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View Full Version : Pathfinder Scrapper Class (4e Style Martial Adept)



Shimeran
2017-07-10, 11:10 PM
Hi folks. I've been thinking it might be possible to port some of the 4e play style into the more open system of Pathfinder. Here's a class I worked up as a sort of proof concept. Let me know how close to mark this looks.

Scrapper

There are those whose response to a tough world is the be that much tougher, who are willing to take on the dangers before them with whatever they can lay their hands on and their own sheer stubbornness. Scrappers are men and women of the who through training and determination have learned to take on anything the battlefield has to offer. They take that same bloodymindedness to other pursuits with similar vigor, much to the concern of those who oppose them.

Role: Scrappers are adept at dealing out punishment, especially to those who ignore their attentions.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The scrapper's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.

Table: Scrapper


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+2
+0
+0
Alacrity, Combat Techniques, Menacing, Vitality


2nd
+2
+3
+0
+0
Bonus Feat, Skill Technique


3rd
+3
+3
+1
+1
Combat Surge, Scrapper's Insight


4th
+4
+4
+1
+1
Bonus Feat, Defiant Soul


5th
+5
+4
+1
+1
Combat Fury, Martial Training


6th
+6/+1
+5
+2
+2
Bonus Feat, Flexible Saves, Skill Technique


7th
+7/+2
+5
+2
+2
Combat Surge, Maneuver Adept


8th
+8/+3
+6
+2
+2
Bonus Feat, Unbound Vitality


9th
+9/+4
+6
+3
+3
Combat Fury, Mobile Assault


10th
+10/+5
+7
+3
+3
Bonus Feat, Martial Mastery, Skill Technique


11th
+11/+6/+1
+7
+3
+3
Alacritous Maneuvers, Combat Surge


12th
+12/+7/+2
+8
+4
+4
Bonus Feat, Darting Attacker


13th
+13/+8/+3
+8
+4
+4
Bolstered Saves, Combat Surge (swap)


14th
+14/+9/+4
+9
+4
+4
Bonus Feat, Skill Technique


15th
+15/+10/+5
+9
+5
+5
Combat Fury (swap)


16th
+16/+11/+6/+1
+10
+5
+5
Bonus Feat, Weapon Savant


17th
+17/+12/+7/+2
+10
+5
+5
Combat Surge (swap)


18th
+18/+13/+8/+3
+11
+6
+6
Bonus Feat, Skill Technique


19th
+19/+14/+9/+5
+11
+6
+6
Combat Fury (swap)


20th
+20/+15/+10/+5
+12
+6
+6
Bonus Feat, Exultant Warrior's Fury



Class Features
The following are class features of the scrapper.

Weapon and Armor Proficiency
Scrappers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Alacrity
At 1st level, at the end of any encounter in which you come into conflict with a significant threat you gain a point of alacrity. Once per turn, you may spend a point of alacrity to take an additional swift or immediate action. Alternately, you may spend 2 points of alacrity to take a move or standard action. The maximum alacrity you can hold is equal to your total levels in all classes with this feature. You lose a point of alacrity for each hour of rest you take.

Combat Techniques
At 1st level, if you have no levels in another technique using class, you gain 2 combat rote techniques, 1 combat surge technique, and 1 combat fury technique. All such techniques are taken from the scrapper list.
If you have levels in another technique using class, you may instead replace up to 2 combat techniques with the rote, surge, or fury descriptor with another technique from the scrapper list with that same descriptor.


Blended Strike
Variants: Each time you gain this technique, select one of the following actions: Aid Another, Bull Rush, Demoralize Opponent, Dirty Trick, Drag, Grapple, Reposition, or Steal.
Type: Scrapper [Combat, Extraordinary, Rote, Weapon]
Prerequisites: 1 rank in all skills used by the selected action
Activation: 1 standard action
Range: melee weapon
Target: 1 creature
Enhancement:

Special Action: Change the selected action to Disarm, Feint, Sunder, or Trip.
DESCRIPTION
Make a melee attack against the target. If that attack hits, you may use the selected action on the target of the triggering attack as a free action without provoking attacks of opportunity. If the selected action requires combat maneuver or skill checks, use the attack roll for the first such check.

