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| Invarus11-08-04, 01:29 AM | Combateer Hit Die: d8 Requirements To qualify to become a Combateer, a character must fulfill all the following criteria. Base Attack Bonus: +4 Skills: Perform (epic, song, poem, or any wind instrument) 8 ranks, Intimidate 6 ranks, Tumble 6 ranks Feats: Weapon Focus (any), Iron Will, Combat Expertise Class Abilities: Base Bardic Lore: +6, Bardic Music Class Skills The combateer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually), (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha) Skill Points at Each Level: 4 + Int modifier Class Features All of the following are class features of the combateer prestige class. Weapon and Armor Proficiency: The combateer does not gain proficiency with any armor or weapons (though proficiencies gained from previous classes still apply) Bardic Abilities: The combateer adds his class levels to his bard levels to determine the effects of his bardic music, and the bonus on his bardic knowledge checks. Spellcasting: At levels 1, 4, 7, and 10, the combateer gains new spells known and spells per day as if he had advanced one level as a bard. The combateer gains no additional benefits beyond those listed under bardic abilities. Combat Lore: As a standard action, a combateer may apply his technical knowledge of combat to determine the fighting style and weaknesses of one opponent. A successful bardic knowledge check against a DC of (10 + target's hit dice), grants the combateer a +1 bonus on attack rolls and AC against that opponent for one round per class level. This bonus increases to +2 at 5th level, and to +3 at 10th level. Bonus Feat: The combateer gains an additional bonus feat at 2nd level and every 3 levels thereafter. These feats must be drawn from the following list: Armor Proficiency (medium), Blind-Fight, Combat Casting, Dodge, Improved Initiative, Improved Disarm, Improved Feint, Improved Trip, Mobility, Quick Draw, Single Swordplay, Single Sword Mastery, Weapon Finesse, Weapon Focus, Weapon Specialization. A combateer automatically meets all prerequisites for the weapon specialization feat. Sneak Attack: At 2nd level, a combateer gains the sneak attack ability (see the description of the rogue in the Player's Handbook) if he does not already have it. When making a sneak attack, he deals an extra 1d6 damage, this extra damage increases to 2d6 at 8th level. Bolster: As a move-equivalent action action, the combateer may shout encouragement to one ally within 30 ft. who has failed a saving throw against a mind-affecting (compulsion or fear) spell or effect. That ally may immediately make a new saving throw against the effect, with a bonus equal to the combateer's Charisma modifier. If this new saving throw is successful, the ally shakes off the effects of the spell. If the saving throw fails, the combateer may not use bolster on that ally to remove the effect, though he may use it to allow a second saving throw against any new effects. If the ally is under the effect of multiple mind-affecting spells or effects, he makes new saving throws against each one individually. Combat Tricks: The combateer's excellent technical knowledge of combat grants him a +1 bonus on disarm checks, including checks to avoid being disarmed, as long as he is wielding a one-handed or light weapon. The combateer applies this same bonus to strength and dexterity checks made as part of a trip attempt, including checks to avoid being tripped. If the combateer is using a weapon to trip an opponent, this bonus only applies if the weapon is one-handed or light. This bonus increases to +2 at 6th level and +3 at 9th level. Combateer Combo: The combateer is capable of a flashy and practical display of weapons play, striking in a flurry of attacks at the expense of reduced accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but all attacks made that round suffer a -2 penalty. This penalty applies for one round, so it also affects attacks of opportunity the combateer may make before his next action. At 8th level the penalty decreases to -1. A combateer must use a full-attack action to perform a combo. The combateer may only use this ability while wielding a one-handed or light weapon. Slippery Mind: This ability represents the combateer's ability to wrestle free from magical effects that would otherwise control or compel him. If a combateer with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Art of Distraction: A combateer may make an aid another check as a move equivalent action instead of a standard action. Aura of Cheer: At 6th level, a combateer gains a +4 bonus on saving throws against fear effects. Each ally within 10 ft. of him gains a +2 bonus on saving throws against fear effects. This ability ceases functioning if the combateer is unconscious or dead. Armoured Casting: A combateer gains the ability to ignore arcane spell failure for medium armor. This ability does not grant the combateer proficiency with