View Full Version : Pathfinder Coup Warrior [WIP]

2016-06-04, 12:43 PM
Coup Warrior

Alignment: Any chaotic

Hit Dice: d8.

Starting Wealth: 3d4 × 10 gp (average 75 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The coup warrior’s class skills are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Perception (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

1+1+0+2+2Counting Coup, Coup Pool, Coup Strike, Fast Movement
2+2+0+3+3Coup Defense, Mobility, Two-weapon fighting
3+3+1+3+3Mount, Mounted Combat
4+4+1+4+4Uncanny Dodge, Knife Fighting +1
5+5+1+4+4Coup Strike, Spring Attack
6+6/+1+2+5+5Ride By Attack, Fast Mount +10
7+7/+2+2+5+5Improved Two-Weapon Fighting
8+8/+3+2+6+6Coup Defense, Improved Uncanny Dodge, Knife Fighting +2
9+9/+4+3+6+6Improved Mounted Combat
10+10/+5+3+7+7Coup Strike
11+11/+6/+1+3+7+7Mounted Hide
12+12/+7/+2+4+8+8Fast Mount +20, Knife Fighting +3
13+13/+8/+3+4+8+8Spirited Charge
14+14/+9/+4+4+8+8Coup Defense
15+15/+10/+5+5+9+9Coup Strike, Spirit Vision
16+16/+11/+6/+1+5+10+10Knife Fighting +4
17+17/+12/+7/+2+5+10+10Shadow Stalker
18+18/+13/+8/+3+6+11+11Master Rider
19+19/+14/+9/+4+6+11+11Fast Mount +30
20+20/+15/+10/+5+6+12+12Coup Defense, Coup Mastery, Knife Fighting +5

Weapon and Armor Proficiency
Coup Warriors are proficient with all simple weapons and with shortbows. They are not proficient with any armor or shields. IF a coup warrior ever wears armor or uses a shield, they lose all class abilities until they stop.

Counting Coup (Ex)

A coup warrior is dedicated to the practice of counting coup. By performing acts of bravery, a coup warrior earns coup, which bolsters his spirit, allowing him to perform daring feats. In order to gain coup, the coup warrior must make a daring and dangerous action. The coup that a coup warrior earns is outlined below. At each level, the coup warrior has a maximum number of coup points he may accumulate. If the coup warrior performs an act that would earn her more coup points than her maximum, the excess coup is lost.

Touch attack: The easiest and most common way for a coup warrior to count coup is to make a touch attack against a foe. This attack cannot be combined with any combat maneuver, and doing so always provokes an attack of opportunity. This method earns 2 points of coup. Should the coup warrior manage to make this touch attack and get away without being hit by her opponent, she gains an additional 2 coup.

Touch the first: If an enemy touched by the coup warrior is the first enemy to die in combat, the coup warrior gains 1 coup point.

Slay foe: The coup warrior gains 1 coup point for dealing the final blow to an enemy.

Horse Thief: If the coup warrior manages to steal his enemy’s mount, he gains 3 coup points. Should he steal his enemy’s weapon, he gains 2 coup points. If he steals his enemy’s armour, he gains 3 coup points.

Infiltration: The coup warrior who manages to sneak into and out of the enemy camp undetected gains 4 coup points. For the purpose of this ability, any stationary gathering of enemies, such as a campfire, a castle, or guard post qualifies as a camp. While in camp, the coup warrior may also collect coup for touching sleeping foes.

In addition to the items listed here, any action the DM considers daring or brave may be awarded coup points, although no more than 5 coup points should ever be awarded for one action.

Coup Pool (Ex)

A coup warrior has a maximum pool of coup points equal to their wisdom modifier plus their class level (minimum 1). Any coup points earned above their maximum are lost. Coup points are not lost unless they are spent, or if the coup warrior wears any armour or uses a shield. If a coup warrior uses either armour or a shield, they lose all acquired coup points, and cannot acquire more coup points for 24 hours afterwards.

Coup Strike (Ex)

Whenever a coup warrior makes an attack roll, they may spend 1 coup point before they roll to give them a bonus on their roll equal to their wisdom modifier (minimum 1). In addition, at first level, 5th level, and every 5 levels thereafter, a coup warrior gains the use of a coup strike, a special attack that a coup warrior can perform by expending coup points.


Hip Throw: After hitting with a melee attack, you may spend 1 coup point to make a free trip attack with a +4 bonus. If your trip succeeds, you may also throw your opponent 5 feet from their current position, dealing 1d6 damage.

Pounce: By spending 3 coup points, a coup warrior may make a full attack after charging. They may not use the Ride-by-attack or spring attack feats in conjunction with this strike.

Death Blow: A coup warrior may spend 1 coup points before making an attack roll against an unaware opponent. If the attack hits, you deal bonus damage equal to your crit modifier. If your attack is a critical hit, it deals maximum damage.

Moving Target: A coup warrior may spend a coup point to reduce the penalty for shooting while riding by 2: from -4 to -2 for shooting while your mount makes a double move, and from -8 to -6 for shooting while your mount is running. When paired with the mounted archery feat, this reduces their penalties to 0 while taking a double move and -2 while running.

Tomahawk Throw: While making an attack with a thrown weapon, a coup warrior may spend 1 coup warriors to ignore any Shield bonus to AC from their target. They may spend 2 coup points to reroll a single thrown weapon attack at a -5 penalty.

