Initiator

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Requirements

To qualify to become an Initiator, a character must fulfill the following criteria.

Base Attack Bonus: +2.

Skills: Any one Strength, Constitution, or Dexterity based skill 6 ranks and any one Intelligence, Wisdom, or Charisma based skill 6 ranks.

Feats: Combat Martial Arts, Defensive Martial Arts.

 

Class Information

The following information pertains to the Initiator advanced class.

Hit Die

The Initiator gains 1d8 hit points per level.

Action Points

The Initiator gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class.

Class Skills

The Initiator’s class skills are as follows.

Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (history, popular culture, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), and Tumble (Dex).

Skill Points at Each Level: 5 + Int modifier.

 

Table: The Initiator

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+0

+0

+2

+1

Maneuvers

+1

+0

2nd

+1

+1

+3

+2

Specialist 1

+2

+0

3rd

+2

+1

+3

+2

Bonus Feat

+2

+0

4th

+3

+1

+4

+2

Specialist 2

+3

+0

5th

+3

+2

+4

+3

Specialist 3

+4

+1

6th

+4

+2

+5

+3

Bonus Feat

+4

+1

7th

+5

+2

+5

+4

Specialist 4

+5

+1

8th

+6

+3

+6

+4

Specialist 5

+6

+1

9th

+6

+3

+6

+4

Bonus Feat

+6

+2

10th

+7

+3

+7

+5

Specialist 6

+7

+2

 

Class Features

The following features pertain to the Initiator advanced class.

Class Level

Maneuvers

Known

Maneuvers

Readied

Stances

Known

1st

3

3

1

2nd

4

3

2

3rd

5

4

2

4th

6

4

2

5th

7

5

3

6th

8

6

3

7th

9

6

3

8th

10

7

3

9th

11

8

4

10th

12

8

4

Maneuvers

You begin your career with knowledge of three martial maneuvers. Once you know a maneuver, you must ready it before you can use it. A maneuver is an extraordinary ability unless otherwise noted in its description. Maneuvers are not subject to spell resistance, and activating maneuvers does not provoke an attack of opportunity.

Maneuvers Readied

You can ready all three of the maneuvers you know at first level, but as you advance in level you must choose the maneuvers you have ready. You ready your maneuvers by practicing for 5 minutes. These maneuvers remain readied until you choose to use them or decide to exercise again and change them. You need not sleep or rest for any period of time to ready your maneuvers; any time you spend five minutes in practice, you can change your readied maneuvers.

When you expend a maneuver, it becomes unavailable in that encounter until you recover it. Recovery takes a full-round action, and when you take the full-round action to recover maneuvers, you recover all maneuvers you had readied before that encounter.

Specialist

At 2nd level, the Initiator chooses a specialty. This specialty determines what abilities the Initiator gains at later levels. Once chosen, the specialty cannot be changed.

            Defender

Delay Damage: At 2nd level, you gain the ability to reduce the amount of damage you take at any given time. Any time you take hit point damage, it is dumped into your delayed damage pool first. If your delayed damage pool is full, the damage spills over into your normal hit point total. At the end of the round, the pool empties into your normal hit point total and resets to 0. Healing you receive can heal either this reserve or your normal hit points, divided up any way you choose. You gain a +1 bonus on attack rolls and damage rolls so long as this pool is holding any amount of damage. This pool does not protect your from the secondary effects of attacks (including massive damage).

Weapon Focus: At 4th level, you gain Weapon focus as a bonus feat.

Weapon Specialization: At 5th level, you gain a +2 bonus on damage rolls with any one weapon you choose. The weapon must be one with which you are proficient and for which you possess the Weapon Focus feat. Once chosen, this cannot be changed.

Improved Delay Damage: At 7th level, the amount of damage you can forestall increases to 10. If you have 10 points of damage in your delayed pool, you gain a +2 bonus to attack rolls and damage rolls (this bonus overlaps any other such bonuses).

Hit Hard: At 8th level, you gain the ability to spend an action point when making an attack with a weapon for which you have Weapon Specialization. If you do, your attack deals an additional amount of damage equal to your action point roll.

Greater Delay Damage: At 10th level, the amount of damage you can forestall increases to 15. If you have 15 points of damage in your delayed pool, you gain a +3 bonus to attack rolls and damage rolls (this bonus overlaps any other such bonuses).

Skirmisher

                        Rapid Action: At 2nd level, the Skirmisher gains a +2 bonus on Initiative checks.

Flashy Recovery: At 4th level, the Skirmisher can spend an action point in order to recover a maneuver as a swift action.

Flashy Move: At 5th level, the Skirmisher can spend an action point and add the result to damage rolls when using a strike maneuver.

Adaptive Style: At 7th level, you can change your readied maneuvers as a full-round action. You must still take another full-round action to recover your maneuvers.

Light Feet: If you move at least 10 feet before making an attack, you gain a +1 dodge bonus to your Defense for 1 round and deal an additional 1d4 damage of the same type as your weapon when making a melee attack that round.

Uncanny Luck: At 10th level, you may spend two action points in the same round.

Wall

Sack of Meat: At 2nd level, you gain +1 hit point for each level you have in this class, and 1 additional hit point for each level you take thereafter. You also gain a +2 bonus on Fortitude saving throws.

Restore Health: At 4th level, any time you recover a maneuver, you heal an amount of hit points equal to 3 + your levels in this class.

Skin of Stone: At 5th level, you may take a penalty on your attack rolls (up to -5) and gain 2 temporary hit points for each -1 penalty on your attack rolls. These temporary hit points last for one round.

Rock Hard: At 7th level, you gain +1 hit point for each level you have in this class, and 1 additional hit point for each level you take thereafter. You also gain a +2 bonus on Fortitude saving throws.

Force of Stone: At 8th level, any time you take a melee attack and are taking a -5 penalty to your attack rolls from your Skin of Stone ability, you ignore your target’s damage reduction.

Stay in the Game: At 10th level, whenever you roll a saving throw for massive damage, you may roll twice and choose the better result.

Bonus Feats

At 3rd, 6th, and 9th level, the Initiator gains a bonus feat. You must meet all prerequisites for the feat in order to select it.

Acrobatic, Armor Proficiency (Light), Combat Reflexes, Defense Screen Proficiency (Simple), Defense Screen Proficiency (Moderate), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness, Quick Draw.