SPECIAL ABILITIES Racial Traits, Boons, and Feats Racial Traits: humanoid, flexible ability scores, cat's luck, greater defensive training, fleet-footed, fast, relentless
Boon: Hand to Hand training
Feats: Improved Unarmed Strike (boon), Run (racial bonus), Throw Anything (Alch 1), Brew Potion (Alch 1), Power Attack (Lvl 1), Improved Overrun (Lvl 3), Charge Through (Lvl 5)
Detailed Class Abilities:
Rage (Ex): 16 rds/day, +4 morale bonus to Str & Con, +2 morale bonus to Will saves, -2 AC
Fast Movement (Ex): +10 to base speed
Rage Powers]
Brawler (Lvl 2): While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage.
Brawler, greater (Lvl 4): While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Overbearing Advance (Lvl 6): While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Bombs (Ex): 7/day, 20 ft range, 3d6+int mod damage, 3+int mod splash damage
Mutagen (Su): 60 min/lvl duration, +2 nat armor, +4 physical stat, -2 corresponding mental stat
Discoveries Strafe Bomb (Lvl 2): The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.
Explosive Bomb (Lvl 4): The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Preserve Organs (Lvl 6): The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Detailed Racial Traits:
Cat's Luck: 1/day roll reflex save twice and take better result
Greater Defensive Training: +2 dodge bonus to armor class
Fleet-Footed: Run as bonus feat and +2 racial bonus to initiative checks
Fast: +10 racial bonus to base speed
Relentless: +2 bonus on combat maneuver checks to bull rush or overrun
Starting Boon:
Hand to Hand Training: You gain the Improved Unarmed Strike feat for free at level 1 and your unarmed damage increases from 1d3 to 1d6 (1d4 if you are small sized). This increases to 1d10 at level 10.
Detailed Feats:
Improved Unarmed Strike: (Prereqs: n/a)
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Run: (Prereqs: none)
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Throw Anything: (Prereqs: n/a)
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Brew Potion: (Prereqs: waived)
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Power Attack: (Prereqs: BAB +1, Str 13)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Overrun: (Prereqs: Str 13, BAB +1, Power Attack)
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Charge Through: (Prereqs: Str 13, BAB +1, Improved Overrun, Power Attack)
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
SPECIAL ABILITIES Racial Traits, Boons, and Feats Racial Traits: humanoid, flexible ability scores, cat's luck, greater defensive training, fleet-footed, fast, relentless
Boon: Hand to Hand training
Feats: Improved Unarmed Strike (boon), Run (racial bonus), Throw Anything (Alch 1), Brew Potion (Alch 1), Power Attack (Lvl 1)
Rage (Ex): 6 rds/day, +4 morale bonus to Str & Con, +2 morale bonus to Will saves, -2 AC
Fast Movement (Ex): +10 to base speed
Bombs (Ex): 3/day, 20 ft range, 1d6+int mod damage, 1+int mod splash damage
Mutagen (Su): 10 min/lvl duration, +2 nat armor, +4 physical stat, -2 corresponding mental stat
Detailed Racial Traits:
Cat's Luck: 1/day roll reflex save twice and take better result
Greater Defensive Training: +2 dodge bonus to armor class
Fleet-Footed: Run as bonus feat and +2 racial bonus to initiative checks
Fast: +10 racial bonus to base speed
Relentless: +2 bonus on combat maneuver checks to bull rush or overrun
Starting Boon:
Hand to Hand Training: You gain the Improved Unarmed Strike feat for free at level 1 and your unarmed damage increases from 1d3 to 1d6 (1d4 if you are small sized). This increases to 1d10 at level 10.
Detailed Feats:
Improved Unarmed Strike: (Prereqs: n/a)
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Run: (Prereqs: none)
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Throw Anything: (Prereqs: n/a)
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Brew Potion: (Prereqs: waived)
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Power Attack: (Prereqs: BAB +1, Str 13)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
GEAR/POSSESSIONS
Carrying Capacity Light 0-86 lb. Medium 87-173 lb. Heavy 174-26-0 lb.
Current Load Carried 0 lb.
SPECIAL ABILITIES Racial Traits, Boons, and Feats Racial Traits: humanoid, flexible ability scores, cat's luck, greater defensive training, fleet-footed, fast, relentless
Boon: Hand to Hand training
Feats: Improved Unarmed Strike (boon), Run (racial bonus), Throw Anything (Alch 1), Brew Potion (Alch 1), Power Attack (Lvl 1)
Rage (Ex): 6 rds/day, +4 morale bonus to Str & Con, +2 morale bonus to Will saves, -2 AC
Fast Movement (Ex): +10 to base speed
Bombs (Ex): 3/day, 20 ft range, 1d6+int mod damage, 1+int mod splash damage
Mutagen (Su): 10 min/lvl duration, +2 nat armor, +4 physical stat, -2 corresponding mental stat
Detailed Racial Traits:
Cat's Luck: 1/day roll reflex save twice and take better result
Greater Defensive Training: +2 dodge bonus to armor class
Fleet-Footed: Run as bonus feat and +2 racial bonus to initiative checks
Fast: +10 racial bonus to base speed
Relentless: +2 bonus on combat maneuver checks to bull rush or overrun
Starting Boon:
Hand to Hand Training: You gain the Improved Unarmed Strike feat for free at level 1 and your unarmed damage increases from 1d3 to 1d6 (1d4 if you are small sized). This increases to 1d10 at level 10.
Detailed Feats:
Improved Unarmed Strike: (Prereqs: n/a)
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Run: (Prereqs: none)
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Throw Anything: (Prereqs: n/a)
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Brew Potion: (Prereqs: waived)
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Power Attack: (Prereqs: BAB +1, Str 13)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
GEAR/POSSESSIONS
Carrying Capacity Light 0-86 lb. Medium 87-173 lb. Heavy 174-26-0 lb.
Current Load Carried 0 lb.