Fast Movement (Ex)

A coup warrior's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor and is not carrying a heavy load. Apply this bonus before modifying the coup warrior's speed because of any load carried. This bonus stacks with any other bonuses to the coup warrior's land speed.

Coup Defense (Ex)

At second level, so long as a coup warrior has assumed a defensive stance, they gain a bonus equal to their wisdom modifier to their armour class.

In addition, at the 2nd, 6th, 12th, and 18th levels they learn a new stance that they can assume. A coup warrior may only have one stance active at one time, and switching between stances is a swift action. If a coup warrior has no coup points left in their pool, they lose all benefits of their stance.


Dangerous defense: A coup warrior in this stance gains a +2 bonus on all attacks of opportunity gained from an opponent leaving one of their threatened squares. In addition, the first time an opponent you can see makes a melee attack roll against a coup warrior during their turn, the coup warrior may spend a coup point to make an attack of opportunity against them. If your attack hits, the enemy take a penalty equal to the coup warrior’s wisdom modifier (minimum 1) to their attack roll.

Full Guard: While in this stance, you gain a +2 to your armour class against attacks or effects you can see. You may spend a coup point to exit this stance and grant yourself and additional +4 to your armor class against a single attack or effect.

Stalking Stance: While in this stance, you gain a +4 competence bonus on all stealth checks.

Spirit Walk: While in this stance, a coup warrior who comes within 10 ft of a secret door, or within 5 feet of an invisible creature is entitled to a search check as if they were actively looking for them. A coup warrior in this stance may spend 5 coup points to see into the ethereal plane for a number of hours equal to their wisdom modifier (minimum 1).

Commune: A coup warrior in this stance gains a +10 modifier on all handle animal checks, and any wild animal’s initial attitude towards the coup warrior is one level higher than it otherwise would be. A coup warrior may spend 1 coup point to immediately improve any animal’s attitude by one step.

Mobility (Ex)

At 2nd level, the coup warrior gains mobility as a bonus feat, even if they do not meet the prerequisites.

Two-Weapon Fighting (Ex)

At 2nd level, the coup warrior gains Two-Weapon Fighting as a bonus feat, even if they do not meet the prerequisites.

Mount (Ex)

A coup warrior gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the coup warrior's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium coup warrior can select a camel or a horse. A Small coup warrior can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

The mount is always considered combat trained. A coup warrior's mount does not gain the share spells special ability.

A coup warrior's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a coup warrior's mount die, the coup warrior may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the coup warrior gains a level.

Mounted Combat (Ex)

At 3rd level, a coup warrior gains mounted combat as a bonus feat.

Uncanny Dodge (Ex)

At 4th level, a coup warrior gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A coup warrior with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

If a coup warrior already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Knife Fighting (Ex)

At 4th level the coup warrior gains +1 to all attacks and damage rolls when attacking with a dagger. This bonus increases by 1 every 4 levels thereafter. Additionally, whenever a coup warrior makes a full attack action and attacks with only a dagger or knife, he gains an additional attack at his full BAB.

Spring Attack (Ex)

At level 5, a coup warrior gains spring attack as a bonus feat, even if they do not meet the prerequisites.

Fast Mount (Ex)

At level 6, a coup warrior’s mount gains a +10 bonus to their base land speed. This bonus increases to +20 at lvl 12 and to +30 at lvl 19.

Ride By Attack (Ex)

At 6th level, a coup warrior gains ride by attack as a bonus feat.

Improved Two-Weapon Fighting (Ex)

At 7th level, a coup warrior gains improved two-weapon fighting as a bonus feat, even if they do not meet the prerequisites.

Improved Uncanny Dodge (Ex)

At 8th level and higher, a coup warrior can no longer be flanked. This defense denies a rogue the ability to sneak attack the coup warrior by flanking her, unless the attacker has at least four more rogue levels than the target has coup warrior levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Mounted Combat (Ex)

At lvl 9, a coup warrior may treat a mount that is not trained for combat as if it were trained for combat. In addition, you may the mounted combat feat to negate a hit on your mount an additional number of times per round equal to your wisdom modifier (minimum 1).

Mounted Hide (Ex)

Starting at 11th level, while using his mount for cover, a coup warrior may attempt to hide behind his mount, even though a stealth check cannot usually be made with only soft cover.

Spirited Charge (Ex)

At 12th level, a coup warrior gains spirited charge as a bonus feat.

Spirit Vision (Su)

Once per week, by expending 10 coup points, a coup warrior may take a day praying to their deity for guidance. This effect acts as the vision spell or as the greater scrying spell.

Shadow Stalker (Ex)

At lvl 17, while unencumbered and while wearing no armour, a coup warrior gains a +10 on all stealth checks. In addition, while in a natural environment with enough plant growth to provide concealment, a coup warrior may attempt to hide even while being observed.

Master Rider (Ex)

At 19th level, a coup warrior may always take 10 when making a ride check in combat, including for use with the mounted combat feat

Coup Mastery (Ex)

At 20th level, once per month when a coup warrior dies, if he has any points in his coup pool, he may expend all of his coup pool and instead of dying be transported to the ethereal plane. In 1d4 days, he reappears on the material plane with 1 hit point and no equipment.

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General thoughts are welcome, as well as recommendations for strikes/stances and balance. I know I don't have enough strikes or stances yet, and I know some of the later class features (particularly coup mastery) don't fit with the class/theme very well. Ideas for those would also be very welcome. I also know there are some consistency issues with how I word things. Thank you for reading my work! :)