Fortifying Strike
Variants: Each time you gain this maneuver, select one of the following feats: Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Steadfast Personality, or Toughness.
Type: Scrapper [Combat, Extraordinary, Rote, Weapon]
Activation: 1 standard action
Range: weapon
Target: 1 creature
Enhancements:

Extra Feat: Select an additional feat from the provided options.
Heightened: Double the bonuses the selected feat provides, or triple them if you already have that feat.
Stalwart: Replace any AC bonus granted by this technique with an equivalent amount of DR.
DESCRIPTION
Make an attack against the target. If the attack hits, you gain the selected feat until the start of your next turn. If you already have that feat, the bonuses it provides are doubled instead. If the feat would grant you hit points, treat those as temporary hit points.

Stylized Strike
Variants: Each time you gain this maneuver, select one of the following feats: Cleave, Combat Expertise, Deadly Aim, Enforcer, Flanking Foil, Lunge, Opening Volley, Power Attack, or Precise Shot.
Type: Scrapper [Combat, Extraordinary, Rote, Weapon]
Activation: 1 standard action
Range: weapon
Target: 1 creature
Enhancements:

Ease: You can ignore all penalties for using the selected feat on this attack.
Stalwart: Replace any AC bonus granted by this technique with an equivalent amount of DR.
DESCRIPTION
Make an attack against the target. That attack gains the full benefits of the selected feat. If that feat applies any penalties to attacks or combat maneuvers, those penalties apply to the target attack only.

Trick Shot
Variants: Each time you gain this technique, select one of the following actions: Aid Another, Bull Rush, Demoralize Opponent, Dirty Trick, Drag, Reposition, or Steal.
Type: Scrapper [Combat, Extraordinary, Rote, Weapon]
Prerequisites: 1 rank in all skills used by the selected action
Activation: 1 standard action
Range: ranged weapon
Target: 1 creature
Enhancement:

Special Action: Change the selected action to Disarm, Feint, Grapple, Sunder, or Trip.
DESCRIPTION
Make a ranged attack against the target. If that attack hits, you may use the projectile or thrown weapon to deliver the selected action. If the selected action brings something closer to you, you must have a means of moving the projectile or weapon toward you to do this. If the selected action requires combat maneuver or skill checks, use the attack roll for the first such check.



Surprise Strike
Variants: Each time you gain this technique, select a combat rote technique from the Scrapper list and one or more enhancements for either this technique or the selected technique. You may select a given enhancement multiple times.
Type: Scrapper [Combat, Extraordinary, Surge]
Prerequisites: base attack bonus equal to 3 * number of enhancements – 2.
Range: Personal
Duration: End of Encounter
Enhancements:

Closing: You may move 10 feet toward the target before using the selected technique. This movement does not count against your normal movement or prevent 5-foot steps.
Deadly: Add an additional weapon damage die to the damage dealt by this technique.
Evasive: You may move 5 feet without provoking attacks of opportunity after using the selected technique. This movement does not count against your normal movement or prevent 5-foot steps.
Inspired: Select a combat feat when you select this enhancement. Add any base attack bonus, skill, or special ability prerequisites for the feat to this technique's prerequisites. If the feat's benefit builds on a specific feat, add that to the prerequisites as well unless this technique provides that feat. You gain the benefits of that feat while using this technique.
Restorative: You may spend a point of vitality to recover hit points when using this technique.
Whirling: You may target an additional creature in range when you use this technique.
DESCRIPTION
You gain the selected technique. The first time you use the selected technique in an encounter, you gain the benefit of the selected enhancements.



