Revised Fighter

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  • CharacterConceptsHonourable Warrior

    Codes of honour are not merely the province of cavaliers andpaladins. Many warriors follow a code of conduct thatdetermines both their behaviour in battle and their activitieswhen not in combat. Sometimes, this code is an external onetaught to them by the same masters that instruct them in theirmartial skills but others have their morals imparted by theirparents or a home village. In any case, this code of honour isnot easily set aside or ignored; it defines the honourablewarrior and everything he does. Despite their adherence to acode, not all honourable warriors are good-hearted individuals.Many are the product of their cultures, for good or ill.

    Adventuring: Honourable warriors, if they are recognised assuch, are often drawn into adventures by being approached toperform some task by those who trust their behaviour. Ofcourse, the person who sends them on this first adventure maynot be trustworthy. Alternately, the honourable warrior may bein the service of his or her nation as a soldier or some othermartial role. No matter how honourable warriors becomeadventurers, their code of conduct is constantly with them,guiding (and sometimes impeding) their way through life.

    Role-Playing: The most important thing in an honourablewarriors life is the code of conduct. Not only does itdetermine how he reacts to each new situation and encounter, itdefines how others react as well. Those who know of thehonourable warriors code will often react to it instead of to thecharacter directly. This can make for excellent roleplaying,especially if the honourable warrior has come to question thevalues that have been with him all of his life. Few who beginon the straight and narrow ever reach the end of such a difficultpath, but even when they stray, the journey can be an excitingone to take. Many honourable warriors seek future careers asholy warriors, monks, or clergy, as their discipline anddevotion makes them a natural for such roles.

    Bonuses: While it can be limiting, a code of conduct can be areassuring thing to those who must deal with an honourablewarrior. This dependability can lead to greater trust and

    reliance; those who talk with the character can take greatcomfort in their trust that he will act exactly as he says he will.This translates to a +2 bonus to all Diplomacy and GatherInformation checks, since there is a greater likelihood of thehonourable warrior being trusted by strangers. For this benefitto come into play, the honourable warrior must identify himselfas such in some way (a uniform, for instance).

    Penalties: An honourable warriors greatest penalty is hiscode of conduct, which must be binding against certainbehaviours as the player and the Games Master sees fit. Allhonourable warriors must begin play with a Lawful alignment.The honourable warrior loses his skill bonuses if he loses thislawful nature, even if the other part of his alignment remainsintact. Also, those who knew the warrior before his alignmentchange will usually react poorly to his loss of faith, imposinga -1 penalty to all Charisma based checks where they areconcerned.

    MarineLife aboard a seagoing vessel can often be dangerous. Withthe prevalence of immense magical marine creatures, piratesmay be the least of a crews concerns. Aquatic humanoids,dragon turtles, and even the restless dead of lost ships can turna peaceful ocean voyage into a nightmare. Wise captains hirestrong crewmen with martial skills to defend their ships in caseof attack. From first mates that lead a ships crew into battle toa hired bodyguard who keeps vulnerable passengers safeduring dangerous voyages, marines can fulfil many roles. Todo so effectively, the marine has trained in the vagaries ofshipboard combat. Having learned how to deal with theawkward nature of fighting around sail and rigging, he canturn such obstacles to his advantage.

    Adventuring: Marines tend to start their careers asadventurers when adventure finds them. Aquatic-basedadventures are natural, but shipwrecks and other events canlead a marine to take up a new way of making a living awayfrom the sea. Whenever possible, a marine will generallyprefer to remain near the coast or take boats wheneverjourneying to new places. Bringing the mindset of someonewho is used to dealing with dangers approaching at everyangle and making do with very limited resources, a marine canbe a valuable member of any adventuring company.

    TheQuintessential

    Fighter

    Web Enhancement

  • Role-Playing: The marine is a team player, having long sincelearned to appreciate what a skilled crew can accomplish thatan individual cannot. His energetic nature and can-do attitude isoften inspiring to his new friends. He works hard, he playshard, and does not always understand those who do not livelife to its fullest. Even on dry land, the life of a sailor tends tocling to a marines every action and word. His personalbehaviour can often resemble one long shore leave, which canmake for interesting and often dangerous adventures.

    Bonuses: Having adapted to the rigors of shipboard life, themarine is adept at dealing with unstable environments. Hegains a +1 competence bonus to Balance checks, a +1competence bonus to attack rolls when fighting aboard a ship,and gains Use Rope as a class skill due to his experiences withrigging and sail. None of these advantages function if themarine is using a two-handed melee weapon, carrying a shield,or wearing armour heavier than medium.

    Penalties: The marine has accustomed himself to fighting inand around obstacles, where having both hands encumbered isa severe detriment. As a consequence, the marine begins thegame without the Shield and Heavy Armour Proficienciescommon to most fighters. Also, marines cannot begin playwith Weapon Focus in any weapon he must wield with twohands.

    Prestige ClassesPit Fighter

    There are those who fight for money in the open arena,showing off their martial prowess amid the jeers and shouts oftheir fans while they engage in bloodsport. Then there arethose who dont approach it as a sport at all. A pit fighter is toa gladiator like a well honed, battle worn gladius is to aceremonial sword. Both can kill, but the former does not do sowith any style or flash. Usually raised from birth or childhoodto fight in the pits by those who cater to such barbaricentertainment, pit fighters rarely know any other kind of lifeand have no illusion of freedom or wealth to keep them going.

    Instead, a pit fighter goes from battle to battle with the solemotivation of survival. There may be screaming crowds, andthe occasional coin might fall down onto him while hestruggles for his life, but between every downed foes finalbreath, there is only the raw expectation of the next days battleto spur him onward. A pit fighters life is bleak, brutal, andunrelenting.

    Occasionally, however, some hope can shine through themonotony of his existence. Pit lords sometimes hire out theirbest and brightest as mercenaries to those who can pay theirexorbitant rates. Once a fighter gets a taste of freedom likethis, they will usually do anything they can to make it last.Some pit fighters return when their contract is done, but othersrun as far and as fast as they can get. Fighters like this areoften encountered working as muscle wherever they havechosen as their new home. A warrior who is not afraid to dowhatever it takes to live from day to day is a valuablecommodity, after all.

    Hit Dice: d10

    RequirementsTo qualify to become a pit fighter, a character must fulfil all thefollowing criteria.

    Base Attack Bonus: +4 or higher.Feats: Any three feats from the fighter bonus list, GreatFortitude, Toughness.Special: Must have actually competed in a pit fight.

