wielding a light or one-handed improvised weapon.
Benefit: On a successful sneak attack with an improvised weapon, the attack deals double base damage (example: 2d6 instead of 1d6), however it immediately breaks, beyond use. In addition, the target must succeed at a Fortitude save (DC 10 + Hellcat level + the Hellcat's Intelligence mod) or be dazed for 1 round.

Double Throw
The Hellcat throws 2 objects at the unsuspecting victim at once.
Req: Sneak Attack +2d6.
Cost: 1d6.
Special: Must have 2 ranged throwing weapons, or improvised weapons.
Benefit: On a ranged sneak attack attempt, the Hellcat can use 2 thrown weapons with a single attack roll, dealing damage for both normally, in addition to sneak attack damage.

Explosive Hook
The Hellcat punches the unsuspecting victim with a bomb in hand, sending shrapnel everywhere upon impact.
Req: Sneak Attack +3d6.
Cost: 1d6.
Effect: On a successful sneak attack, the additional damage is considered fire damage, deals double the amount normal (for example, 2d6 normally becomes 4d6), and damages all creatures except the Hellcat within 5 feet of the target.

Heaven's Net
The Hellcat pulls a hidden net from their person, surprising a foe and pulling them close in, prone for assault.
Req: Sneak Attack +5d6.
Cost: 2d6.
Special: Must have a net on their person.
Effect: In a situation where the Hellcat were granted a ranged sneak attack, they can instead use a net as a swift action to capture a foe within 30 feet (ignoring the range restriction the net usually has), instantly bringing them to a space adjacent to the Hellcat. The normal penalties for being caught in a net apply, and the next attack made against the target is a Sneak Attack, regardless of flanking or whether the foe is flat-footed or not.
If the touch attack misses, the action is wasted and has no effect. Any additional attacks made that round that would qualify for the purposes of sneak attack are still made at the reduced damage.

Hidden Stinger
The Hellcat pulls out a small, thin bit of wood or actual stinger they hid on their person (or even under their skin), stabbing the unlucky victim in the area of an important artery, dealing massive bleeding damage.
Req: Sneak Attack +4d6.
Cost: 2d6.
Effect: On a successful sneak attack, the victim continues taking damage equal to one-half the bonus damage dealt (example: on a 4d6 damage sneak attack, the target takes 2d6 damage per round) for a number of rounds equal to the Hellcat's class level, or until they're treated with a Heal check (DC10 + Hellcat level + the Hellcat's Intelligence mod), or magical healing.


Junk Spin (http://www.youtube.com/watch?v=2zN6yCVYu04)
The Hellcat spins furiously, sending a barrage of random objects flying at the unsuspecting victim, and occasionally others unfortunate enough to be nearby.
Req: Sneak Attack +7d6.
Cost: All, see below.
Benefit: Instead of making a normal full-attack in which they would benefit from sneak attack, the Hellcat makes a Junk Spin. For every sneak attack die the Hellcat possesses, they throw one item randomly from the list below as a normal attack roll at their full BAB. The target square is chosen randomly (roll 1d8, with 1 being up, and going clockwise). The Hellcat can choose to use a Junk Spin as a standard action, however it halves the number of objects thrown (3 items with 7d6 sneak attack die).

