jjpickar
2007-04-12, 04:57 PM
Mob Fencer
The inside of a mob is a deadly place for anyone to be. When a warrior is surrounded and cut of from his friends he is in his darkest hour. For the Mob Fencer, this is where he thrives.
A Mob Fencer is a warrior who focuses on speed, quickness and multiple enemy combat. At lower levels he is a cautious and tactical warrior. Later he charges heedlessly into the fray confident that his many abilities will keep him safe.
Most Mob Fencers are human and half-orc, though a few dwarves and elves have danced to the deadly tune of melee before.
Mob Fencers are a cross between a fighter and a monk, they were originally intended to fix the Samurai class but ended up being something else entirely.
Abilities: Dexterity and Wisdom increase a Mob Fencers ability to survive through A.C.. Strength empowers his melee attacks.
Hit Die: d8
Skills: Fighter +Tumble, Balance, Spot, Listen and Sense Motive.
BAB:Fighter
Fortitude:Good
Reflex: Good
Will: Bad
1st level: Cleave, A.C. Bonus, Mob Dodge
2nd level: Wide Cut
4th level: Uncanny Dodge
5th level: +1 A.C.
6th level: Whirlwind Full Attack
8th level: Improved Uncanny Dodge
10th level: Evasion, +2 A.C.
11th level: Improved Whirlwind Full Attack
13th level: Whirlwind Knock back
15th level: Escape the Mob, +3 A.C.
16th level: Greater Whirlwind Full Attack
17th level:Whirlwind Trip
18th level Improved Evasion
20th level: Furious Ogre
Class Features
Weapon and Armor Proficiency: All simple, martial, and katana. No Armor
Mob Dodge: As the feat Dodge but it can be applied to a number of targets equal to the mob fencer’s level. The mob fencer also gains dodge bonus A.C. as a monk. A Mob fencer may also apply his wisdom to his A.C. bonus. These bonuses only apply when the Mob Fencer is unarmored and carrying a light load.
Wide Cut: While using a non-reach melee weapon, a Mob Fencer can have his attack affect two adjacent enemies. He must resolve his attack with one roll, if it beats both the enemies' A.C. it hits both of them. The enemies must be standing in a line perpendicular to the Mob, the wide cut ability cannot affect an enemy standing behind another enemy, only those standing to the left or right of the target.
Whirlwind Full Attack: As the feat except a second attack may be made at a -5 penalty. At 11th level a third attack maybe made at a -10 penalty. At 16th level a fourth attack may be made at a -15 penalty. The Whirlwind full attack Whirlwind Knock back and trip can only be performed with melee weapons that do not have reach. A mob fencer may only perform this attack when he is not wearing armor and only carrying a light load.
Whirlwind knock back: Instead of attacking, the Mob Fencer may force every creature adjacent to him to move back a space. A reflex save D.C. equal to the Mob Fencer’s Attack result may be made to avoid being forced back.
Escape the Mob: As an immediate action, a Mob Fencer may use Dimension Door as the spell a number of times equal to his wisdom bonus. His caster level is equal to a sorcerer of his level.
Whirlwind Trip: Instead of attacking, the Mob Fencer may trip every creature next to him as a full attack action. For the purposes of this ability, he is treated as though he has them improved trip feat and his weapons are able to trip opponents.
Furious Ogre: Once per day, as a standard action, the Mob Fencer can focus all his anger at the mobs and can gain 1d4 +1 extra rounds to act. These rounds are taken in a faster time rate and may be used only to move or attack. No other actions may be taken during this time. All attack damage will take effect after the ability ends.
The inside of a mob is a deadly place for anyone to be. When a warrior is surrounded and cut of from his friends he is in his darkest hour. For the Mob Fencer, this is where he thrives.
A Mob Fencer is a warrior who focuses on speed, quickness and multiple enemy combat. At lower levels he is a cautious and tactical warrior. Later he charges heedlessly into the fray confident that his many abilities will keep him safe.
Most Mob Fencers are human and half-orc, though a few dwarves and elves have danced to the deadly tune of melee before.
Mob Fencers are a cross between a fighter and a monk, they were originally intended to fix the Samurai class but ended up being something else entirely.
Abilities: Dexterity and Wisdom increase a Mob Fencers ability to survive through A.C.. Strength empowers his melee attacks.
Hit Die: d8
Skills: Fighter +Tumble, Balance, Spot, Listen and Sense Motive.
BAB:Fighter
Fortitude:Good
Reflex: Good
Will: Bad
1st level: Cleave, A.C. Bonus, Mob Dodge
2nd level: Wide Cut
4th level: Uncanny Dodge
5th level: +1 A.C.
6th level: Whirlwind Full Attack
8th level: Improved Uncanny Dodge
10th level: Evasion, +2 A.C.
11th level: Improved Whirlwind Full Attack
13th level: Whirlwind Knock back
15th level: Escape the Mob, +3 A.C.
16th level: Greater Whirlwind Full Attack
17th level:Whirlwind Trip
18th level Improved Evasion
20th level: Furious Ogre
Class Features
Weapon and Armor Proficiency: All simple, martial, and katana. No Armor
Mob Dodge: As the feat Dodge but it can be applied to a number of targets equal to the mob fencer’s level. The mob fencer also gains dodge bonus A.C. as a monk. A Mob fencer may also apply his wisdom to his A.C. bonus. These bonuses only apply when the Mob Fencer is unarmored and carrying a light load.
Wide Cut: While using a non-reach melee weapon, a Mob Fencer can have his attack affect two adjacent enemies. He must resolve his attack with one roll, if it beats both the enemies' A.C. it hits both of them. The enemies must be standing in a line perpendicular to the Mob, the wide cut ability cannot affect an enemy standing behind another enemy, only those standing to the left or right of the target.
Whirlwind Full Attack: As the feat except a second attack may be made at a -5 penalty. At 11th level a third attack maybe made at a -10 penalty. At 16th level a fourth attack may be made at a -15 penalty. The Whirlwind full attack Whirlwind Knock back and trip can only be performed with melee weapons that do not have reach. A mob fencer may only perform this attack when he is not wearing armor and only carrying a light load.
Whirlwind knock back: Instead of attacking, the Mob Fencer may force every creature adjacent to him to move back a space. A reflex save D.C. equal to the Mob Fencer’s Attack result may be made to avoid being forced back.
Escape the Mob: As an immediate action, a Mob Fencer may use Dimension Door as the spell a number of times equal to his wisdom bonus. His caster level is equal to a sorcerer of his level.
Whirlwind Trip: Instead of attacking, the Mob Fencer may trip every creature next to him as a full attack action. For the purposes of this ability, he is treated as though he has them improved trip feat and his weapons are able to trip opponents.
Furious Ogre: Once per day, as a standard action, the Mob Fencer can focus all his anger at the mobs and can gain 1d4 +1 extra rounds to act. These rounds are taken in a faster time rate and may be used only to move or attack. No other actions may be taken during this time. All attack damage will take effect after the ability ends.