    Class SkillsThe pit fighters class skills (and the key ability for each skill)are Climb (Str), Craft (Int), Intimidate (Cha), Heal (Wis), Jump(Str), and Tumble (Dex).

    Skill points at each level: 2 + Int modifier.

    Class FeaturesAll of the following are class features of the pit fighter prestigeclass.

    Weapon and Armour Proficiency: Pit fighters gainproficiency in simple and martial weapons, light and mediumarmour, and shields. Note that armour check penalties forarmour heavier than leather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, Pick Pockets, andTumble.

    Survival: A pit fighter can find a way to stay alive in almostany situation. This extreme toughness manifests itself as 1point of Damage Reduction against any non-magical physicalattack, 1 point of resistance against all five elemental forms ofdamage (fire, cold, acid, electricity, and acid) as per the spellresist elements.

    The Pit FighterClass Base Fort Ref WillLevel Attack Save Save Save Special1 +1 +2 +0 +0 Survival2 +2 +3 +0 +0 Vicious Attack3 +3 +3 +1 +1 Take the Blow4 +4 +4 +1 +1 Bonus Feat5 +5 +4 +1 +1 Against All Odds

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  • Acrobatic Fighting (General)Your fighting style includes a great deal of quick but carefulmovement.

    Prerequisites: Dodge, base attack bonus 1+ or higher.

    Benefit: You gain Tumble as a class skill; this skill costs 1point per rank regardless of your current character class. Inaddition, you receive a +1 competence bonus to Tumble checkswhenever you use the skill to avoid attacks of opportunity orwhile engaged in melee combat. Because of your combattraining, you may use Tumble checks when wearing mediumarmour, provided that is the only reason your movement isreduced.

    Vicious Attack: A pit fighter can make a desperate lunge toscore a deadly blow against an opponent, leaving himself openand even injuring himself in the process. Vicious Attack can beapplied to any single attack in a round, incurs an attack ofopportunity from any foe that currently threatens the pit fighter,and costs 1d8 hit points per attempt. If the attack hits, it inflicts2d8 points of additional damage. The attacks original damagemust successfully wound the target before this extra damage isapplied.

    Take the Blow: Pit fighters are subjected to injury constantly,so much so that they learn to reduce it whenever possible bydefensive turns, toughing up the vital areas, and ignoringcrippling pain. At this level, their 1 point of DamageReduction works against all forms of physical attack and onceper day, the pit fighter can force an attack to do its minimumamount of damage. This reduction can be applied to any formof attack, including damaging spells and spell-like effects.

    Bonus Feat: Through the kind of training that can only comefor constant adversity, the pit fighter has picked up a newfighting trick or technique. This takes the form of a bonus featchosen from the same list available to fighters through theirBonus Feat class feature.

    Against All Odds: Even when a pit fighter is obviouslyoutclassed, he can inflict severe damage before succumbing tothe inevitable. At 5th level, a pit fighter can continue to takenormal actions even when he goes below 0 hit points and doesnot die until he reaches -13 (-10 plus the three extra he receivesfrom his Toughness feat). If the pit fighter have more than oneToughness feat, 3 more hit points is added to the negative totalhe can go down to and still survive.

    Tricks of theTradeCombat Acrobatics

    Battle is a chaotic and dangerous affair, something thatexperienced fighters enter understanding that standing stillmeans getting cut down quickly. A skilled combatant is alwaysin motion. Even a fighter loaded down with plate armour and alarge shield does his best to shift from foot to foot and movewhenever possible to keep his opponent from being able torely on any vulnerable spot being in the same place twice.

    Armour, by its nature, moves against the wearer by coveringjoints and vitals with sliding plates or links of chain. The onlyway to keep this protection constant is to stay mobile and keepmaximum coverage turned towards the enemy. One of thereasons a rogues sneak attacks work so effectively is becausewhen a fighters attention is turned towards a foe, his armourhas also been focused towards protection in that direction.This leaves gaps in other places, spaces a skilled attacker cantake advantage of. To minimize this risk, savvy fighters areconstantly moving to overcome these vulnerabilities.

    Sometimes, just moving is not enough. Battle conditions canget complicated very quickly, with multiple opponents,environmental hazards, and other allies and their threatenedareas to keep in mind. A fighter cannot afford to simply swingaway unthinkingly in the hopes of defeating his enemies.Sometimes, moving from point to point on a battlefield evenwhile still engaged with the same opponent is a better tacticthan digging in and fighting to the last blow. Tumbling is not acommon skill among fighters, as their training is normallymore oriented toward heavy weapons, armour and endurance.However, given the usefulness of tumbling and constantmotion to a fighter, acquiring these skills may be a seriousconsideration but without multiclassing, it can be difficult todevelop them to any useful level. To overcome this trouble, afighter may try one of two things. First, a fighter character cansimply exchange his Heavy Armour Proficiency for Tumble asa class skill. This is appropriate for campaigns withspecialized combat schools that teach mobility over massivearmour. The other option is feat-based, allowing any fighter togain Tumble, along with other benefits, at the cost of a feat.

    In combat, tumbling can do considerably more than just keepopponents from taking extra attacks. A skilful fighter can usehis agility to perform spectacular moves, including tumblefurther than normal, make 10 ft. adjustments, move in diagonallines without taking a distance penalty, and even negatepotential sneak attacks. These manoeuvres all come with somepenalty against attacks but tactical conditions may call formovement over melee.

    Taking an Acrobatic ManoeuvreTo make an acrobatic manoeuvre, a combatant cannot haveimpeded movement due to magical effects (slow, web, or otherentangling spells) or physical damage from weapons likecaltrops or called shots to the legs. Mounted characters cannotmake acrobatic manoeuvres at all. Both hands can be occupiedbefore the manoeuvre is attempted but both must be able torelease what they are holding easily. Obviously, grappledindividuals cannot take these actions until they free themselves.Games Masters should determine if a given character iscurrently mobile enough to attempt an acrobatic manoeuvre.

    Unless otherwise noted, all the manoeuvres are move-equivalent actions. Taking a manoeuvre requires a Tumble

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  • check and, where noted in the event of this failing, a Reflexsaving throw. These rolls are made as soon as the manoeuvreis attempted, with failure resulting in the penalty noted underthe specific move. In addition to these penalties, any failedacrobatic manoeuvre attempted while in a threatened areaprovokes an attack of opportunity.

