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2223953
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
650945
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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.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012