Post by Kirikami on Nov 12, 2011 14:32:56 GMT -5
The Ruffian
In the age of scientific enlightenment there are very few civilizations that are low-tech. Even the lowest tech-based community on modern planets still see fairly basic machines and know much more than a tribal group ever could know.
The Ruffian is a person who, by one situation or another, was lost between the cracks of the modern establishment. These people tend to be delinquents who left higher education; or were otherwise raised in an environment that was too harsh for the enjoyment of modern comforts. As such they learn to utilize their adrenaline and rage to destroy their adversaries.
Ruffians tend to live on the outskirts of society, and in towns and space stations that aren't ruled by official representatives of the PGFoCP.
The Ruffian uses all the same statistics as the Barbarian, except for the following:
Lose Illiteracy
Lose Trap Sense
Lose Damage Reduction
Gain Streetfighter (See below)
Good Fortitude and Reflex Saves; Poor Will
Gain Mettle at 9th level
Hit Die d12
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature), Knowledge (Dungeoneering), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Plus two more skills chosen at creation.
Added Knowledge (Nature), Knowledge (Dungeoneering) to the list.
Streetfighter
The ability to take a blow is valuable, but on the violent and crowded streets of the city, the winner of a brawl or a duel is often the one who can hit hardest and fastest.
Class: Ruffian.
Level: 7th.
Benefit: The barbarian gains the ability to swiftly bring the fight to his foe and to hit him hard.
- At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement.
- At 10th level, the barbarian can make a single turn, up to 90 degrees, during a charge.
- At 13th level, the barbarian can charge through squares occupied by his allies or by noncombatants.
- At 16th level, the barbarian can move up to four times his speed when making a charge attack, rather than double.
- At 19th level, the barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.
- Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round.