Converting Legends & Lairs Pit Fighter (From City Works)


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Ok, this may be a pretty obscure class for 95% of you. :) The basic premise is a Pit Fighter (Kind of like a cage fighter from any Jean Claude Van Damme film). They get exotic weapon proficiencies, boosted unarmed damage, and a lesser version of Rage. Sort of a cross between a monk and a barbarian with a bit of fighter thrown in.

I've got my current version below, and it seems good so far, but I can't think of a capstone ability (they didn't have one, they were a 3.0 class).

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Class : Pit Fighter
BAB : Full
Hit Die : d10
Fort : Good
Reflex : Good
Will : Poor
Skill Points: 2 + Int Mod
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Perform (Cha)

Level|Unarmed Dmg |Special
01st |1d3/1d4/1d6 |Exotic Weapon Proficiency (2), Expert Pugilist, Improved Unarmed Strike
02nd |1d3/1d4/1d6 |Rage, Critical Focus
03rd |1d3/1d4/1d6 |Low Cunning (Combat Expertise)
04th |1d4/1d6/1d8 |Exotic Weapon Proficiency
05th |1d4/1d6/1d8 |Rage Power, Critical Feat
06th |1d4/1d6/1d8 |Low Cunning (+1 Dodge AC)
07th |1d4/1d6/1d8 |Exotic Weapon Proficiency
08th |1d6/1d8/1d10|Rage Power
09th |1d6/1d8/1d10|Low Cunning (Uncanny Dodge)
10th |1d6/1d8/1d10|Exotic Weapon Proficiency, Critical Feat
11th |1d6/1d8/1d10|Rage Power
12th |1d8/1d10/2d6|Low Cunning (+2 Dodge AC)
13th |1d8/1d10/2d6|Exotic Weapon Proficiency
14th |1d8/1d10/2d6|Rage Power
15th |1d8/1d10/2d6|Critical Feat, Low Cunning (Critical Mastery)
16th |1d8/1d10/2d6|Exotic Weapon Proficiency
17th |1d10/2d6/3d6|Rage Power
18th |1d10/2d6/3d6|Low Cunning (+3 Dodge AC)
19th |1d10/2d6/3d6|Exotic Weapon Proficiency
20th |1d10/2d6/3d6|Critical Feat, Rage Power

Proficiencies: Pit Fighters are proficient with all simple weapons, shields, and light armor. In addition, a pit fighter gains proficiency with two exotic weapons of his choice at 1st level. At every three additional levels, he gains proficiency with an additional exotic weapon. Additionally, the Pit Fighter is considered a Fighter of his Class Level for qualifying for Fighter only Feats.

Expert Pugilist: The Pit Fighter is skilled in unarmed combat. While he lacks the monk's finesse and training, he has learned to use tooth and nail to overcome his foes. He gains the Improved Unarmed Strike feat at 1st level. In addition, the Pit Fighter inflicts more damage with his unarmed attacks (see chart, small/medium/large damage) as he gains levels. When grappling, the pit fighter uses this improved unarmed damage.
By taking a -2 to all attacks a Pit Fighter may make an extra off-hand attack at the end of a full attack action. This attack can be made with any limb the Pit Fighter has free (including kicks and head butts) allowing him to make the attack even if he is using a shield in his off hand.

Rage: Starting at second level, the Pit Fighter gains the ability to Rage (See the Barbarian Class Feature). He may Rage a number of rounds each day equal to 2 + Con Modifier (Temporary con modifiers do not increase this total). Every additional level after second, the Pit Fighter adds 1 to the number of rounds he can rage per day.

Rage Powers: Like the Barbarian, the Pit Fighter can select Rage Powers. Starting at 5th Level, and every 3 levels beyond, the Pit Fighter may select a Rage Power from the following list of Barbarian Rage Powers. Animal Fury, Fearless Rage, Guarded Stance, Internal Fortitude, Intimidating Glare, Knockback, Mighty Swing, No Escape, Powerful Blow, Quick Reflexes, Raging Climber, Raging Leaper, Renewed Vigor, Rolling Dodge, Roused Anger, Strength Surge, Surprise Accuracy, Swift Foot, Unexpected Strike. For powers with a minimum level requirement, add +4 to the level requirement for Pit Fighters.