    Distant TumbleTumble DC: 20 for 30 ft., 30 for 30 ft.Reflex Save: No.When taking this action, you can tumble up 30 feet withoutprovoking attacks of opportunity. This simulates rolling,somersaulting, and flipping to avoid enemies and dangers. Ifyou are capable of greater than 30 feet of base land movement,you may increase the distance of this tumble by adding 5 to theDC for every 5 feet of additional distance (up to yourmaximum base movement rate).Failure Penalty: Because of the additional difficulty involvedin tumbling this fast, failing the skill check results in fallingprone halfway through the movement and suffering 1d6subdual damage.

    Double AdjustmentTumble DC: 30.Reflex Save: Yes to avoid an attack of opportunity; DC 10 +highest opponents base attack bonus.By flipping and rising quickly back to your feet, you canaccomplish a 10 foot adjustment in lieu of a move action.Because of the strain involved in this manoeuvre, it cannot beattempted two rounds in a row.Failure Penalty: If the Tumble check fails, you suffer anattack of opportunity and cannot make an adjustment or moveaction of any kind this round.

    Diagonal MovementTumble DC: 15.Reflex Save: No.When moving at a diagonal, every second square is considereda 10 ft. distance as opposed to 5 ft. (this is normally anoptional movement rule). Using this manoeuvre is a freeaction taken in conjunction with standard movement. If theTumble check is made successfully, this increase does notoccur in relation with your movement so long as your entiremovement is a straight line. No turns are possible with thisaction.Failure Penalty: If the Tumble check penalty fails, everysecond square counts as normal and your movement will fallshort of where you intended to stop. If you end up in athreatened area, you are subject to an immediate attack ofopportunity.

    Vault Over OpponentTumble DC: 25.Reflex Save: Yes, DC 20.With this action, you may flip over your current meleeopponent (who cannot be more than one size category largerthan you) as your 5 foot adjustment. No other movementaction is possible this round, but you may still take any otherfull round action in conjunction, including a full attack action.

    The surprise factor involved in this manoeuvre grants yourfirst attack against your opponent a +2 circumstance bonus.This bonus cannot be applied more than once against the sameopponent.Failure Penalty: If you fail the Tumble check, you take nomovement at all and fall prone in your current location. If youfail the Reflex saving throw, you succeed in the vault but sufferan attack or opportunity from your opponent.

    Regain FootingTumble DC: 25.Reflex Save: No.Whenever you are prone (unless falling prone was the result ofa failed acrobatic manoeuvre) and still have the option of doinganything in your round, even just a partial action, you mayattempt to stand as a free action. You cannot have started theround flat-footed and use this action, nor can you RegainFooting if you are dazed or suffering any panic or fear effect.Failure Penalty: If you fail, you lose any action you hadremaining in the current round.

    Negate Sneak AttackTumble DC: 30.Reflex Save: Opposed Reflex save with attacker.So long as you are not flat-footed, you may attempt to turn androll out of an attempted sneak attack. To use this ability, youmust have just been struck with a sneak attack and not besuffering the effects of being stunned, dazed, dazzled, orconfusion. The tumbling involved in this action moves you 5feet in any direction you choose that is not currently occupied.If there is nowhere to move to, you cannot Negate SneakAttack. Using this ability successfully reduces the hit to itsnormal damage, negating the extra dice rolled for a sneakattack. You must be aware of your attackers location to usethis ability.Failure Penalty: If the Tumble check is failed, the manoeuvreis unsuccessful and you provoke an attack of opportunity fromanyone else (not the sneak attacker) who threatens you. If theopposed Reflex saves fail, you open yourself to an even moredeadly strike, adding an extra +1d6 to the attack.

    Switch OpponentsTumble DC: 20.Reflex Save: No.When you attempt this manoeuvre, you must have an allywithin 5 feet of you who is engaged with a melee opponent.On your turn, you can grab your ally as a melee touch attackand trade positions. The ally is now in your square and youare now engaging the opponent in question. You can delayyour action contingent on your ally being attacked and performthis manoeuvre when that condition occurs. If you are insomeones threatened area when you take this action, you mustalso make a Tumble check as normal to avoid the attack ofopportunity you provoke doing this. Your chosen ally doesnot provoke an attack of opportunity of any kind as a result ofthis manoeuvre.Failure Penalty: Failing the Tumble check provokes an attackof opportunity from your allys opponent, even if you are notin its threatened area. No switch occurs.

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  • Fighting With StyleCombat should be more than just making attack rolls, totallingup damage, and keeping track of hit points. In a roleplayinggame, emphasis should be more on the details of a charactersactions, especially during something as exciting as life anddeath struggles with fearsome opponents and terrifyingmonsters. In an action movie or in the pages of a fantasynovel, when a battle is described, it is just that - described. Thescene does not just play out as, Opponent B rolls a 23. Thathits. You take 13 points of damage. Your turn. Not only isthat poor roleplaying, it is downright dull.

    The trouble with making combat more exciting lies partiallywith the rules themselves. While there are a number of legalactions a character can take during a fight (disarm, grapple,trip, etc.), there are hundreds of other things that could beattempted with just a little imagination and some cooperationbetween player and Games Master. The combat system as itstands does not readily incorporate actions that do not have adirect set of rules to back them up.

    That is where roleplaying and description come in. Dependingon what the player wishes to do, these unorthodox actions canbe handled two different ways. The first method ofadjudication is simple. So long as a Games Master approvesof a described course of action, a suitable ability or skill checkmay be made and upon success, a circumstantial bonus of +1to +4 can be applied to the type of action it most resembles. Inthis way, a creatively described attack can gain a bonus due toits unique nature.

    An example of this would be a player telling the Games Masterthat with his characters free hand, he wants to knock aside hisopponents parrying weapon just long enough to get his swordpast it. This is not quite a disarm attempt, so the GamesMaster decides a Dexterity check at DC 20 is required. Uponsuccess, he assigns the player a +2 attack bonus instead to helpoffset his foes defensive bonus from parrying.

    The second method is better suited when the action suggesteddoes not really resemble a standard one well enough to justprovide a bonus. To qualify for this, the player must describean action that appropriately takes advantage of his charactersabilities and reflects the current situation adequately enough forthe Games Master to allow it. If the action is essentially acombat one, an attack roll should be called for. If it seemsmostly defensive, an applicable saving throw (usually Reflex)should be made. If none of these seem to fit, ability checks canalways be asked for instead. Sometimes, the rolls involvedwill be required of individuals other than the character inquestion.