Junk Spin
{table="head"]d% Result|Object (Damage)
00|A whale (8d6)
01|A glass bottle (1d4)
02|A wooden chair (1d6)
03|A wooden table (2d6)
04|A book (1d4)
05|A wooden chest (1d8)
06|A purse (1d2)
07|An anchor (4d8)
08|A chain (1d10)
09|A thick rope (1d2)
10|An ale tankard (1d4)
11|An oven (3d6)
12|A rabbit (1d4)
13|A saw (1d6)
14|An inkwell (1d2)
15|A wagon wheel (1d10)
16|A large iron nail (1)
17|An eleven-foot-pole (1d8)
18|A horseshoe (1d2)
19|A frying pan (2d4)
20|A flask of acid (1d6 acid)
21|A kitchen sink (2d6)
22|A hoe (1d4)
23|A hunk of firewood (1d4)
24|A stool (1d6)
25|A dagger (1d4)
26|A ballista (4d6)
27|An ox harness (2d6)
28|A snake (1d4)
29|A metal ladle (1)
30|An anvil (3d6)
31|A badger (1d6)
32|A wooden chair leg (1d2)
33|A wooden barrel (1d10)
34|A meat tenderizer (1d2)
35|A maraca (1)
36|A rock (1d2)
37|A bundle of 50 gp (1d4)
38|The head of a statue (2d8)
39|A live chicken (1d2)
40|A butter churner (1d4)
41|A washboard (1d6)
42|A wooden bucket (1d4)
43|A wooden door (1d8)
44|A trough (1d6)
45|A flask of alchemist's fire (1d6 fire)
46|A lobster trap (1d4)
47|A cooking pot (1d2)
48|A guitar (1d6)
49|A gnome commoner (1d6)
50|An outhouse (2d4)
51|A triceratops (6d6)
52|A stone block (2d6)
53|A pair of tongs (1)
54|A steel-toed boot (1d2)
55|A wooden toilet seat (1d4)
56|A large radish (1d4)
57|An orcish skull (1d2)
58|A live vulture (1d6)
59|A coffee pot (1d4)
60|A wrench (1d4)
61|A chalkboard (1d8)
62|A small house (6d6)
63|A lit torch (1d4 fire)
64|A bed frame (1d6)
65|A wagon (3d6)
66|A church bell (3d8)
67|A pike (1d6)
68|A wooden plank (1d4)
69|A hatchling dragon (3d6)
70|A stone pillar (3d8)
71|A wooden crate (1d8)
72|A suit of armor (2d6)
73|A tuba (1d10)
74|A plow (1d6)
75|A snapping turtle (1d8)
76|A war drum (1d8)
77|A wooden bench (2d6)
78|A parasol (1d2)
79|A xylophone (1d4)
80|A rake (1d2)
81|A shovel (1d4)
82|A bull (2d6)
83|A canteen (1d2)
84|A walking stick (1)
85|A gong (1d6)
86|A dragon skull (1d8)
87|A clay pot (1d4)
88|A rowboat (2d4)
89|An iron barrel (2d8)
90|A wooden ladder (1d8)
91|A flute (1d2)
92|A flag pole (2d4)
93|A bear (2d4)
94|A random party member (1d10)
95|A bundle of arrows (1d2)
96|A painting (1d4)
97|A brick (1d4)
98|A housecat (1d2)
99|A shuriken (1d2)[/table]

Mount (http://www.youtube.com/watch?v=AnK6rwpHEM8)
The Hellcat jumps upon the unsuspecting opponent, slamming them into the ground and unleashing a furious barrage upon their face.
Req: Sneak Attack +6d6.
Cost: 5d6.
Benefit: As an Immediate action before making a full attack in which they would benefit from sneak attack, the Hellcat can make a Grapple check with a bonus equal to their class level. This provokes no Attack of Opportunity. If they succeed, the opponent is instantly pinned, and the Hellcat can make a full Flurry of Blows attack, even if their armor would deny them otherwise.
If the grapple effect fails, the Hellcat makes their full attack as normal, with their reduced sneak attack damage.

Taunt
The Hellcat taunts the foe while viciously exploiting their weak point, attempting to enrage them so as to lose their focus.
Req: Sneak Attack +6d6.
Cost: 3d6.
Benefit: When striking an opponent with 3 or more Intelligence with a sneak attack, the victim must succeed at a Will save (DC10 + Hellcat level + the Hellcat's Intelligence mod) or be enraged at the slanderous comments made against them; they take a -4 penalty to attack rolls, damage rolls, skill checks, or ability checks not made against the Hellcat, and are considered flat-footed against the Hellcat until their next turn (beginning at the start of their turn).

