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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