    An example of this kind of special action would be a playerdescribing taking a handful of powdered gemstone andthrowing it into the air to distract a charging weretiger. Theplayer, basing this idea on the fact that felines have excellenttracking vision and are easily distracted by fast moving andshiny objects, suggests that if this action works, the weretigerwill be startled long enough to stall in its charge and perhapseven lose an action while it watches the glittering dust. TheGames Master, thinking this to be quite creative, allows it. He

    determines that if the weretiger fails a Will saving throw at DC12, it will be distracted by the gemstone dust and halt in itstracks.

    A final note about fighting with style; this idea should beimplemented slowly and fairly. Players should also be madeaware that if they are able to take advantage of these specialactions, opponents may be able to do so as well. Thesebonuses are best used sparsely, with normal combat being theprimary system for resolving conflicts. Players may betempted to seek extra bonuses constantly but when an enemywarrior uses one of the partys favourite tricks against them,they will likely agree to limit their use of these actionsvoluntarily.

    Fighter FeatsExotic Mastery (Fighter)Your dedication to an exotic weapon has provided you withremarkable skill in wielding it.

    Prerequisite: Base attack bonus +12 or higher, Proficiencywith an exotic weapon, able to take Weapon Specialisation.

    Benefit: You gain a +1 attack roll bonus when wielding anexotic weapon you are proficient with. This bonus stacks withWeapon Focus. If you already possess Weapon Focus withthis exotic weapon, you also receive a +2 damage bonus. Thisbonus stacks with Weapon Specialisation. If you alreadypossess Weapon Specialisation with the exotic weapon, thisfeat adds one to its critical multiplier.

    Greater Shield Bash (Fighter)You are extremely skilled with using your shield as a weapon,so much so that it still provides you protection while you attackwith it.

    Prerequisite: Base attack bonus +4 or higher, Str 14+, Two-Weapon Fighting, Shield Proficiency

    Benefit: When performing a shield bash, you only lose theshields armour bonus during your action. Only those whohave readied an attack against you or act on the same Initiativescore can benefit from this lowered guard; you retain your fullshields Armour bonus at all other times. You also gain a +1competence bonus to attack and damage rolls when shieldbashing.

    Killer Instinct (General)Whether through guile or brute force, when you put down afoe, they usually stay down.

    Benefit: Whenever you reduce an enemy to 0 hit points, theyactually go to -1 automatically but can stabilise normally. Ifyou actually reduce a foe to negative hit points, they may notmake a stabilisation check for 1d4 rounds due to the severity oftheir wounds. You must be wielding a slashing or piercingweapon or have the ability to do normal damage with unarmedattacks to make use of this feat.

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  • Massive (General)You are much larger than normal members of your race.

    Prerequisite: Str 14+, Con 14+, original size category ofSmall or Medium.

    Benefit: You are one size category larger than others of yourrace. This brings with it all of the normal penalties andbenefits associated with the larger size, including increasedunarmed damage, Armour Class and attack roll penalty (ifany), and the ability to use larger weaponry. Equipment maybe more expensive and more difficult to find in your size.

    Special: Must be selected at 1st level.

    Tools of theTradeWeapons

    Axe-Mace: This heavy and somewhat unwieldy weapon is acommon sight among some primitive tribes and in the hands ofwarriors from cultures that value strength over finesse. With asingle edged axe blade mounted to one side of a thick macehead, axe-maces tend to have very long handles to provide amuch needed counterbalance. Axe-maces provide theirwielders with the versatility to inflict either massive slashing orsevere bludgeoning damage as the combat situation demands.Bracer Bow: A miniature crossbow assembled around aheavy metal bracer, this weapon uses three shuriken at a timefor ammunition. The bow can be collapsed by drawing back alever on one side of the bracer and extended for use byreleasing a catch on the underside. Since the weapon is keptloaded, it can be extended and fired as part of the same attackaction, but reloading it is a move-equivalent action. Magical

    bracers may be modified to incorporate a bracer bow at fullcost, but such bracer bows must be of Masterworked quality.Changiri: An exotic weapon that demands a special kind offighter to make use of it, the changiri is a spiked and bladedmask with a pair of edged, oversized fangs as its centralarmament. Attacking with a changiri resembles the assault of arhinoceros and the savage bite of a sabre-toothed tiger.Wielding a changiri replaces any bite attacks the wearer mightalready possess, but allows a single bonus attack each round atthe wielders highest attack bonus -5. The fearsomeappearance of a changiri adds a +2 equipment bonus toIntimidate checks but penalises Diplomacy checks by -2.Crossbow, Heavy Mechanical: An improvement on therepeating crossbow, a heavy mechanical crossbow features acomplex gear and pulley mechanism that allows the user tocrank all of the power necessary to propel its bolts at greatvelocity without needing to cock or reload between shots. Inall ways except as noting in its statistics, a heavy mechanicalcrossbow is treated like a repeating crossbow. The sameExotic Weapon Proficiency feat works equally well for bothweapons.Dagger, Side Handled: A dagger blade with a short normalhandle and a longer grip mounted perpendicular to the tang,these weapons are wielded by grasping the side handle andresting the hilt against ones forearm. Some have a secondaryhand guard built onto the blade, but these variations are rare. Aside handled dagger is not very effective as a defensiveweapon, incurring a -2 circumstance penalty to Armour Classwhenever the wielder tries to parry or take a total defenceaction.Hand Blade: A full set of heavy jointed rings, usuallyornamented with precious metals and jewels, this weaponlooks as much like armour for fingers as it does jewellery. Thetip of each ring holds a small, sharp blade with a slightlyhooked point. Used by raking the hand across a target, handblades do not do much damage by themselves, but they excel atdelivering poison with their wounds. Any toxic substance

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    WeaponsRange

    Weapon Cost Damage Critical Incement Weight TypeMartial Weapons MeleeTinyDagger, Side Handled 20 gp 1d4+1 19-20/x2 1 lb. Slashing or PiercingHand Blade 22 gp 1d3 19-20/x2 1 lb. SlashingMedium-sizeAxe-Mace 15 gp 1d8 x3 9 lb. Slashing or BludgeoningLargeLance, Great 105 gp 1d10 x3 14 lb. Piercing(includes saddle)

    Exotic Weapons MeleeSmallChangiri 40 gp 1d4 18-20/x2 1 lb. Slashing

    Exotic Weapons RangedTinyBracer Bow 200 gp 1 x2 30 ft. 3 lb. PiercingLargeCrossbow, Hvy Mechanical 350 gp 1d10 19-20/x2 120 ft. 20 lb. Piercing

  • used with this weapon gains a +1 bonus to its Injury DC. Ahand blade grants a +10 bonus to resist Disarm checks.Lance, Great: Essentially a horsemans pike, the great lanceis longer and thicker than a heavy lance and carries a smallshield which rests just in front of the grip. Because of itsencumbrance, a great lance must be mounted on a special postbuilt into a custom saddle. Even if a rider is normally skilled atcontrolling his steed with his legs, a great lance requires thathis free hand be used to steer and steady the weapon. Thelances shield grants a +1 armour bonus and if the weapon ismasterwork, this shield can be separately enchanted as normal.A great lance counts as a reach weapon.