Warrior’s Fury
Variants: Each time you gain this maneuver, select one or more combat feats. Any style feats selected must be associated with the same style.
Type: Scrapper [Combat, Extraordinary, Fury]
Prerequisites: Base attack bonus level equal to 3 * number of feats selected – 2. Add the combined feat prerequisites of each selected feat, minus the selected feats themselves.
Activation: 1 swift action
Range: Personal
Duration: End of Encounter or until you use another fury technique
Recovery: 6 hours of rest
DESCRIPTION
You gain the the selected feats until the technique ends.


Menacing
At 1st level, you gain the following techniques.

Thuggish Mien
Type: Scrapper [Combat, Extraordinary, Mentality]
Activation: 1 swift action
Range: Personal
Duration: Until you use another approach technique
DESCRIPTION
You gain the Stand Still and Toughness feats. When you stop an opponents movement with Stand Still, you may also make a normal attack against them using the combat maneuver check as the attack roll.

Brutal Promise
Type: Scrapper [Combat, Extraordinary, Rote]
Activation: free action when you attack an enemy while Thuggish Mien is active
Range: 60’
Target: targets of triggering attack
Duration: 1 round
DESCRIPTION
You place the following ultimatum on the target:

The first time the target either voluntarily moves away from you or takes a hostile action against anyone who hasn’t placed an ultimatum on them, they provoke an attack of opportunity from you. Taking that attack does not count against your normal limit on such attacks. Whether or not the attack hits, the target suffers a a -2 penalty to attack rolls, combat maneuver checks, and the save DC of their abilities.

Vitality
At 1st level, you gain the Hidden Vitality feat if you don’t already have it. When you regain hit points through spending vitality, add your class level to the number of hit points gained.

Bonus Feat
At 2nd level and every 2 levels after that, you gain a bonus feat. The chosen feat must do one of the following:

Expand your weapon options. (ex. Catch Off-Guard, Exotic Weapon Proficiency, Firebrand, Improved Unarmed Strike, or Throw Anything)
Make weapons and shields easier or safer to use. (ex. Improved Shield Bash, Precise Shot, Quick Draw, Rapid Reload)
Support use of other military gear. (ex. Flagbearer, Mounted Combat, or Tower Shield Proficiency)
Allow safe use of combat maneuvers and similar actions. (ex. Improved Bull Rush)


Martial Training
At 2nd level, you may count all levels in this class as fighter levels for the purposes of meeting requirements and prerequisites.

Skill Technique
At 2nd level and every 4 levels after that, you gain a new technique from the skill trick list.


Rogue Talent
Variants: Each time you gain this technique, select one of the following skills and one of the rogue talents listed for that skill. (Advanced rogue talents are marked with an asterisk.)

Acrobatics: Another Day*, Expert Leaper, Fast Tumble*, Ledge Walker, Rogue Crawl, Stand Up
Bluff: Convincing Lie, False Attacker, False Friend, Feint from Shadows, Rumormonger*
Climb: Nimble Climber, Rope Master
Craft*(alchemy): Deadly Cocktail*, Lasting Poison, Poison Use, Swift Poison
Craft*(traps): Frugal Trapsmith*, Quick Trapsmith
Diplomacy: Black Market Connections
Disable Device: Fast Picks, Last Ditch Effort, Quick Disable
Disguise: Master of Disguise*, Quick Disguise
Intimidate: Strong Impression
Linguistics: Green Tongue, Philologist
Perception: Heads Up, Pierce the Darkness, Quick Scrounge, Trap Spotter
Sleight of Hand: Deft Palm, Scavenger
Stealth: Camouflage, Hide in Plain Sight*, Face in the Crowd, Fast Stealth, Stealthy Sniper*
Survival: Favored Terrain, Swift Tracker
Swim: Hold Breath
Type: Skill Trick [Extraordinary, Rote]
Prerequisites: 2 ranks in the selected skill or 10 ranks if the selected talent is an advanced rogue talent.
Range: Personal
DESCRIPTION
You gain the selected rogue talent, using your ranks in the selected skill as your effective rogue level for that talent.

