Pit Survivor (Apath)

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Unofficial rules compendium

This prestige archetype is all about performance combat from Pathfinder Roleplaying Game Ultimate Combat and needs these rules to function properly.

Any good pit fighter will tell you, it doesn't matter how well you fight—all the crowd cares about is blood, and they don't care if it's yours or the other guy's. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you're lucky enough, the audience will be on your side, you'll feel the roar of the crowd pounding in your chest, and nothing can stop you.

While pit fighters' lives might seem defined by their profession, some do manage to escape the pits, either by winning their freedom in battle or by breaking their chains in the night. Though they may no longer be pit fighters by profession, they will always be pit fighters at heart, and often long for the excitement of battle and the roar of the crowd years after they've officially retired.

Class Information

This is a prestige archetype. Pit fighters are ragers living for the cheers of crowd.

Publisher: Purple Duck Games.

Prestige Class: Pit fighter from Pathfinder Campaign Setting: Paths of Prestige.

Build Classe: Barbarian.

Role: The pit fighter is a stylish and brutal combatant who fights for style even when there is no crowd around. On a team, he keeps the strongest melee enemies occupied, but is still out to show off.

Alignment: Any non-lawful. The pit fighter might be addicted to the cheer of the crowd, but he is not there by his own devices and generally hates those who put and keep his there.

Hit Die: d12.

Class Skills

The pit fighter's class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Perform (Cha), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

The pit fighter has all barbarian class features, except as follows.

Poor Equipment (Ex)

Pit fighters are often forced to fight with poorly maintained equipment. At 2nd level, a pit fighter can spend a swift action to ignore the broken condition of a single weapon or piece of armor he wields or wears for the remainder of the encounter. The selected weapon or piece of armor is treated in all ways as though it did not have the broken condition, though its hit points remain unchanged. The pit fighter can affect several at a time with this ability but must activate it separately for each item. This replaces uncanny dodge.

Showmanship (Ex)

Once per day at 2nd level, a pit fighter can treat a regular combat as a performance combat, with the crowd's starting attitude being indifferent. He makes performance checks, may use performance feats, and takes bonuses or penalties based on the crowd's reaction as normal, even if there is no crowd actually watching the fight. Only the pit fighter is affected by this ability. Activating this ability is a swift action. The encounter's CR determines the DC of the pit fighter's performance checks, as summarized in the table below.

Starting or Current Attitude DC to Improve Attitude
Hostile 15 + CR
Unfriendly 10 + CR
Indifferent 5 + CR
Friendly 10 + CR
Helpful 15 + CR

The pit fighter can use this ability one additional time per day for every six levels after level 2. This replaces the rage powers gained at levels 2, 8, 14, and 20.

Arena Weapon Expertise (Ex)

At 4th level, when using a weapon with the performance quality, a pit fighter gains a +1 bonus on damage rolls and on attack rolls made to confirm critical hits. This bonus increases to +2 at 10th level and to +3 at 16th level. This replaces the rage powers gained at levels 4, 10, and 16.

Weapon Trick (Ex)

At 5th level, a pit fighter gains Improved Dirty Trick as a bonus feat. If the pit fighter already knows this or a later bonus feat gained as a class feature, he may pick a combat feat whose prerequisites he fulfills as a replacement.

Finally, the pit fighter can use any weapon with the performance quality to perform a dirty trick combat maneuver. When the pit fighter performs a dirty trick maneuver against an enemy, he may deal damage to the enemy as if he had struck it with his normal melee attack. The pit fighter must be wielding a weapon to use this ability. Weapon trick replaces improved uncanny dodge.

Roar of the Crowd (Ex)

At 6th level, the roar of applause spurs a pit fighter on to greater acts of violence and brutality. When fighting a performance combat, the pit fighter does not count a round against the daily limit on rage during any round in which the crowd's attitude toward him is helpful. This is in addition to the normal bonuses the crowd's attitude provides. If, after using this ability, the crowd's attitude ever drops to unfriendly or hostile, the pit fighter becomes fatigued. He remains fatigued for as long as the crowd remains unfriendly or hostile or until the end of the combat, whichever comes first. This replaces the rage power gained at level 6.

Tricky Assault (Ex)

At 12th level, a pit fighter gains Quick Dirty Trick as a bonus feat. This allows the pit fighter to perform a single dirty trick combat maneuver in place of one of his melee attacks on his turn. He must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver. This replaces the rage power gained at level 12.

Greater Roar of the Crowd (Ex)

At 14th level, the crowd's effect on a pit fighter grows even more pronounced. The pit fighter may enter and maintain a rage so long as the crowd's attitude toward him is friendly or better. Additionally, after using this ability, the pit fighter does not become fatigued until the crowd's attitude becomes hostile. This replaces indomitable will.

Brutal Trick (Ex)

At 18th level, a pit fighter gains Greater Dirty Trick as a bonus feat. In addition, a creature that spends a standard action to remove a condition applied by the pit fighter's dirty trick combat maneuver provokes an attack of opportunity from the pit fighter. This replaces the rage power gained at level 18.

Table: Pit Fighter

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Poor equipment, showmanship 1/day
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Arena weapon expertise +1
5th +5 +4 +1 +1 Weapon trick
6th +6/+1 +5 +2 +2 Roar of the crowd, trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Showmanship 2/day
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Arena weapon expertise +2, Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Trap sense +4, tricky assault
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Greater roar of the crowd, showmanship 3/day
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Arena weapon expertise +3, damage reduction 4/—,
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Brutal trick, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage

Variant: Without Performance Combat

If the performance combat rules from performance combat from Pathfinder Roleplaying Game Ultimate Combat are not used, the following optional abilities are changed.

Showmanship (Ex)

When fighting before an appreciative crowd of non-combatant onlookers, at least two creatures per pit-fighter level, the pit fighter can rage without expending any of his daily allotment of rage rounds.

Roar of the Crowd (Ex)

When the pit fighter reduces an opponent to -1 hit points or less, or when he verifies a critical hit, he can choose to end his rage and not suffer fatigue.

Greater Roar of the Crowd (Ex)

When the pit fighter reduces an opponent to -1 hit points or less, or when he verifies a critical hit, his rage recycles; he can choose to end his rage and not suffer fatigue, or continue his rage but regain the ability to use any power that is normally restricted to once per rage.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Rage Powers (all)
  • Uncanny Dodge
  • Improved Uncanny Dodge
  • Indomitable Will
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