    ArmourBuckler, Spiked: Normal shield spikes cannot be used with abuckler due to their construction and weight. Intended to beadded to an existing suit or piece, these spikes detrimentallyaffect a bucklers carefully balanced weight. For a buckler tobe spiked, it must be designed with that purpose in mind,incorporating the spikes into its construction seamlessly.Spiked bucklers are considered simple weapons anyone withshield proficiency can use without a -4 penalty. Attacking witha spiked buckler negates its armour bonus until your nextInitiative turn and is treated as a normal weapon attack, not ashield bash.Carapace Armour: Taking its inspiration from insects andshelled crustaceans, carapace armour is a special form of platethat is purposefully oversized in regards to the wearer.Sections of a carapace suit of armour are built away from thebody, especially vital areas, with padding and cross bracingmaking up the extra room. This channels and negates a greatdeal of the force from any blow, but at a huge cost in mobility.Most wearers of carapace armour appreciate its extra protectionbut regret its bulky, cumbersome weight.Dragonhide Armour: Most suits of armour rendered fromthe bodies of slain dragons is made with the scales, butdragonhide armour is a much lighter form tailored fromsections of thinner, more flexible material like the wings andears. This incredibly resilient hide is not as impervious asdragonscale, but a suit of armour made from it is light, agile,

    and protects far better than normal leathers ever could.Because of the craftsmanship required to turn dragonhide intoarmour, it is always considered masterworked.Hawk Armour: Often very elaborately decorated, thisspecialised form of scale mail has its scales engraved toresemble feathers and an avian stylised helmet. The mostremarkable feature of hawk armour is its attached cloak ofheavy leather covered in long feathers, fashioned like foldedwings. While this occupies a wearers cloak magical item slot,these wings act as a large steel shield, already accounted for inthe granted armour bonus. Since the wings are attached to thewearers forearms, both hands are left free in combat.Jewelmail: A sight guaranteed to drive rogues to distraction,jewelmail is armour made from intricately carved links ofprecious and semi-precious gemstones selected for theirdurability and hardness. Usually crafted by gnomes ordwarves, jewelmail is often used in sections as accent forother, more practical forms of armour. When it is worn solelyas a full suit, jewelmail provides good protection and serves asecondary role as a major topic of conversation. Jewelmailgrants a +2 equipment bonus to Diplomacy and Intimidatechecks.Reinforced Armour: A modification that can be applied toany existing suit of armour, reinforcement consists of smallmetal plates added to vulnerable areas and sections of chainlink sewn into the armour along the joints. This adds bulk andslows down the armour, but in return, the suit gains a non-magical 10% fortification as per the special armour quality ofthe same name.Shield, Throwing: At least one edge of this exquisitelybalanced shield is bladed. Shields of this type never have anattachment strap and often feature a secondary grip along oneside. Designed to be thrown at enemies, a strike from athrowing shield can be extremely deadly due to its weight.Because of its offensive construction, enchanted versions ofthe throwing shield can also accept special weapon qualitiesand it is common for magical throwing shields to bear thereturning power. Treat thrown shields as shortspears inranged combat.

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    Armour TableArmour Max Armour Spell Speed

    Armour Cost Bonus Dex Bonus Check Failure (30 ft.)(20 ft.) WeightLight ArmourDragonhide Armour 1,450 gp +4 +8 10% 30 ft. 20 ft. 20 lb.

    Medium ArmourJewelmail 2,500 gp +5 +2 -5 20% 20 ft. 15 ft. 50 lb.

    Heavy ArmourCarapace Armour 900 gp +10 +0 -8 50% 15 ft. 10 ft. 70 lb.Hawk Armour 595 gp +7 +2 -5 25% 20 ft. 15 ft. 45 lb.

    ShieldsShield, Throwing 90 gp +2 -2 15% 10 lb.

    ExtrasReinforced Armour +150 gp +0 -1 -1 +5% -5 ft. -5 ft. +10 lb.Tear-Away Armour 400 gp +6 +2 -5 30% 20 ft. 15 ft. 40 lb.

  • Tear-away Armour: A special type of armour that involvesmultiple layers of metal protection attached with thin, easilytorn cords. While this additional layering does create areasonably effective defence, it comes at a significant loss inmobility and speed. The true purpose of tear-away armour isto evade grapples and other movement impediments. Bysacrificing a point of armour bonus, the wearer can negate asuccessful Grapple check made against him or move 5 feetthrough a physically hindering effect like web or entangle.Lost points can be reattached later for the same cost asrepairing damaged armour. A character may evade multiplehindrances, losing a point of armour bonus each time.

    Blackpowder WeaponsMagic and MatchlocksAs powerful as a handkeg of blackpowder can be, it does nothave nearly the destructive potential of a wand of fireball.Blackpowder takes up a lot of room, requires a great deal ofcare in handling, and can be accidentally ignited by even asmall stray flame. While magic prevails in firepower anddependability, it remains the province of spellcasters and thoserare few with the skill to manifest similar abilities.Blackpowder weapons, on the other hand, have the advantageof being usable by any being capable of lighting a fuse orpulling a trigger. While a meteor swarm can devastate armies,many men can be given muskets to fire back with.

    Magic and blackpowder do not have to be mutually exclusivestyles, however. A blackpowder weapon is, ultimately, anobject like anything else that can be enchanted. As such,magical versions of these deadly weapons are quite possible.Magical blackpowder weapons follow all the normal rules forenchanted ranged weapons, including the need to be ofmasterworked quality. In campaigns that include blackpowderweapons, these can appear on the Weapon Type Determinationchart in the Core Rulebook IIs magic item section as 99-100Blackpowder weapon. In these cases, the Games Mastershould determine the exact base weapon found.

    In addition to the enchantments appropriate for rangedweapons, blackpowder weapons can bear one of the followingspecial qualities.