Secrets of the Forge
Variants: Each time you gain this technique, select a craft skill.
Type: Skill Trick [Extraordinary, Rote]
Prerequisites: 2 ranks in the selected skill.
Range: Personal
DESCRIPTION
You can craft items whose base form could be created with the selected skill as if you had the relevant item creation feats. Your effective caster level for these creations is equal to your ranks in the selected skill.

Skill Knack
Variants: Each time you gain this technique, select a skill.
Type: Skill Trick [Extraordinary, Surge]
Activation: 1 swift action
Range: Personal
Duration: 1 round
Recovery: 1 hour without using the selected skill
DESCRIPTION
The next time you use the selected skill, you may roll twice and keep the better of the two results.

Skill Mastery
Variants: Each time you gain this technique, select a skill.
Type: Skill Trick [Extraordinary, Rote]
Prerequisites: 10 ranks in the selected skill.
Range: Personal
DESCRIPTION
You can always take 10 with the selected skill, even if stress or distractions would normally prevent it.

Skill Secrets
Variants: Each time you gain this technique, select a skill.
Type: Skill Trick [Extraordinary, Rote]
Prerequisites: 5 ranks in the selected skill.
Range: Personal
DESCRIPTION
You gain the skill unlock abilities for the selected skill.


Combat Surge
At 3rd, 7th, and 11th level you gain an additional combat surge technique from the Scrapper list.

At 13th and 17th level, you may replace a combat surge technique with another combat surge technique from the same list.

Scrapper’s Insight
At 3rd level, you can use your wisdom or charisma in place of intelligence and dexterity for the purposes of meeting combat feat prerequisites.

Defiant Soul
At 4th level, you can power through things that would take a lesser soul out of action. Whenever you fail a save that would leave you unable to act for more than a round, you may spend 2 hit points for each point the DC exceeds 10 (minimum 1 hp) to be staggered for 1 round instead. Effects that prevent damage do not protect against this hit point loss.

Combat Fury
At 5rd and 9th level you gain an additional combat fury technique from the Scrapper list.

At 15th and 19th level, you may replace a combat fury technique with another combat fury technique from the same list.

Martial Training
At 5th level, you can count your levels in this class as fighter levels for the purpose of meeting feat prerequisites.

Flexible Saves
At 6th level, you may use the higher of intelligence or dexterity for reflex save and charisma or wisdom for will saves.

Maneuver Training
At 7th level, you no longer provoke attacks of opportunity for performing combat maneuvers.

Unbound Vitality
At 8th level, when you regain hit points from spending vitality, you regain a minimum of a quarter your maximum hit points for each point spent.

Mobile Assault
At 9th level, you can use standard action attack options like Cleave, Vital Strike, and certain techniques as part of full round actions that allow a single attack, such as charge, Spring Attack, and Shot on the Run.

Martial Adept
At 10th level, you can use your base attack bonus in place of your fighter level for the purpose of meeting requirements and prerequisites.

Alacritous Maneuvers
At 11th level, you can spend a single point of alacrity to perform a combat maneuver as a free action.

Darting Attacker
At 12th level, you gain the Spring Attack or Shot on the Run feat. If you already have either, you may instead select a combat feat of your choice.

Bolstered Saves
At 13th level, you may apply both intelligence and dexterity to reflex save and both charisma and wisdom to will saves.

Weapon Savant
At 16th level, you can gain proficiency in a new weapon simply by practicing with it for 10 minutes. Furthermore, you gain the benefits of all weapon specific feats with any weapon you are proficient with.

Exultant Warrior’s Fury
At 20th level, you gain the following technique.

