Varonis (Apath)
Unofficial rules compendium | |
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Like the iconic Trithereon the Traveler, the wandering folk hero, unbound by anyone else’s standards of righteousness, a varonis sets forth to travel new lands, righting wrongs and assisting those in need. By using his experience on the road as his sharpening stone, he grants his combat prowess and social wit fearsome edges. A warrior in search of thrilling adventure, the varonis is a wandering force to be reckoned with, and a prime ingredient for a bard’s tale to warm the heart in a dim, warm inn. A varonis has all the class features of a fighter, except as noted.
Armor and Weapon Proficiency
A varonis is proficient with all simple and martial weapons, and with one exotic weapon of choice. They are also proficient with light and medium armor and with shields (excluding tower shields). This alters armor and weapon proficiencies.
Camaraderie (Ex)
A varonis can use Handle Animal, Survival, or any Profession skill as if it was the Diplomacy skill to gather information, and incurs no gp cost for doing so. This replaces tower shield proficiency.
Roadwise (Ex)
In his travels the varonis has learned to recognize dangerous situations and opportunities while traveling. He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when on or within 30ft. a road or street. This bonus increases to +4 at level 11. This is a variant of the ranger’s favored terrain ability and doesn't stack with that. Roadwise replaces heavy armor proficiency.
Daring Dodger (Ex)
Starting at 3rd level, as long as the varonis is wearing light armor or no armor and is lightly encumbered, he gains a +1 dodge bonus to AC. This bonus increases by 1 at 7th, 11th, 15th, and 19th levels. This replaces armor training and armor mastery.
Wandering Force (Ex)
At 5th level a varonis' focus on bold combat techniques that harm as well as hinder pays off. A varonis that spends a standard action on the attack action to make a melee attack can also make a bull rush, dirty trick, disarm, drag, overrun, reposition, steal, sunder, or trip combat maneuver as a part of the same action, using the same weapon against the same target. This allows the varonis to use the weapon's reach (if any) with a combat maneuver and to add the weapon's enhancement bonus and other weapon-related bonuses, such as Weapon Focus, to his CMD check. The attack and combat maneuver happen simultaneously, so neither benefits from the results of the other. This combat maneuver triggers attacks of opportunity normally based on the feats the varonis knows. This replaces the weapon training gained at level 5.
Perfect Combo (Ex)
At 9th level, the varonis perfects his combination attacks. The Varonis gains a +1 bonus to attack and damage rolls when using wandering force. This bonus increases by +1 at 13th and 17th levels. This replaces the weapon training gained at level 9.
Fool's Opening (Ex)
At 13th level, the varonis’ bold combat techniques exploit the foolishness of his enemy’s mistakes. The Varonis gains a +2 bonus to attack and damage rolls when making attacks of opportunity. This bonus increases to +4 at level 17. This replaces the weapon training gained at level 13.
Mindful Avoidance (Ex)
At 17th level, the Varonis learns to avoid his enemies attempts at intercepting him. He gains a +3 dodge bonus to AC against all attacks of opportunity. This replaces the weapon training gained at level 17.
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