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Combat Wiz v4

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Combat Blade-Wiz

Class Details
Hit Dice: d12 Class Skills: Acrobatics (Dex), Climb (Str), Craft(int), Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifer Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Bonus feat Bonus feat, Shattering Strike +1 Overhand Chop Bonus feat Weapon training 1 Bonus feat, Shattering Strike +2 Backswing Bonus feat Weapon training 2 Bonus feat, Shattering Strike +3 Piledriver Bonus feat Weapon training 3 Bonus feat, Shattering Strike +4 Greater Power Attack Bonus feat Weapon training 4 Bonus feat, Shattering Strike +5 Devastating Blow Bonus feat, weapon mastery

Shattering Strike (Ex)


At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.

Overhand Chop (Ex)


At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Weapon Training (Ex)


As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.

Backswing (Ex)
At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks.

Piledriver (Ex)
At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

Greater Power Attack (Ex)


At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).

Devastating Blow (Ex)


At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a 5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.

Weapon Mastery (Ex)


At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (2 becomes 3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called fighter bonus feats. Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Maneuver Details
Level 0 - Free
Mighty Throw Reference Only Level: 0 Casting Time: Standard Action Range: Touch Target: Creature touched You use superior leverage and your training to send an opponent tumbling to the ground. As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt, but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies threatened areas as part of the throw, and you can throw an enemy through occupied squares. Blade Throw Level: 0 Time: 1 standard action Range: 60 ft Target: creature or object You throw your weapon at a target with extreme speed. Make a melee attack roll with the weapon (even through this is a ranged attack). This attack deals one 1d6l ess points of damage on a successful hit. Your weapon then rushes back into your grasp by the end of the maneuver. Devastating Throw Level: 0 Casting Time: 1 standard action Range: Touch Target: Creature touched Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you. This maneuver functions like mighty throw (page 73), except as noted here. As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw him up to 10 feet away from you. The target falls prone in the destination space and takes 2d6 points of damage. You choose where he lands. For every 5 points by which you win the opposed

check, you gain an additional 5 feet of throw distance. For example, if you win by 10, you can place your foe in any space within 20 feet of you. Cant Touch This Casting Time: 1 immediate action If an opponent attacks you, you can initiate this maneuver to make an opposed attack roll as an immediate action. If your foes result is higher, he attacks you as normal. If your result is higher, you deflect the attack and take no damage. This does not work against melee attacks from entities 1 size category larger than me. This does not work against explosive or High Velocity rounds. I can do this against 1 target indefinitely. It requires a concentration check to do this against more than 1 target.

D Parts
Zephyr Dance Casting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous; see text You spin gracefully away from a foes attack, whirling like the desert zephyr racing across the sands. Your enemys blade barely touches your cloak as you nimbly dodge aside. You gain a +4 dodge bonus to AC against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. Comet Throw Casting Time: 1 standard action Range: Touch Target: Creature touched; see text Saving Throw: Reflex partial; see text You use your foes momentum against him, throwing him through the air to crash into a second enemy. This maneuver functions like mighty throw, except as noted here. As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw him up to 10 feet away from you in a direction of your choice. You select your enemys destination square. The target falls prone in that space and takes 4d6 points of damage. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 points of damage and is knocked prone. A Reflex save (DC 14 + your Str modifier) halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target.

Blade surge: Time: 1 full-round action Range: 40 ft Target: creature or object You instantly dash toward any enemy sword first. You make then begin to make iterative attacks. You get a +2 bonus on attack rolls but make one less attack than you normally could

C Parts
Soaring Throw Casting Time: 1 standard action Range: Touch Target: Creature touched With a great shout, you send your opponent soaring through the air in a high arc. He slams back to the ground with a bonecrushing thud. As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt, but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is better. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw him up to 20 feet away from you. The target falls prone in the destination space and takes 8d6 points of damage. You choose where he lands. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. For example, if you win by 10, you can place your foe in any space within 30 feet of you. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies threatened areas as part of the throw, and you can throw an enemy through occupied squares. Blade-breaking Counter Slow Burn Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instant An opponent cannot hurt you with his weapon if a weapon does not exist to do it. Your Training takes this to heart with a powerful parrying blow designed to shatter the weapon that his opponent uses before it can strike him. When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe's weapon (which does not provoke attacks of opportunity), and if the the weapon is reduced to half of it's hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent's weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.