    Dragonsbreath: Instead of firing normal shot like a standardblackpowder weapon, this pistol or rifle transforms its powdercharge into a massive gout of deadly flame. Treat any shotfired by this weapon as the spell burning hands, inflicting 5d4fire damage. Any damage bonuses the weapon or wieldermight enjoy (such as Weapon Specialization or the weaponsenchantment bonus) is added to this total.

    Caster Level: 5th; Prerequisites: Craft Magic Arms andArmour, burning hands; Market Price: +2 bonus.

    Neverloading: Weapons with this enchantment do not requireloading with blackpowder to propel their shot. A bullet muststill be dropped into the barrel as normal, but no powder isneeded. This reduces the reload time to virtually nothing,

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

    allowing the wielder to fire as many times as he has attacks perround.

    Caster Level: 10th; Prerequisites: Craft Magic Arms andArmour, telekinesis; Market Price: +4 bonus.

    Silversmithing: The shot fired by this blackpowder weaponis polymorphed into silver, which can have special effects oncertain types of creatures. This power can simulate otherabilities that transform a weapons ammunition and can beapplied to any ranged weapon that utilizes ammunition.

    Caster Level: 10th; Prerequisites: Craft Magic Arms andArmour, major creation; Market Price: +1 bonus.

    Fighting StylesBeyond the Initiate

    Every fighting style detailed here has five levels of ability,starting with Initiate. The level of Initiate is granted as soon asthe fighter meets the listed prerequisites, concludes his initialtraining and expends 100xp. From this point forward, he mayalways use the bonuses granted by the fighting style.However, by continuing his training in the same style, thefighter may be able to reach ever greater levels of ability on hisway to true mastery. Every new level of ability has a listed setof prerequisites and a period of training, both of which must bemet before the fighter is permitted to advance one step higher.The fighter must also expend an amount of xp shown on thetable below.

    Level of Ability XP Cost1 1002 2503 5004 1,0005 2,500

    No level of ability may be missed even if the fighter meets theprerequisites of a higher level of ability all must be learnt, insequence, before the fighter can progress further. Once eachnew level of ability is attained, the fighter gains both newbonuses in combat, as well as a new title to reflect hiscapabilities within the style, the latter of which the fighter ismore than welcome to use when introducing himself to others(I am Torgar, Watchman of Stoneholm. Fear my axe,Goblin).

    All abilities granted by a fighting style are considered to beextraordinary abilities.

    IronstarA prominent and effecting form of fighting on the joustingfield and the battlefield alike, the Ironstar method of lance andshield combat comes from the life experience of MethrysIronstar, originator and master of the style. Well acquaintedwith the limitations of heavy armour, a large shield, and aheavy lance while trying to control his mount, Methrysdeveloped a way of controlling his steed while hefting both

  • weapon and defence against an enemy. While the Ironstar styleis not the only effective school of mounted combat, it hasgained in popularity because of its sheer effectiveness.

    Warriors following the Ironstar method are schooled not onlyin combat techniques but also the virtues of chivalrousconduct. The forms founder was knight in word and deed; hisoutlook on life has permeated his teachings and those of hisprotgs. Not every practitioner of the Ironstar style acts in aknightly way, but most who recognise the form will come toexpect a dedication to fair play and honourable combat. Thosewho do not live up to this code are reviled by their fellows andmust constantly defend themselves against the outragedchallenges of idealistic, indignant Ironstar students.

    Style RestrictionsRequired Weapons: Any spear or lance.Required Armour: Heavy only and any large shield.

    PrerequisitesBase Attack Bonus: +4 or higher.Equipment: Masterworked spear or lance, masterworkedheavy armour, masterworked small or large shield.Feats: Mounted Combat, Ride-By Attack, Weapon Focus (anyform of spear or lance).Skills: Ride 5 ranks.Alignment: Any non-chaotic.

    SquireHorsemanshipEssential to every other skill the Ironstar style offers,Horsemanship allows the Squire to guide his horse aseffectively with just his knees as another rider can do with hishands. Through subtle pressure and body movements, theSquire learns to interact with his mount in a way that goesbeyond simple riding skill and becomes almost a spiritual bondbetween the two. A Squire skilled in Horsemanship is capableof some astounding equestrian feats, though his steed must beup the demands of this training.

    Benefit: A squire automatically succeeds in any Ride checkwith a DC of 15 or less and gains a +2 competence bonus toRide checks in all other situations. He does not require freehands to guide his mount or to attempt any Ride check with aDC of 20 or less. Ride checks with a DC of 21 or higher stillrequire one free hand, but a Squire never needs more than onefree regardless of the checks DC.

    Knight ErrantImplacable GuardThe student of the Ironstar form has now learned one of its keydefences- an unwavering shield arm. Designed to stand fastagainst the forceful blow of an enemys weapon against theshield, this unmoving stance channels the force of the strikeback into the weapon itself and, hopefully, the enemy himself.When performed properly, Implacable Guard can shatter afoes weapon and leave him stunned, open for a devastatingcounterattack.

    Prerequisite: Ride 8 ranks, Str 14+.Benefit: When mounted and engaged in a charge, a KnightErrant can choose to use Implacable Guard. Doing so denieshim any Dexterity or Dodge bonus to Armour Class, but if heis missed by the enemys attack and if the attack roll was 10 orhigher, the opponents weapon is assumed to have struck theshield. This immediately causes the weapon doing so to inflictits own damage against itself in a Sunder attack that does notdraw any attacks of opportunity. If this attack destroys theweapon, the wielder must make a Fortitude save equal to thedamage total (or 20, whichever is lower) or be stunned for oneround. Implacable guard only affects the first attack a KnightErrant suffers in any given round after he uses the skill butbefore his initiative turn.

    Knight GallantPassing BashNot considered entirely fair in honourable combat, thistechnique is normally reserved for the battlefield as directed bythe styles founder. Using Passing Bash in a tournament orother show combat is a roguish act, frowned upon severelyby practitioners of Ironstar. Essentially an attack made by amounted combatant as he rides past an opponent, Passing Bashturns the students shield into an effective weapon, especiallyfor unhorsing or knocking down a foe.

    Prerequisites: Spirited Charge, Ride 10 ranks, Dex 12+.Benefit: A Knight Gallant may take an extra attack in anyround he performs a charge action and does not use ImplacableGuard. This extra attack is always a shield bash, whichfollows all of the rules for doing so as described in the CoreRulebook I. No other benefits are gained aside from theadditional attack, which uses the Knight Gallants full attackbonus 6 (-4 if he possesses Ambidexterity or -2 if he alsohas Two Weapon Fighting).