Exultant Warrior’s Fury
Type: Scrapper [Combat, Extraordinary, Fury]
Activation: 1 swift action
Range: Personal
Duration: End of Encounter or until you use another fury technique
Recovery: 6 hours of rest
DESCRIPTION
While this technique is active, you can gain a combat feat of your choice as a free action. You can ignore ability score prerequisites when picking such feats, but must meet all other prerequisites. You can only gain up to half your base attack bonus in feats this way. At the start of each of your turns, you can choose to lose a single feat gained this way to make room for more feats.

Archetypes

Inspiring Scrapper
You have learned the value of fighting as a team and are adept at guiding your allies to victory.

Combat Techniques
Lose access to Blended Strike and Stylized Strike techniques to gain access to the following techniques.

Create Opening
Variants: Each time you gain this technique, select one of the following actions: Aid Another, Bull Rush, Demoralize Opponent, Dirty Trick, Drag, Grapple, Reposition, or Steal.
Type: Scrapper [Combat, Extraordinary, Rote, Weapon]
Prerequisites: 1 rank in all skills used by the selected action
Activation: 1 standard action
Range: as per selected action
Target: 1 creature
Enhancements:

Double Team: If the selected action succeeds, deal your highest ability modifier in damage to the target. If you select this enhancement a second time, you may instead deal your full weapon damage to the target as if you attacked them.
Feather Them: The provoked an attacks of opportunity may be performed with ranged attacks.
Gang Up: The target provokes an attack of opportunity from an additional ally in range.
Special Action: Change the selected action to Disarm, Feint, Sunder, or Trip.
DESCRIPTION
Perform the selected action against the target. Doing so does not provoke an attack of opportunity. If all required checks for that action succeed, the target provokes an attack of opportunity from an ally of you choice. This extra attack does not count against the character’s normal limit of such attacks per round.

Inspiring Strike
Variants: Each time you gain this technique, select a teamwork feat or one of the feats associated with Fortifying Strike.
Type: Scrapper [Combat, Extraordinary, Rote, Weapon]
Activation: 1 standard action
Range: weapon
Target: 1 creature
Enhancements:
Expanded Inspiration: Select an additional feat each time this enhancement is taken.
Group Inspiration: Two additional allies can gain the selected feat each time you take this enhancement.
DESCRIPTION
Make an attack against the target. If the attack hits, an ally of your choice within 60 feet gains that feat until the end of their next turn. If the selected feat was a teamwork feat, you also gain that feat until the end of your next turn.

Squad Tactics
At 1st level, you learn to exploit any opening those who would dare to ignore you provide, gaining the following techniques.

Soldier’s Mien
Variants: Each time you gain this technique, select 2 teamwork feats.
Type: Scrapper [Combat, Extraordinary, Mentality]
Activation: 1 swift action
Range: Personal
Duration: Until you use another combat mentality technique
DESCRIPTION
You gain the selected feats. While this technique is active, when using teamwork feats you can ignore any requirements that allies also have that feat.

Timely Warning
Type: Scrapper [Combat, Extraordinary, Surge]
Activation: immediate action when an ally is targeted by a hostile action while Soldier’s Mien is active
Range: 60’
Target: triggering ally
Duration: Instant
DESCRIPTION
The target gains a +1 dodge bonus to AC until the start of their next turn. If this is the first time the target has gained that benefit this encounter, they instead take a total defense action as a free action. If they spend vitality as part of that action, it does not count against the per encounter limit on using vitality as part of a total defense.

This replaces the Menacing feature.

Skirmishing Scrapper
You excel at bringing the pain to where it’s most needed, whether by darting through the crowd or with a well placed shot.

Combat Techniques
Lose the ability to select Toughness for Fortifying Strike to add 5-foot step to the list of options for Blended Strike and Trick Shot. The step granted by these techniques does not prevent you from taking a 5-foot step or other movement during your turn.

Lose access to the Restorative enhancement. When you use the Evasive enhancement, you can move 5 feet for each point of dexterity bonus you have.

Skirmisher
At 1st level, you learn to exploit any opening those who would dare to ignore you provide, gaining the following techniques.

