The Way of the Warrior Benefits and Membership Fees
ARRIOR
Guild Membership is broken down into three ranks
Rank
|
|
Cost PA
|
Rookie
|
1
|
100 GP
|
Pugilist
|
2
|
400 GP
|
Gladiator
|
3
|
1000 GP
|
Requirements
Rookie (level 1)
- +1 base attack
- Proficiency with at least 1 martial or exotic weapon
- 100 GP / year
Pugilist (level 2)
- +5 base attack
- Proficiency with all martial weapons
- 400 GP / year
Gladiator (level 3)
- Invitational only. Must seek invite from the Guild Master
(Tic Granitemaster), who may ask for a test to prove the candidates
skill at arms.
- +9 base attack
- Proficiency with all martial weapons
- At least three feats designated as Fighter feats
- 1000 GP / year
Benefits
Rookie (level 1)
- Costs 2 TU less to level up as a Fighter
- Shared accommodation subject to availability. (Pugilists and
Gladiators have priority. Rookies may be asked to vacate their
rooms at short notice)
- 5% discount at Anvils Workshop *
- Access to the following feats: Greater Sunder, Flick of
the Wrist, Sheild Charge
Pugilist (level 2)
- Costs 4 TU less to level up as a Fighter
- Shared accommodation with a guarantee of a room
- 10% discount at Anvils Workshop *
- Access to the following feats: Greater Sunder, Flick of
the Wrist, Sheild Charge, Hold the Line, Expert Tactician, Greater
Sheild Bash
- The ability to purchase guild potions from the guild potion
list
- Access to the prestige class Sarbreenar Weapon Master
Gladiator (level 3)
- Costs 6 TU less to level up as a Fighter
- Private accommodation with a guarantee of a room
- 15% discount at Anvils Workshop *
- Access to the following feats: Greater Sunder, Flick of
the Wrist, Sheild Charge, Hold the Line, Expert Tactician, Greater
Sheild Bash, Power Critical, Two-Handed Power Srike, Throw Anything
- The ability to purchase guild potions from the guild potion
list
- Access to the prestige class Sarbreenar Weapon Master
- Warriors Reputation: +2 circumstance bonus to Intimidate providing
the target has heard of the Way of the Warrior
- Exemplars Boon: +1 morale bonus to attack rolls for
all allies with 5 of the gladiator. This is a supernatural
ability.
* = (service provided
by Rim Goblinreaver, Deputy Guildmaster)
Feats
Greater Sunder [Fighter]
Prerequisites: Base attack +2, Improved Sunder
Benefit: When you strike an opponents weapon (as with the Sunder
action), you inflict double damage.
Flick of the Wrist [General]
Prerequisites: Dex 17+, Quick Draw
Benefit: If you draw any weapon and make a melee attack with
it in the same round, you catch your opponent flat footed (for the
purposes of this attack only). This feat works only once per combat.
Shield Charge [Fighter]
Prerequisites: Power Attack, Improved Sheild
Bash
Benefit: When you perform a shield bash as part of a charge,
the sheild bash inflicts double damage.
Hold the Line [Fighter]
Prerequisites: Base attack +2, Combat Reflexes
Benefit: You may make an attack of opportunity against an opponent
who charges you when he enters an area you threaten. Your attack
of opportunity happens immediately, before the charge is resolved.
Expert Tactician [General]
Prerequisites: Base attack +3, Dex 13+, Combat
Reflexes
Benefit: You can make one extra melee attack (or equivalent
action, eg disarm, trip, grapple etc
) against one foe who
you threaten and is denied their Dex bonus against you for any reason.
You take the extra attack when it is your turn, either before or
after your regular action. You can only use this feat once per round.
Greater Shield Bash [Fighter]
Prerequisites: Power Attack, Improved Sheild
Bash
Benefit: Any shield bash you make with a large or small sheild
affects your opponent as if you have performed a bull rush. You
dont move into your opponents square or incur attacks of opportunity
for the bull rush. You cant use this feat with a buckler.
Power Critical [Fighter]
Prerequisites: Base attack +12, Improved Critical
with chosen weapon
Benefit: Once per day you may declare one attack roll with your
chosen weapon to be an automatic threat. You still have to roll
to hit, but assuming you hit you then roll to confirm the threat
regardless of what number was rolled to hit.
Special: This feat applies to one weapon only. It can be taken
multiple times.
Two-Handed Power Strike
Prerequisites: Base attack +10, Power Attack
Benefit: When using a weapon two-handed, you inflict double
your Strength bonus to damage, rather than the usual one and a half
times.
Throw Anything [Fighter]
Prerequisites: Base attack +2, Dex 15+
Benefit: You can throw any weapon you are proficient in, regardless
of whether it is intended to be used as a ranged weapon. The range
increment of weapons used in this way is 10.
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