Nexus of Destruction Slow Burn Casting Time: 1 standard action Area: 10 ft radius burst, centered on you With a burst of energy, you make a sweeping attack against all entities around you When you use this strike, you make a single melee. You deal damage to each creature in the maneuvers area equal to your normal melee damage (including damage from your Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 6d6 points of damage. Each creature in the attacks area can make a Reflex save with a DC equal to the result of your attack roll. A successful save halves the damage dealt.

B Parts
Leaping to the Objective Slow Burn Casting Time: 1 standard action Range: Personal Target: you With a deep breath, you leap to your target and attempt to gain a foothold. As part of this maneuver, you make an acrobatics check to jump to your target and then a melee touch attack to grab on to it. You gain a +20 bonus on the acrobatics check and a +5 bonus on the touch attack. Quicksilver Motion Casting Time: 1 swift action Range: Personal Target: You In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard. With a burst of energy, you move forward to press an attack, draw an item from your backpack, or take some other move action. Your training, mental acuity, and drive allow you to move with greater speed and confidence than other warriors. This maneuver requires a swift action to initiate. You can take a free move action after you initiate this maneuver. You can use any of the options available for a move action. You can then use the rest of your actions as normal. For example, you could use this maneuver to move next to a foe, then take a full attack action. You could move, then make a charge attack, and so forth. The move action you gain from this maneuver provokes attacks of opportunity as normal. Avalanche of Blades Slow Burn Casting Time: 1 full-round action Range: Melee attack Target: One creature

In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again. You lash at an opponent. If your attack hits, you repeat the same attack again and again at nearly superhuman speed, allowing you to score multiple hits in a blur of activity. Unfortunately, as soon as an attack misses, your tempo breaks, and this delicate maneuver crumbles into a flurry of wasted motion. As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a 4 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a 8 penalty. You continue to make additional attacks, each one with an additional 4 penalty, until you miss or your opponent is reduced to 1 hit points or fewer. You must direct all these attacks at a single foe.

A Parts
Ballista Throw Casting Time: 1 standard action Range: Touch and 60 ft.; see text Area: 60-ft. line Target: Creature touched You grab your opponent and spin like a top, swinging him around before throwing him at your opponents like a bolt from a ballista. This maneuver functions like mighty throw, except as noted here. As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw him in a 60-foot line. The target and all creatures in this area take 6d6 points of damage. The thrown creature lands prone at the end of this line. You must place the target in an empty space. If the space at the end of the line is occupied, your opponent falls prone in the open space closest to the lines endpoint. Master Blade Surge Casting Time: Full round action Range: 40 ft Target: Creature or Object With a burst of movement and then a dash, you close the distance to your foe and begin your attack. At the beginning of this maneuver, you may move your speed. Afterwards, you may dash to your target within 40 ft. You make then begin to make iterative attacks. You get a +4 bonus on attack rolls but make one less attack than you normally could. Iron Hide Stance Slow burn Initiation Action: 1 swift action Range: Personal Target: You

Duration: Stance Standing strong in the theater of war, the character stands as a pillar of blood-soaked iron amidst the bodies of those too weak to live in his presence. While in this stance, the initiator's Strength bonus to damage is doubled (or multiplied to 2.5 if using a weapon two-handed), and the initiator is treated as one size category larger (so if the initiator is Medium-sized, then he counts as Large-sized) when it benefits his CMB and CMD (such as resisting trip attacks or overrun attempts). Additionally, the initiator gains a damage reduction of 5/-. Colossus Strike Casting Time: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air. As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 6d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 17 + your Str modifier) or be hurled 1d8 squares away from you, falling prone in that square. A creature of a smaller size category than yours gets a 2 penalty on this save; a creature of a larger size category than yours gets a +2 bonus on the save. The enemys movement doesnt provoke attacks of opportunity. If an obstacle blocks the creatures movement, it instead stops in the first unoccupied square.

S Parts
Lightning Throw Casting Time: 1 standard action Range: 30 ft. Target: 30-ft. line Duration: Instantaneous Saving Throw: Reflex half When you use this strike, you make a single melee attack (even though you are throwing your weapon). You deal damage to each creature in the maneuvers area equal to your normal melee damage (including damage from your Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 12d6 points of damage. Each creature in the attacks area can make a Reflex save with a DC equal to the result of your attack roll. A successful save halves the damage dealt. Your weapon automatically returns to your hand at the end of the round.