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

    The Ironstar Fighting StyleLevel ofAbility Title Bonus Training Time 1 Squire Horsemanship 2 weeks 2 Knight Errant Implacable Guard 3 weeks 3 Knight Gallant Passing Bash 1 Month 4 Knight Marshall The Dragons Dance 2 Months 5 True Knight Master of the Lance 3 months

  • Knight MarshallThe Dragons DanceSo called because of the founders own lance, which features aroaring dragon as a device running the length of the shaft, TheDragons Dance involves the warrior weaving a complexpattern with his lance (or spear) while he charges. This is bothdisorienting for an opponent and allows the Knight Marshall toperform acts of incredible agility with his weapon.

    Prerequisites: Base attack bonus +10 or higher, Expertise,Ride 12 ranks.Benefit: Using the Dragons Dance denies an opponent anyDodge-based modifiers to his Armour Class and allows theKnight Marshall to perform either Disarm or Trip manoeuvresin combat without incurring attacks of opportunity. KnightMarshalls can also use their lances to simulate a non-magicalmage hand (affecting up to 10 lbs.) effect to a range equal tothe length of their weapon.

    True KnightMaster of the LanceFew aspirants to the Ironstar style advance to this level of skill.Teaching opportunities are scarce, and the time required tomaster the intricacies of advanced lance combat keeps moststudents from harnessing the schools ultimate technique. AMaster of the Lance is a fearsome foe on horseback, however,and those who do persevere and see their training through tothe end gain greatly by it.

    Prerequisites: Base attack bonus 14+ or higher, PowerAttack, Great Cleave, Ride 15 ranks, Str 16+.Benefit: When a True Knight attacks with his lance (or spear)during a charge action or a single attack after a move action, hemay take a single attack at his full attack bonus on every foe hecan threaten during his movement (using Ride-By Attack).

    Storm RazorSwift as a lightning strike, deadly as a raging gale, the StormRazor style of fighting focuses on a single weapon andelevates its use to a lethal art form. Those who learn thetechniques of the Storm Razor are true masters of thegreatsword, practically dancing with their immense weapons asthey move across the field of battle with a trail of slain foes tomark their passing. A greatsword can wreak carnage in thehands of any warrior; wielded by a master of this school, theweapon is like unto the hand of death itself.

    The Storm Razor school of fighting is a demanding discipline.The sheer strength and dexterity needed to wield one, not tomention the constitution required to do so for any significantamount of time, ensures that only the most physically capablestudents ever graduate to its upper disciplines. Even thosewho only master its simplest forms should be feared, as theycan wreak terrible destruction with their chosen blades.

    Devotees of this school follow a simple creed. When thestorm comes, only one will stand. The others will fall beneaththe razor and quench the battlefield in a rain of their lifesblood.

    Style RequirementsRequired Weapon: Greatsword.Required Armour: AnySpecial Restriction: Even if the practitioner can somehow doso (through special feats or additional limbs), no shield or off-hand weapon may be wielded with the Storm Razor style.This school involves one greatsword wielded with two handsonly.

    PrerequisitesBase Attack Bonus: +4 or higher.Equipment: Masterworked greatsword.Feats: Weapon Focus (greatsword), Weapon Specialisation(greatsword), Power Attack, Sunder.Statistics: Str 12+, Dex 12+, Con 12+.Saves: Fortitude +4, Reflex +1

    Ill WindSheering GaleThe initial manoeuvre that marks a student of the Storm Razorstyle is the Sheering Gale, a circular attack and defence formthat emphasises constantly keeping the greatsword in motionwhile in combat. An Ill Wind is never still, nor does he relentor pause while fighting. His opponent must always beprepared to block an incoming strike and will rarely, if ever,find a gap in an Ill Winds guard. A foes shield is alwaysconsidered a viable target; when the Ill Wind is not striking athis enemy, he is usually trying to sheer through anything in hisway.

    Benefit: Slow moving foes have a difficult time defendingagainst a student of this style; if an opponent does not have aDexterity bonus to Armour Class, it suffers a -2 penalty toArmour Class against the Ill Winds attacks. Also, any time anIll Wind attacks an opponent and does not successfully hit, he

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

    The Storm Razor Fighting StyleLevel ofAbility Title Bonus Training Time 1 Ill Wind Sheering Gale 1 week 2 Thunder Roar of Battle 3 weeks 3 Dark Lightning Lash of the Storm Crow 1 Month 4 Raging Tempest Storm Spiral 2 Months 5 Raven Blade Staggering Strike 2 months

  • may make an automatic Sunder attack against the foes shield.Only one such free Sunder attack may be made each round.

    ThunderRoar of BattleAn unnerving trait of Storm Razor combatants is theirtendency to be utterly calm and quiet during battle. This isstartlingly offset by the Thunders ability to roar while fighting,breaking the silence with a deafening scream of pure rage.Used as a focus for all of the power in a Thunders body, theRoar of Battle usually proceeds a devastating blow from thestudents greatsword.

    Prerequisites: Base attack bonus +6 or higher, Str 14+,Intimidate 4 ranks.Benefit: A Thunder can shout the Roar of Battle as manytimes per day as his Charisma modifier (minimum of once perday). The wild nature of the Thunders attack after the roarpenalises his attack roll by -5, but if it hits, the strike dealsmaximum damage. If the attack is a critical hit, the extra criticaldamage is rolled normally but the swords multiplier isincreased by one.

    Dark LightningLash of the Storm CrowAdvanced students of the Storm Razor school often wear araven motif to symbolise their growing mastery of thegreatsword. At this level of training, the Dark Lightning learnsto lunge with his hands far back on the grip, taking advantageof the length of his blade. Those fighting a Dark Lightningoften underestimate him, getting speared by a greatsword whenthey thought they were out of reach.

    Prerequisites: Base attack bonus +8 or higher, Dex 14+,Dodge, Mobility.Benefit: When wielding their chosen weapon, a DarkLightning is treated as having 10 ft. of reach. Whenever heuses this reach to strike in melee, he incurs an attack ofopportunity because of his over-extended stance. The DarkLightning does, of course, benefit from Mobility against thisattack.

    Raging TempestStorm SpiralIn combat, a student of the Storm Razor is a whirlwind ofdestruction. Greatsword shrieking in a spinning dance thatcleaves throats and slashes through the vitals of his enemies, aRaging Tempest never stops moving until everyone raisingarms against him lies still amid a battlefield of crimson.