Low Cunning: Starting at 3rd level, the Pit Fighter gains the ability to draw on his unorthodox fighting style to use a set of unique stratagems to deceive his enemies and improve his fighting ability. At 3rd Level he gains Combat Expertise, even if he does not meet the Intelligence prerequisite for it.
At 6th Level, the pit fighter gains a +1 Dodge bonus to AC as long as he wears No Armor, Light Armor, or Medium Armor. Drawing on his instinct and intuition, the Pit Fighter evades enemy blows. Every 6 levels beyond 6th the AC bonus increases by +1.
At 9th Level the Pit Fighter gains Uncanny Dodge (See Barbarian Class Ability).
At 15th Level the Pit Fighter gains Critical Mastery. If he already has Critical Mastery, he may instead choose any other Critical Feat he qualifies for.

Critical Feat: At 5th level, and every 5 levels beyond, the Pit Fighter may choose a Critical Focus tree feat for which he qualifies.


mdt wrote:

Ok, this may be a pretty obscure class for 95% of you. :) The basic premise is a Pit Fighter (Kind of like a cage fighter from any Jean Claude Van Damme film). They get exotic weapon proficiencies, boosted unarmed damage, and a lesser version of Rage. Sort of a cross between a monk and a barbarian with a bit of fighter thrown in.

I've got my current version below, and it seems good so far, but I can't think of a capstone ability (they didn't have one, they were a 3.0 class).

-----------------------

You might really like the Gladiator class we've got coming up in Paths of Power, by 4 Winds Fantasy Gaming.

Scarab Sages

mdt wrote:
but I can't think of a capstone ability (they didn't have one, they were a 3.0 class).

Knockout Strike (Ex) Upon reaching 20th level, a pit fighter becomes incredibly adept and knocking an opponent out of the fight. As a full-round action the pit fighter can make a single melee attack. If successful, the attack does maximum damage as though he scored a critical hit, but all damage from the attack is nonleathal. (The pit fighter does not suffer the normal -4 attack penalty to deal nonleathal damage when using knockout strike.)

If the damage from knockout strike is not enough to render the target unconscious, the target must make a Fortitude save or become staggered for 1d4 rounds. The DC of this save is equal to 10 + 1/2 the pit fighter's level + the pit fighter's Strength modifier. Once a creature has been the target of a knockout strike it is immune for 24 hours.


Lyingbastard wrote:
mdt wrote:

Ok, this may be a pretty obscure class for 95% of you. :) The basic premise is a Pit Fighter (Kind of like a cage fighter from any Jean Claude Van Damme film). They get exotic weapon proficiencies, boosted unarmed damage, and a lesser version of Rage. Sort of a cross between a monk and a barbarian with a bit of fighter thrown in.

I've got my current version below, and it seems good so far, but I can't think of a capstone ability (they didn't have one, they were a 3.0 class).

-----------------------

You might really like the Gladiator class we've got coming up in Paths of Power, by 4 Winds Fantasy Gaming.

Possibly, I'll have to see it, but for now...


Tom Baumbach wrote:
mdt wrote:
but I can't think of a capstone ability (they didn't have one, they were a 3.0 class).

Knockout Strike (Ex) Upon reaching 20th level, a pit fighter becomes incredibly adept and knocking an opponent out of the fight. As a full-round action the pit fighter can make a single melee attack. If successful, the attack does maximum damage as though he scored a critical hit, but all damage from the attack is nonleathal. (The pit fighter does not suffer the normal -4 attack penalty to deal nonleathal damage when using knockout strike.)

If the damage from knockout strike is not enough to render the target unconscious, the target must make a Fortitude save or become staggered for 1d4 rounds. The DC of this save is equal to 10 + 1/2 the pit fighter's level + the pit fighter's Strength modifier. Once a creature has been the target of a knockout strike it is immune for 24 hours.

Hmmm

that's not a bad capstone honestly. Lemme think on it, but I like it a lot so far. Was giving up on this thread. :) thanks for the response.

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