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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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Ranger: Add +1/4 to a single existing favored enemy

bonus (maximum bonus +1 per favored enemy).

Rogue: Reduce the penalty for not being proficient

with one weapon by 1. When the nonproficiency penalty

for a weapon becomes 0 because of this ability, the rogue

is treated as having the appropriate Martial or Exotic

Weapon Proficiency feat for that weapon.

RACIAL ARCHETYPES

The following racial archetypes are available to hobgoblins.

Fell Rider (Cavalier)

The fell rider rides a bestial steed, a mount mastered by

him alone. He tramples his enemies down, leaving twisted

bodies in his wake, and fear rides with him.

Brute Steed (Ex): A fell rider’s mount is unusually large

and fierce. It gains a +2 bonus to Strength, but takes a

–2 penalty to Dexterity. This otherwise works like the

cavalier’s mount ability and alters that ability.

Rampage (Ex): At 3rd level, a fell rider gains

Trample as a bonus feat. The fell rider receives

a +2 bonus on overrun attempts made while

mounted. In addition, his mount gains a

+2 bonus on damage rolls when making hoof

attacks or using the trample monster

ability, even when not overrunning.

This ability replaces cavalier’s charge.

Dread Rider (Ex): At 4th level, a

fell rider gains a bonus equal to 1/2

his level on Intimidate checks made

while mounted. Once per round as a

free action, he can make an Intimidate

check to demoralize a foe he has trampled

or charged while mounted. This ability

replaces expert trainer.

Fell Presence (Ex): At 5th level, a fell

rider inspires dread while mounted.

As long as the fell rider is mounted,

all enemies within 60 feet receive a

–2 penalty on savings throws against

fear. At 10th level and every 5 levels

thereafter, this penalty increases by –1.

This ability replaces banner.

Deadly Rampage (Ex): At 11th level, a

mounted fell rider no longer provokes

attacks of opportunity when he attempts to

overrun a creature. He can make a single

melee attack against the creature as a free

action if the overrun attempt succeeds.

This ability replaces mighty charge.

Terror (Ex): At 14th level, a fell rider can

rear up his mount as a standard action,

spreading terror among his enemies.

Enemies within 60 feet who can see the fell rider must

succeed at a Will save (DC 10 + 1/2 the fell rider’s level + the

fell rider’s Charisma modifier) or be shaken for 1 round per

level the fell rider possesses. Creatures with half or fewer

Hit Dice than the fell rider become frightened instead. An

opponent that succeeds at the saving throw is immune to

that fell rider’s terror ability for 24 hours. This ability is a

mind-affecting fear effect, and replaces greater banner.

Unstoppable Rampage (Ex): At 20th level, a mounted

fell rider can overrun up to four creatures as part of a

single overrun combat maneuver. Each attempt made

against a creature after the first receives a cumulative –5

penalty (for example, the fourth overrun attempt would

be at a –15 penalty). If any overrun attempt fails, the fell

rider cannot make further overrun attempts that round.

Attacks made by the fell rider or his mount as part of the

overrun, such as those provided by the Trample feat or

the deadly rampage ability, receive a +4 bonus to hit, and

any critical threats from these attacks automatically

confirm. This ability replaces supreme charge.

Ironskin Monk (Monk)

Through discipline and training, an ironskin monk

hardens his body to withstand punishing blows.

Though slow on his feet, his calloused hands

and feet can shatter stone and stagger foes.

Iron Skin (Ex): At 1st level, an ironskin

monk gains a +1 bonus to his natural

armor. This bonus stacks with

any existing natural armor the

ironskin monk already has. At 4th

level, and every 4 levels thereafter,

this bonus increases by +1. This

ability replaces the monk’s AC

bonus ability and the ability to add

his Wisdom bonus to his AC.

Bonus Feat: At 1st level, an ironskin

monk adds Power Attack to his list

of bonus feats. At 6th level, he adds

Improved Sunder to the list. At 10th

level, he adds Greater Sunder to the

list. These bonus feat choices replace

Dodge, Mobility, and Spring Attack

on his bonus feat list.

Resilience (Ex): At 2nd level, an

ironskin monk can shake off the

physical effects of certain attacks. If he

makes a Fortitude saving throw against

an attack that has a reduced effect on a

successful save, he instead avoids the

effect entirely. This ability can be

used only if the monk is wearing

light armor or no armor. A

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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