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[Pathfinder] beastisrfrt

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650945

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2223953

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

650945

650945

2223953

against chaotic creatures. This does not stack with keen

edge, Improved Critical, or similar effects. This ability

otherwise functions as and replaces bane.

Aura of Repetition (Su): At 8th level, once per day

while using her judgment, an exarch can project an aura

of repetition, as the Toil subdomain power (Advanced

Player’s Guide 97). If the exarch takes Artifice (Toil) as

her domain, the save DC of her aura increases by 2 but

its duration does not increase. This ability replaces her

second judgment.

Double Jeopardy (Su): At 12th level, whenever an exarch

uses her fearsome jurist ability, she may choose to affect

two weapons, with one gaining the jurist weapon special

ability and the other the menacing special ability as above.

Both special abilities may be combined in a single weapon,

whose critical threat range doubles. This does not stack

with keen edge, Improved Critical, or similar effects. This

ability replaces greater bane.

Aura of Reversion (Su): At 16th level, while using

her judgment, an exarch can project a 30-foot-radius

emanation for a number of rounds per day equal to her

inquisitor level. Any creature other than the exarch that

is using a transmutation effect within this aura at the

beginning of its turn becomes sickened, or sickened and

nauseated if using a polymorph effect, including the

change shape ability (Fortitude negates; DC 10 + 1/2 the

exarch’s level + her Wisdom modifier). Continuous effects

from permanent magical items do not cause this effect.

Within the aura, dispel checks against transmutation

effects gain a +4 bonus. This ability cannot be used

simultaneously with aura of repetition. This ability

replaces her third judgment.

Foehammer (Fighter)

While the axe is the most famous dwarven weapon, the

hammer is at the heart of dwarves’ heritage as forgemasters

and warriors alike.

Sledgehammer (Ex): At 3rd level, a foehammer wielding

a hammer gains a +2 circumstance bonus on combat

maneuver checks made to bull rush, overrun, sunder, or

trip. This ability replaces armor training 1.

Weapon Training (Ex): At 5th level, a foehammer must

select hammers and does not gain weapon training with

other groups, though his weapon training bonus improves

by +1 every four levels after 5th.

Hammer to the Ground (Ex): At 7th level, when a

foehammer succeeds at a bull rush combat maneuver, he

can make a trip combat maneuver at the end of the bull

rush. If he does not move with the target, the force of his

blow may still trip his foe, but he takes a –5 penalty on the

combat maneuver check to trip.

14

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

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