Skirmisher’s Mien
Variants: Select one of Mobility or Precise Shot.
Type: Scrapper [Combat, Extraordinary, Mentality]
Activation: 1 swift action
Range: Personal
Duration: Until you use another combat mentality technique
DESCRIPTION
You gain Dodge and the selected feat. You are also treated as having the Armor training feature for the purposes of armor check penalties and movement speed.

Mark the Target
Type: Scrapper [Combat, Extraordinary, Rote]
Activation: free action when you attack an enemy while Skirmisher’s Mien is active
Range: 60’
Target: targets of triggering attack
Duration: 1 round
Recovery: Start of Your Turn
DESCRIPTION
The next time you or an ally damages the target before the end of your next turn add your base attack bonus to the damage dealt.

Shimeran
2017-07-10, 11:12 PM
Techniques
Overview
Techniques are formalized and practiced ways of mastering certain actions. Here’s a break down of the sections seen in technique write ups.

Variants
Many technique write ups act as templates for specific techniques. Much like Skill Focus, this means you can take different versions of the technique multiple times. This section tells you what decisions to make each time you pick a different version of the technique. Each time you gain a variant technique, you can give it a unique name of your choosing.

Type
This section helps classify techniques. As with spells, this is written up as a category, followed by a list of descriptors in square brackets.

Descriptors
As mentioned above, this is a part of the type section. Common descriptors include:



Combat
The technique is primarily used in fights.

Extraordinary
The technique is as an extraordinary ability.

Fury
These techniques make the characters push their into a taxing mental state. As such, they can be potent but can not be repeated without rest.

Mentality
These techniques define the character’s mindset and way of dealing with things. As such, they often serve to define the character’s role.

Rote
The technique is practiced action which can be done turn after turn.

Supernatural
The technique is as a supernatural ability.

Surge
This is reserved for more potent technique which can not be readily repeated. As such, each such technique has a mechanic that limits it’s use.

Weapon
The technique makes use a weapon. This can include the character’s natural weaponry.


Prerequisites
This covers what the character must have to gain the technique.

Activation
This shows the type of action needed to use the technique. This may also include notes on when and how the technique can be used. If this section is not present, the technique can be used as a free action.

Range
As per spell details.

Target
As per spell details. If no target is specified, the technique targets the user.

Duration
This section covers when the technique’s effects end. If multiple options are listed, use whichever occurs first unless the text says otherwise. If no duration is specified, the techniques effects are permanent.

Recovery
This section covers what conditions must be met after the technique ends before it can be used again. If no recovery is specified, the technique can be used again immediately after activation.

Enhancement
If the technique can be improved by other effects, possible improvement options will be listed here.

Description
As per spell details.

Shimeran
2017-07-10, 11:13 PM
Feats

Hidden Vitality (General)
Benefit: You have hidden reserved that let you push on when others would fall. You gain a pool of vitality points equal to 6 + your constitution modifier. When you spend vitality to recover hit points, you regain 1 hit point per vitality point spent. You can normally spend 1 vitality point on recovery per minute of rest or non-strenuous activity. You can also spend a point of vitality to recover once per encounter when using a total defense action. You recover all spent vitality after 6 hours of rest.

Shimeran
2017-07-10, 11:15 PM
Prestige Classes

Unstoppable Bruiser

Training and determination have combined to make you a nigh unstoppable force. You’ve learned to tap hidden reserves of power without your own body and can channel it to overpower anything stands in your way.

Class Details
Hit Die: d10.
Requirements
To qualify to become an unstoppable bruiser, a character must fulfill all the following criteria.


Alacrity class feature
Base Attack Bonus: +10
Techniques: 3 combat surge and 3 combat fury techniques


Class Skills
The unstoppable bruiser's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.

