Fighting Quack (Apath)
|Unofficial rules compendium|
The fighting quack has more sheer gall and spirit than trained fighting skill. Relying on improvisation and gusto, the quack hopes her bluff will never be called.
This is a brawler archetype that improvises and hides it with bluster.
Publisher: Purple Duck.
Starting Money: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d10.
The fighting quack has all the class abilities of the brawler, except as noted below.
Weapon and Armor Proficiency
A fighting quack is proficient with all simple weapons plus all martial melee weapons. She is proficient with light armor and shields (except tower shields).
Cheeky Improvisation (Ex)
At 1st level, a fighting quack can use martial flexibility as a part of an interaction. When she uses Bluff to feint or Intimidate to demoralize an opponent, she can use martial flexibility as if she spent a move action, without actually spending any additional action. Performing a feint or demoralize is normally a standard action. If the fighting quack has an ability that uses feint or demoralize as another kind of action, such as the Dazzling Display or Improved Feint feats, the type of action changes but this ability still works. This replaces martial training
Quack's Flurry (Ex)
Starting at 2nd level, a fighting quack can make a quack's flurry as a full-attack action. When making a quack's flurry, the fighting quack can make one additional melee attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. He takes no penalty for using multiple weapons when making a quack's flurry, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a fighting quack can make an additional attack at his highest base attack bonus whenever he makes a quack's flurry. This stacks with the first attack from this ability and additional attacks from haste and similar effects. This modifies brawler's flurry.
Generic Combat Focus (Ex)
At 4th level, the fighting quack counts as having Weapon Focus in unarmed attacks and with all melee weapons, but only for the purpose of feat prerequisites. If the fighting quack knows the Weapon Focus feat, she can apply the benefits of the feat to unarmed attacks and all melee weapons. This replaces the knockout ability gained at level 4.
Style Strike (Ex)
At 10th level, the fighting quack can take a move action to gain the use of one of the unchained monk's style strikes and can use this with an additional attack gained from quack's flurry. This works as a feat gained using martial flexibility. At level 16, the fighting quack can gain two style strikes simultaneously. This replaces the additional uses of knockout gained at level 10 and 16.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon Proficiency
- Martial Training
- Brawler's Flurry
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