medium armor, and functions only when casting bard spells. Stalwart Mind: The combateer's indomitable will is proof against any unwelcome mental intrusions, providing him with immunity from all mind-affecting spells and effects. Hero's Cry: Once per day, the combateer may let out a great shout, granting himself and his allies the ability to fight beyond their physical limitations. All allies within 30 ft. of the combateer gain 2d10 temporary hit points and may act normally even while disabled or dying. Combateer Finale: With a great yell of fury, the combateer may make a single attack with a melee weapon, knocking the target off-balance and setting the stage for the combateer finale. At 10th level, once per day, the combateer may attempt a special melee attack against any target within reach. If the attack is successful, all allies may make an attack of opportunity against the target of the combateer finale, providing they are within melee distance of the target. Each ally gains a +2 bonus to attack and damage, or a +2 bonus on a trip attempt, against the target for each ally that attacked that target since combateer finale was used (so the first ally to make an attack of opportunity gains a +2 bonus to attack and damage from the combateer attacking before them, the second ally to attack gains a +4 bonus to attack and damage, etc.). Collective Voice: At 10th level the combateer gains the ability to inspire entire armies with their abilities. All allies within 5 ft. of an ally affected by the combateer's inspire courage bardic music ability, are also affected by the combateer's music, though the bonus is reduced by 1 for every 30 ft. beyond the range of hearing an affected ally is, though not below +1. -This would be the table, but formatting that is going to take way too long- Base Attack Bonus: As cleric Good Saves: Reflex, Will Poor Saves: Fortitude Special Abilities: Level 1: Bardic abilities, Combat lore +1, +1 level of existing spellcasting class Level 2: Bonus feat, Sneak attack +1d6 Level 3: Bolster, Combat tricks +1, Combateer combo Level 4: Slippery mind, Art of distraction, +1 level of existing spellcasting class Level 5: Bonus feat, Combat lore +2 Level 6: Aura of cheer, Combat tricks +2 Level 7: Armoured casting, +1 level of existing spellcasting class Level 8: Bonus feat, sneak attack +2d6 Level 9: Combat tricks +3, Stalwart mind, Hero's cry Level 10: Combat lore +3, Combateer finale, Collective voice, +1 level of existing spellcasting class Yes, I know the description for Collective voice is a little ugly. Feel free to ask if you care what it does and can't figure it out. |
| CaoSlayer11-08-04, 04:03 AM | 1º intimidation isnt a bard class skill... lower the requirement to 4 or 3 ranks. also add intimidation to the prc skill list, it is weird having it as a pre. and then being unnable to improve it. 2º the spell progresion it is non-standar, make it every odd level, will not make such a big diference to add an extra level, bards cant cast level 6 spells until caster level 16 3º make reflex bad and fort good, being focused in melee usually means good fort and spellcasting means good will... 4º if you wants to make it a feasible class at level 4, require just two feats, in the other case every non-human will be unnable to take it until level 6 |
| Invarus11-08-04, 04:30 AM | Yep, that intimidate bit is perfectly valid, I'll have to modify that. On the other hand, I remember a number of melee or part melee prestige classes that don't sport a good fortitude save, such as the bladesinger or dervish. Classes such as the hospitaler also have a non-standard spellcasting progression, and in comparison, the Combateer's progression is much more "standard". Additionally, level 4? It's not just the feats that don't make it available at level 4, you need 8 ranks in a skill, a base attack bonus of +4 as a bard, and a bardic lore rating of +6. This class was intended to become open at level 6. Amusingly enough, the feats were set up with a human in mind, them being the only race that would have a little bit of feat freedom if they were aiming for this class. |
| CaoSlayer11-08-04, 09:51 AM | je je je, sorry I was a little sleepy this morning... is level +3 the skill level reqs. so that means level 5 yeah... this prc it is available at level 6 for a bard... althrought with a little combo, it is perfectly available to any race fighter 1 /bard 4 (intimidation fighter class skill and also provides of the weapon focus required) |
| Invarus11-08-04, 08:28 PM | I'm not sure if you're actually reading the prerequisites as I meant them to be read. Base Bardic Lore +6 means (by my definition) that your bardic lore modifier gained solely from levels must be +6 e.g. A level 4 bard with an intelligence score of +2 would have a bardic lore modifier of +6, but a "base bardic lore" modifier of +4. Please note: I'm not criticizing you at all if you misinterpreted that prerequisite, as I'd be the first to admit that it's not totally clear. |