Venom Mine (http://wiki.dfo-world.com/index.php?title=Venom_Mine)
Instead of throwing a weapon usually suited to such a purpose, the Hellcat instead produces an explosive mine, throwing it upon the ground and immediately detonating it, causing an explosive wave of poison to spread forward.
Req: Sneak Attack +7d6.
Cost: All, see below.
Special: Must have a poison mine (30gp explosive) on their person, for the purposes of this special.
Benefit: Instead of making a normal sneak attack, as a standard action the Hellcat deals 1d8 damage per Hellcat level in a 20 foot line (Max 10d8). Creatures caught in the blast may roll a Reflex save (DC10 + Hellcat Level + the Hellcat's Intelligence mod) for half damage. Any creatures that take damage must also succeed at a Fortitude save (same DC) or be inflicted with the venom in the mine (Inhaled; initial 1d6 Con, secondary 1d6 Con 1 round later).

Poison Immunity (Ex)
At 8th level, the Hellcat gains immunity to all poisons.

Poison Mist (Su)
At 10th level, the Hellcat's ability to fight dirty enters the realm of the supernatural. Once per encounter as a standard action, the Hellcat can throw out a poison bomb with a range of 60'. When it reaches its destination, it explodes in a 40 foot radius, dealing 1d10 damage for every Sneak Attack die the Hellcat possesses (Max 10d10). In addition, for a number of rounds equal to the Hellcat's class level plus their Intelligence mod, a poison mist hangs in the air; this effect is similar to an acid fog (http://www.d20srd.org/srd/spells/acidFog.htm) spell; except, it covers a 40 foot radius, and is 40 feet high, deals an amount of acid damage equal to one-half the number of Sneak Attack die the Hellcat possesses (example: 9d6 sneak attack die possessed would deal 4d6 acid damage), and targets must succeed at a Fortitude save (DC20 + the Hellcat's Intelligence mod) or take 1d6 Constitution damage for every turn they spend in the fog. Unlike the spell, however, the mist cannot be blown away by a strong enough wind.
Finally, when the Hellcat moves within the area of the mist, they are considered invisible (as greater invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm)) and incorporeal; they can still attack corporeal beings as long as they are also within the mist.


Grappler
http://img7.imageshack.us/img7/4755/fightergrappler.png
The Grappler is a martial artist who takes advantage of leverage and weight. The Grappler is adept at grabbing and throwing her opponents, oftentimes into other opponents. Rarely does she ever get hit, darting and jumping around erratically.

Hit Dice: d10

Requirements
BAB: +4.
Skills: Escape Artist 8 ranks, Tumble 8 ranks.
Feats: Clever Wrestling, Improved Grapple.
Maneuvers: Ability to use a 3rd-level Setting Sun strike and stance.

The Grappler
Class skills: Balance, Climb, Craft, Escape Artist, Intimidate, Jump, Profession, Sense Motive, Swim, Tumble.
Skill-points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Advanced Grappling, Crushing Grapple +1d8

2nd|
+1|
+3|
+3|
+0|Iron Physique

3rd|
+2|
+3|
+3|
+1|Grab Cannon, Crushing Grapple +2d8

4th|
+3|
+4|
+4|
+1|Air Steiner

5th|
+3|
+4|
+4|
+1|Crushing Grapple +3d8

6th|
+4|
+5|
+5|
+2|Unstoppable Grab, Back Breaker

7th|
+5|
+5|
+5|
+2|Crushing Grapple +4d8

8th|
+6|
+6|
+6|
+2|Wild Cannon Spike

9th|
+6|
+6|
+6|
+3|Intense Takedown, Crushing Grapple +5d8

10th|
+7|
+7|
+7|
+3|Grab Mastery[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|1
2nd|0|1|0
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|0[/table]

Weapon and Armor Proficiencies: A Grappler gains no new weapon or armor proficiencies.

Maneuvers: At each odd level, the Grappler gains new maneuvers from the Setting Sun, Stone Dragon, or Tiger Claw disciplines. They must meet a maneuver's prerequisite to learn it. They add their full Grapple levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 2nd, 5th, and 8th levels, the Grappler gains additional maneuvers readied per encounter.

Stances Known: At 1st and 6th levels, the Grappler learns a new stance from the Setting Sun, Stone Dragon, or Tiger Claw disciplines. They must meet a stance's prerequisites to learn it.