Table: Unstoppable Bruiser


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+1
+1
+1
Alacritous Tenacity, Linebreaker's Rush, Vitality


2nd
+2
+1
+1
+1
Forceful Maneuvers (Medium +0), Sudden Overrun


3rd
+3
+2
+2
+2
Alacritous Guard, Combat Surge


4th
+4
+2
+2
+2
Forceful Maneuvers (Large +1), Slayer’s Invigoration


5th
+5
+3
+3
+3
Combat Fury


6th
+6
+3
+3
+3
Forceful Maneuvers (Huge +2), Skill Technique


7th
+7
+4
+4
+4
Brutal Maneuvers, Combat Surge



8th
+8
+4
+4
+4
Forceful Maneuvers (Gargantuan +4)


9th
+9
+5
+5
+5
Combat Fury


10th
+10
+7
+3
+3
Forceful Maneuvers (Colossal +8), Unstoppable Bruiser’s Fury



Class Features
The following are class features of the unstoppable bruiser.

Weapon and Armor Proficiency
An unstoppable bruiser gains no proficiency with any weapon or armor.

Alacritous Tenacity
At 1st level, you gain the ability to spend alacrity an additional time per turn when you would be rendered disabled or dying. Any action you purchase this way is resolved before those effects take place.

Linebreaker’s Rush
At 1st level, you gain the following technique.

Linebreaker’s Rush
Type: Unstoppable Bruiser [Combat, Extraordinary, Surge]
Activation: 1 standard action
Range: weapon
Target: 1 creature
Recovery: Start of Encounter
DESCRIPTION
Make an attack against the target. That attack counts as a Greater Vital Strike. If it hits, you can Bull Rush the target as a free action using the attack roll as your combat maneuver roll. If the Bull Rush succeeds, all allies within 10’ of you gain a +10 foot morale bonus to speed for 1 round.

Vitality
At 1st level, you gain the Hidden Vitality feat if you don’t already have it. When you regain hit points through spending vitality, add your class level to the number of hit points gained.

Forceful Maneuvers
At 2nd level, your ability to focus your own strength breaks the limitations of you mere physical frame. As a supernatural ability, you may count yourself as medium size for the purpose of Bull Rush, Drag, Overrun, Reposition, and Trip maneuvers, even if you are smaller. In addition to letting you affect larger creatures with these techniques, it also grants you the corresponding size modifier when using those maneuvers.

This virtual size increase improves to Large at 4th level, Huge at 6th level, Gargantuan at 8th level, and Colossal at 8th level.

Sudden Overrun
At 2nd level, you gain the following technique.

Sudden Overrun
Type: Unstoppable Bruiser [Combat, Extraordinary, Surge]
Activation: free action as part of a move action
Range: Personal
Recovery: Start of Encounter
DESCRIPTION
You may perform an overrun as part of the triggering move action without expending a standard action.

Alacritous Guard
At 3rd level, when you spend alacrity to take a move or standard action you gain a +4 competence bonus to AC and all saves until the start of your next turn.

Combat Surge
At 3rd and 7th level, you may replace a combat surge technique from another class with a different combat surge technique from that same class.

Slayer’s Invigoration
At 4th level, whenever you render an enemy disabled or dying you recover hit points equal to your constitution modifier.

Skill Technique
At 6th level, you gain a new technique from the skill trick list.

Combat Fury
At 5th and 9th level, you may replace a combat fury technique from another class with a different combat fury technique from that same class.

Brutal Maneuvers
At 7th level, whenever you use a combat maneuver to move a target or knock them prone you deal bludgeoning damage equal to your constitution modifier.

Unstoppable Bruiser’s Fury
At 10th level, you gain the following technique.

Unstoppable Bruiser’s Fury
Type: Unstoppable Bruiser [Combat, Fury, Extraordinary]
Activation: 1 swift action
Range: Personal
Duration: End of Encounter or until you use another fury technique
Recovery: 6 hours of rest
DESCRIPTION
You may spend a vitality point to recovery hit points. While this technique is active, whenever you use a Bull Rush, Drag, or Reposition maneuver you can also make a Trip attempt against the target using the same combat maneuver roll as a free action. This trip can not trigger additional maneuvers from you.

