The Forgotten Five
Healian Armsman (PrC)
This prestige class is based heavily off of the Low Templar located in the Pathfinder Campaign Setting published by those fine folks over at Paizo. Changes made to the class are intended to make it a bit more setting-specific to my campaign world. If it is still too close to the original and thus violating the terms of the OGL, please let me know so I can take it down.
Occasionally a warrior emerges from the mists of history whose abilities and personality require a redefinition of the norm. Such is the case with Jensen Healey. His unique combinations of martial ability, underhanded tactics, and undiluted abrasiveness have made him unique amongst the warriors of Earra. Through the refinement and pursuit of his core ideals, others might too walk the path of the Healian Armsman.
To qualify to be a healian armsman, a character must fulfill the following criteria.
Base Attack Bonus:+5
Feats: Improved Sunder, Weapon Focus (Halberd)
Skills: Bluff 4 ranks, Intimidate 4 ranks.
Proficiency: Must be proficient with the halberd and the spiked gauntlet.
Skills (2+Int bonus per level): Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Ride, Sense Motive, Stealth, Survival
Favored Enemy (Ex): One of the first lessons a healian armsman learns is that some creatures are the cause of greater annoyance (and bodily injuries) than others. Thus they focus their aggression on those who have inconvenienced them most in the past. This ability is identical to the ranger class ability of the same name and stacks with any favored enemy ability the character has from another class.
Good Sir…(Ex): A healian armsman swiftly learns the art of deception and double-talk to mask his interactions with the world. Attempts to learn reliable information about a healian armsman all suffer a -4 penalty.
In addition by utilizing the sheer abrasiveness that is at the heart of every healian armsman, the character can befuddle those he interacts with. When bartering for goods or lodging with other humanoids their initial attitude towards the healian armsman improves one step. Attitudes adjusted in this matter can never go beyond helpful: there are limits to what absolute disregard for social mores can accomplish…
Dirty Fighting (Ex):A healian armsman knows that succeed in combat one must be willing to use every advantage available to them, honorable or otherwise. A helian armsman never takes a penalty on attack roles when using an improvised weapon and gains a +2 bonus on CMB checks to bull rush, disarm, grapple, and trip. In addition he lands a critical hit, a helian armsman may opt to do normal damage and roll on the following table:
1—2 points of Strength damage
2—2 points of Dexterity damage
3—2 points of Constitution damage
4—Target blinded for 1 round
5—Target sickened by pain for 1 minute. (Commonly referred to as the “Healian Dolph”)
6—Target becomes fatigued for 1 hour.
Roll twice if the critical multiplier is x3, three times if it is x4. If the same result is rolled more than once, the effect or duration stacks.
Hit last, hit HARD (Ex): Whenever a healian armsman goes last in initiative (whether through rolling or delaying their action) they may add their class level to damage rolls during the combat. Despite this, many healian armsmen tend to complain loudly when they go last.
Sneak Attack (Ex): This ability is identical to the rogue ability of the same name. This stacks with the sneak attack ability gained from other sources.
Andolian Gnome Double-Bluff (Ex): The healian armsman gaines Improved Feint as a bonus feat even if he does not meet the prerequisites. In addition if the healian armsman successfully feints an opponent, he gains a bonus to his CMB equal to his class level for 1 round.
Live to Fight Another Day (Ex): A healian armsman using the using the withdraw action can move three times his movement rate (rather than twice his movement). Hey may instead choose to withdraw at double his normal movement and then attempt a Stealth check as a free action at the end of his action if some cover or concealment is available. He may also withdraw at his normal movement rate while simultaneously attempting a Bluff check to create a diversion and the Stealth, even if no cover is available.
Reputation for Ruthlessness (Ex): Once per round, a healian armsman who makes a melee attack against one of his favored enemies can attempt an Intimidate check against that foe as a free action. Alternatively, as a standard action he can Intimidate all favored enemies he threatens or one favored enemy within 30 feet.
Parting Shot (Ex): Once per encounter a healian armsman using the withdraw action can also make a Bluff check to feint and take a single attack at the same opponent at any point during his move.
JEN-SEN HEA-LEY!! (Su): Calling upon the name of the original healian armsman imbues the healian armsman with a supernatural vigor. Every day he can add bonus to his attack or damage rolls equal to his character level. This bonus may be split however the healian armsman sees fit, but they may not exceed his total class level. For example, a fighter 5/healian armsman 10 can choose gain a +10 bonus to an attack and later a +5 bonus to damage.