Advanced Grappling (Ex)
A Grappler is aptly named: their skill in grappling is unparalleled. As such, a Grappler adds their class level to grapple checks of all types, and opposed checks for Setting Sun throw maneuvers. In addition, when grappling, a Grappler's unarmed damage is considered to be as a Monk of their character level.
At 3rd level, the Grappler gains Grab Cannon (http://www.giantitp.com/forums/showthread.php?t=142036) as a bonus feat, even if they don't meet the prerequisites for the feat.
At 6th level, the Grappler gains Back Breaker as a bonus feat, even if they don't meet the prerequisites for the feat.
At 9th level, the Grappler gains Intense Takedown as a bonus feat, even if they don't meet the prerequisites for the feat.

Crushing Grapple (Ex)
In a grapple, a Grappler adeptly twists and wraps around their opponent like a snake or like animal, applying strength and leverage to apply painful pressure to the target's body. At 1st level, the Grappler deals an additional +1d8 damage when dealing damage in a grapple, and on Setting Sun throw maneuvers (even if they don't deal damage by default). This damage increases by 1d8 at every odd level thereafter.

Iron Physique (Ex)
A Grappler has trained their body to be able to withstand blows. At 2nd level, a Grappler adds their Constitution modifier as a bonus to their armor class; this bonus applies to both touch and flat-footed AC. This benefit no longer applies when the Grappler is wearing medium or heavy armor or carrying a medium or heavy load. In addition, the Grappler gains Damage Reduction (as the Barbarian class feature) equal to one-half their Grappler level.

Air Steiner (Ex) (http://www.youtube.com/watch?v=X4AOR-n3a6A)
At 4th level, a Grappler can perform an extraordinary leap at a foe, catching the victim's head in between their legs, and flipping them over, crushing them into the ground. This is treated just as a normal martial maneuver: it must be readied and expended normally. As a standard action, as part of a grapple check, the Grappler makes a Jump check in place of a touch attack. Resolve this "throw" as the Mighty Throw Setting sun maneuver. If successful, the Grappler deals automatic grapple damage, and the opponent is knocked prone in a space of the Grappler's choosing.
This is considered a 4th-level strike.

Unstoppable Grab (Ex)
At 6th level, the Grappler can concentrate all of their strength and finesse into grabbing a foe that could normally evade their reach. This is treated just as a normal martial boost: it must be readied and expended normally. As a swift action, the grappler can imbue their next grapple attempt with the ability to grab onto a foe that would normally be too large, or is under the effect of magic, with an opposed character level check to the intended target's hit die, or caster level (in the case of freedom of movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm)). If the Grappler succeeds, they can grapple the foe as normal for 1 round. After that, they automatically succeed on Grapple checks to escape.
This is considered a 5th-level boost.

Wild Cannon Spike (Ex) (http://www.youtube.com/watch?v=i77jhSwgG2w)
At 8th level, a Grappler can jump, ramming a foe into the ground with enough force to cause a shockwave and explosion at the end of their path. This is treated just as a normal martial maneuver: it must be readied and expended normally. As part of this maneuver, the Grappler attempts a grapple check against a foe as a full-round action. If they succeed, they push the foe forward 20 feet, moving with them all the way. For every 5 points by which they win the opposed grapple, the Grappler pushes their target another 5 feet forward. Every creature adjacent to this line takes 1d8 damage per two Grappler levels (max 5d8), and are entitled to a Reflex save (DC10 + Grappler level + the Grappler's Constitution modifier) for half damage. Creatures in the way take 1d10 damage per grappler level (max 10d10), and if they fail their Reflex save they are knocked prone. At the end of the line, the Grappler establishes the grapple, dealing grappling damage to both the target, and every creature within 10 feet with no save.
This is considered a 8th-level strike.