AOKost
2017-07-10, 11:37 PM
I really appreciate this a lot actually. I feel you took the best aspects of 4e and incorporated into this class... keep up the good work! :D

Shimeran
2017-07-12, 04:14 AM
Thanks. Next up will likely be a sample prestige class, likely with a "Charles Atlas superpower" feel to help give some suitably impressive options for higher levels. That does seem like a good point to add in ways past "just a guy with a sword" limitations that plagued the fighter.

In the meanwhile, I could definitely use some advice on how to handle archetypes. It's real easy to see how they could be used to fill other roles. For example, just swapping out the "Protector" feature for a sneak attack one would get us pretty close to a rogue equivalent. However, I don't think you can mix archetypes, so I'm not sure what the equivalent of a fighter|rogue hybrid would be in that set up. Granted, that might be sweating the small stuff as the class is already close to a mash up of the two anyway. Still, a way of allowing role swapping is tempting.

JBPuffin
2017-07-12, 03:08 PM
Thanks. Next up will likely be a sample prestige class, likely with a "Charles Atlas superpower" feel to help give some suitably impressive options for higher levels. That does seem like a good point to add in ways past "just a guy with a sword" limitations that plagued the fighter.

In the meanwhile, I could definitely use some advice on how to handle archetypes. It's real easy to see how they could be used to fill other roles. For example, just swapping out the "Protector" feature for a sneak attack one would get us pretty close to a rogue equivalent. However, I don't think you can mix archetypes, so I'm not sure what the equivalent of a fighter|rogue hybrid would be in that set up. Granted, that might be sweating the small stuff as the class is already close to a mash up of the two anyway. Still, a way of allowing role swapping is tempting.

So long as the archetypes don't override the same features, you can mix archetypes; for example, you can play a Blackjack/Brawler Fighter because Blackjack doesn't change anything Brawler does (ie, armor/weapon training/mastery).

Shimeran
2017-07-13, 12:18 AM
Alright folks, there are quite a few updates tonight. The biggest bits are that I've expanded the scrapper out to level 20 and added a prestige class. More minor changes include:

Scrappers now get "higher of two" for their weak save, upgrades to adding a second ability modifier at higher levels. This should help reduce the save gap.
Techniques now mention you can give variants their own unique name, to encourage players coming up with their own technique names.
Some technique sections were given default values. This lets us remove them from some of the write ups for more compact blocks.



So long as the archetypes don't override the same features, you can mix archetypes; for example, you can play a Blackjack/Brawler Fighter because Blackjack doesn't change anything Brawler does (ie, armor/weapon training/mastery).

I do recall seeing that. The messy part is if I want to allow for multiple role features, like you can get with hybrids. It works well enough when mixing classes as the stance like mechanic means only one is active a time, but you can't do the same with archetypes. Still, maybe I should just think of them like subclasses which you couldn't mix anyway.

I think next I'll add in support a more striker like offshoot. I should mostly be able to do that by replacing the "Protector" feature, though at that point I'm not sure if that's worth a full archetype or if I should just make a more general role feature and make "Protector" one of the options for that feature. Suggestions on that front are certainly welcome.

Shimeran
2017-07-16, 09:09 PM
I've got archetypes added in for both a more "striker" and "leader" style scrapper. As a result, I also made the protector style feature a bit more beefy. The class now also has a proper description On a lesser note, I've also added item creation to skill techniques.

Let me know if there's anything else you'd like to see here. Otherwise, I'll likely shift gear to working on a magical class in the same style. Likely it will use a sorcerer style "inherent power" theme. I do have a wizardly "spellbinder" in mind, but that will likely be a bit more complicated to set up, so I'm thinking of starting with a more thematically focused class first.