SS Parts
Time Stands Still Casting Time: 1 full-round action Range: Personal Target: You

The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it. In an unmatched burst of speed, agility, and decisive action, you move more quickly than the eye can follow. You can lash out with your blade, striking your opponent so rapidly that observers cant keep track of your moves. As part of this maneuver, you can use a full attack action two times in succession. Take your first full attack as normal. Once you have resolved those attacks, you can then take another full attack action. You must resolve these actions separately. You cannot combine the attacks provided by both actions as you wish. Instead, you must take them separately and in order as normal for a full attack.

SSS Parts
Final Strike Time: 1 standard Action Range: Melee Attack Target: One Creature With a roar and a mighty swing, you attempt to end your opponent. Make a single melee attack as part of this maneuver. If your attack hits, it deals an extra 12d6 + 40 points of damage. If the target is under 25% hp, it must make a fortitude save (DC 20 + final attack number) or die.

Varied Parts
Iron Heart Surge Casting Time: 1 standard action Range: Personal Target: You Duration: See text By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you. Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.

Mark 1 Reckoner Power-suit

Armor Details
Armor Subunit
Cost Armor Bonus +10 Deflection Bonus: +5 Total Bonus AC: +15 This armor negates lethal critical hits on me. Maximum Dex Bonus --Armor Check Penalty --Speed --Weight 200 lbs Weight on Character ---

Boots Subunit
Gives a +20 enhancement bonus to speed. They are also equipped with gravity wells that make me able to walk on most any solid surface and make it me harder to be forcefully moved. I gain a +5 bonus against Bullrush and Overrun maneuvers.

Gauntlets Subunit
In the palm of these gauntlets there is a micro-gravity field generator. These enable the wearer to have a mega grip on whatever the palms are touching/near. They grant a +2 to grapple checks and enable me to hang from most surfaces by my hand.

Bracers Subunit
The bracers of the armor are equipped with a Gravity Tether device. The grappling tether is another application of gravity technology put to practical use. The grappling tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube. At the end of the tether is an anchor of intense gravity. When the anchor touches a solid object, it latches on with a grip that can only be broken by an equally strong anti-gravity force.

While the tube is held with the anchor attached to an object, the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), or pull herself to the object (if the object is greater in mass than the user, or the anchor is attached to a wall, ceiling, or other fixed surface). The anchor is released with a simple push of a button. These are initially useable 2 times a day.

LifeCare Subunit *** Keep Secret ***


Built into the rear of the power-suit is a life-support package. It interfaces with my internal augmentations to keep my body in great shape and help heal wounds. I only need 3 hours of rest to be ready for the next day. In addition, I heal 100% of my max health at the end of each day.

Concussa
Sword Details

Description
This sword is a marvel of engineering and blade technology. Its cutting surface consists of neutronium stabilized in a graviton matrix. This gives the edge an incredible sharpness and the ability to cut through just about anything. The interior of each blade consists of a gravity field manipulator. These allow the sword to change its mass and help the sword move. The manipulator is powered by molecular wormholes that draw energy from an alternate dimension.

Statistics
Damage: 4d6 Crit range (Before Feats): 19-20 Size: Large Material: Neutronium and other mega advanced materials Enhancements: +2 Bonus

When not in use, the sword is stored in pieces along my back of my armor

AnyDice Data
output 4d6+14 named "Base damage" output 4d6+21 named "Power attack" output 8d6+28 named "Base Crit" output 8d6+42 named "Power Crit"

"mean" "output",# "Base damage",28.000000000004594 "Power attack",35.000000000005734 "Base Crit",55.99999999998255 "Power Crit",69.99999999997819

"deviation" "output",# "Base damage",3.415650255319233 "Power attack",3.415650255319233 "Base Crit",4.830458915395683 "Power Crit",4.830458915395682

"maximum" "output",# "Base damage",38 "Power attack",45 "Base Crit",76 "Power Crit",90

"minimum" "output",# "Base damage",18 "Power attack",25 "Base Crit",36 "Power Crit",50

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