Grab Mastery (Ex)
At 10th level, a Grappler reaches perfection of their art, grappling creatures that would normally be outside of their size with relative ease, and using them as shields against would-be attackers. The Grappler is considered two size categories larger for the purposes of grappling creatures within their size range; they also gain the size bonus from this effectual size increase to their grappling modifier. In addition, when a foe attempts to attack the Grappler when they are in a grapple, instead of rolling randomly, they automatically attack the other creature instead. If there is more than one other, they roll randomly. If a creature attempts to grapple the Grappler at any point and fails, the Grappler may initiate a grapple against that creature as a free action.
Finally, when initiating any Setting Sun Throw maneuver, the Grappler always throws the foe 10 feet further than normal.

strawberryman
2010-04-22, 05:52 PM
Gunner Sub-Classes

[Placeholder, coming soon...]

strawberryman
2010-04-22, 05:54 PM
Mage Sub-Classes

Elementalist
http://img43.imageshack.us/img43/5936/elementalistk.png

The Elementalist is a mage who has a kinship with nature. She is able to control and manipulate the four elements of Fire, Ice, Light and Shadow. She primarily resorts to long-range attacks, blanketing large areas with damage.

[Work in progress...]

Summoner
http://img230.imageshack.us/img230/6526/magesummoner.png

The Summoner is a Mage who reaches into the source of all magical energy. She develops special spells that allow her to call upon unique spirits and beasts to aid her in battle.

[Coming soon...]

Witch
http://img88.imageshack.us/img88/5899/magewitch.png

The Witch is a gifted student of ancient texts. Among the many magical contraptions at the Witch's disposal is the iconic broomstick, from which she can attack her enemies from the air. The Witch also dabbles in the mysterious art of alchemy, and takes on a familiar—a helpful magical pet—to support her in battle. Since her powers are grounded in a near mathematical understanding of magical learning, her attacks are based on probabilities. The higher the probability, the more deadly the attack.

[Coming soon...]

Battle Mage
http://img153.imageshack.us/img153/1553/magebattle.png

The Battle Mage is a Mage who prefers the full-contact satisfaction of combat and attacks with close-range weapons and spells. However, being of diminutive stature, her magical powers manifest as Chasers, magical spheres infused with various elemental properties that serve as a powerful buffer between her and the relentless barrage of enemy attacks.

[Coming soon...]

strawberryman
2010-04-23, 01:43 AM
Priest Sub-Classes

[Placeholder, coming soon...]

Niro
2010-04-24, 03:31 AM
Are these classes from some sort of show?
one way or another.. I like it

strawberryman
2010-04-24, 04:16 AM
This is a little project I'm working on (I have project ADD, deal with it :smalltongue:) to convert the advanced classes (4 from each main class, 4 main classes each, plus Priest, which will likely be indefinitely on hold anyway, so 16 total) from Dungeon Fighter Online (http://dungeonfighter.nexon.net/) into Prestige Classes. Naturally, as such, they may be ridiculously strong, so input is appreciated. I'll also throw in a few feats or other features with the PrCs as necessary.

Now, onto the classes.

I believe that answers your question. :smallwink:

strawberryman
2010-04-25, 03:54 AM
Shameless bump, and official update:

Slayer
Blademaster: Finished!
Soul Bender: Finished!
Berserker: Finished!
Asura: Finished!
Fighter
Nen Master: Finished!
Hellcat: Finished!

SlyGuyMcFly
2010-04-25, 06:57 AM
Hella cool project you've got going here. I don't really have the experience to comment on balance, but I don't think there's anything all that broken (yet:smalltongue:). And I really like the use of invocation-advancing PrCs. The world needs more invocations.

Oh, and the Hellcat's Dirty Fighting mechanic is very, very neat.

strawberryman
2010-04-25, 01:34 PM
Hella cool project you've got going here. I don't really have the experience to comment on balance, but I don't think there's anything all that broken (yet:smalltongue:). And I really like the use of invocation-advancing PrCs. The world needs more invocations.

Oh, and the Hellcat's Dirty Fighting mechanic is very, very neat.

It is based off of the premise of Ambush feats, which sacrifice a certain amount of sneak attack damage for special effects.

Also, table of ridiculousness added for Junk Spin, which means Hellcat is officially finished.

strawberryman
2010-04-26, 09:01 PM
Shameless bump: Striker is finished.