    Prerequisites: Base attack bonus +10 or higher, WhirlwindAttack, Improved Initiative, Con 14+, Perform (dance) 4ranks.Benefits: Once a Dark Lightning has acted in combat (is nolonger considered flat-footed), he cannot be flanked for anyreason. He gains a +2 competence bonus to all saving throwsagainst effects that would impede or halt his movement (i.e.slow or hold person spells, among others).

    Raven BladeStaggering StrikeThe highest form of this school is the Staggering Strike, ablow so skilfully and forcefully placed that even when it doesnot kill the opponent, it often knocks them back and carries itsforce into another target all in the same stroke. The powerbehind a Staggering Strike is almost beyond imagining, butonly the most talented and exceptional student can achieve itsexecution.

    Prerequisites: Base attack bonus +13 or higher, GreatCleave, Str 16+.Benefit: Any time the Raven Blade strikes an opponent incombat, it must make a Fortitude save (DC equals the damagedealt by the attack) or be moved back 5 feet. Only creatures upto one size category larger than the Raven Blade are subject tothis ability. If the target is moved, this can be treated as killingit for purposes of the Cleave or Great Cleave feats. A giventarget cannot be moved more than once each round.

    Hand of ValourA shield is a wonderful means of defence, but for somewarriors, having a free hand to act with is far more valuable.Whether it is to punch, grab, knock a blow aside, or vault fromthe furnishings into the face of a surprised enemy, an emptyhand is more versatile than one occupied with a shield orsecondary weapon. While most fighters can make use of a freehand, some have taken the weapon and open hand form andcrafted a viable fighting style from it.

    Marked by the wearing of a single heavy gauntlet on the off-hand, students of the Hand of Valour often work asmercenaries, putting their skills to good use for those with theresources to pay handsomely for a well-trained warrior. Infact, mercenary service and the signature gauntlet of the Handof Valour style are synonymous so that whenever the latter isseen, the former is expected. Practitioners of this style areoften offered positions of employment or treated likemercenaries, whether they are or not.

    Style RequirementsRequired Weapon: Gauntlet or spiked gauntlet, any one-handed simple or martial weapon.Required Armour: Any.

    PrerequisitesBase Attack Bonus: +4 or higher.Equipment: Masterworked gauntlet or spiked gauntlet.Feats: Weapon Focus (gauntlet or spiked gauntlet), WeaponSpecialisation (gauntlet or spiked gauntlet), Power Attack, TwoWeapon Fighting, Ambidexterity.Statistics: Str 12+, Dex 12+.

    Iron HandDire BlowWith one punch, a Hand of Valour devotee can drive anopponent backwards, opening up the distance between themfor a deadly weapon strike or giving him the chance to

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

  • withdraw safely. Most who feel a Dire Blow remember it for along time to come, assuming the Iron Hand that delivered it letsthem live. Some practitioners even go so far as to have specialshapes worked into their gauntlets, all the better to leave animpression on their targets.

    Benefit: An Iron Hand can punch an opponent of one sizecategory larger than him or smaller as a full-attack action withhis off hand. If this strike hits, it moves the foe back 5 feet andlets the Iron Hand take an immediate follow up attack with hisprimary weapon or take a single move at his normal basespeed. These are the only attacks the Iron Hand can take in thegiven round.

    BrawlerUnyieldingNormally considered a base term for someone who fights withhis fists, a Hand of Valour student looks upon the wordbrawler with pride. This level of training teaches the discipleone simple truth; once you have your hands on an opponent,never let go until he stops fighting back. A Brawler fights bygrappling skilfully, mastering the art of holding an opponentwith one hand and attacking relentlessly with the other.

    Prerequisites: Base attack bonus +6 or higher, ImprovedUnarmed Strike, Weapon Focus (any one-handed martial orsimple weapon).Benefit: By taking a grapple action in combat and suffering a-2 circumstantial penalty to all rolls made to establish andmaintain his hold, a Brawler can still take a single attack eachround against his target with the weapon in his primary hand,even if the weapon is heavier than light. Because of the specialskills learned to maintain this special one-hand grapple, theBrawler can still take any brawling-related action whilereceiving this extra attack.

    Steel WarriorStrike AsideStudents of the Hand of Valour style work for long hours toaccomplish the Strike Aside technique. With it, an opponentsown weapons cannot hope to prevail against him. Using quickreflexes in tandem with his gauntlet to ward off blows, a SteelWarrior can deflect and disarm melee weapons that wouldotherwise score against him.

    Prerequisites: Base attack bonus +9 or higher, Dex 14+,Improved Two Weapon Fighting, Improved Disarm.

    Benefit: When engaged in melee combat, the Steel Warriorcan designate one opponent in the same manner as the Dodgefeat. Against this chosen foe, the Steel Warrior gets a +4competence bonus to all Disarm checks and to his total defencedodge bonus. In addition, locked gauntlets cannot provide anybonus against his disarm attempts.

    BattleguardInviolate MarchThrough rigid discipline and constant combat experience, aBattleguard learns to move in safety through a chaoticbattlefield while keeping his objectives in mind. No matterwhat the distraction, he can avoid the attacks of others longenough to engage his enemies. This agile movement takes anextremely long time to learn, but the work and dedication areworth it.

    Prerequisites: Base attack bonus +12 or higher, Reflex Save+6, Dodge, Mobility.Benefit: The Battleguard chooses a single foe during hisround and makes a move or charge action towards it. Duringthis movement, he cannot be targeted by attacks of opportunityno matter how many threatened areas or how far he travelsthrough them. When he reaches his target, he receives a +1morale bonus to his first attack and damage roll against it.

    WarlordTwo Strikes, One WoundsWhen a Warlord engages an opponent, he can perform dualstrike with his gauntlet and primary weapon that hit with suchprecision and timing that the result feels like a singledevastating injury rather then two separate ones. Through thistechnique, even creatures resistant to injury can be sorelywounded.

    Prerequisites: Base attack bonus +15 or higher, ImprovedCritical (gauntlet or spiked gauntlet), Improved Critical (anyone-handed simple or martial weapon).Benefit: As a full attack action, the Warlord can make twoattacks in place of any of his existing attacks. Each attacksubstituted in this way involves both the primary weapon andthe gauntlet, and is rolled as a two attacks. The first is madewith a -5 circumstance penalty, the second at a -10 penalty. Ifeither hits, it deals primary weapon damage plus gauntletdamage combined. The effective bonus of the attack forpurposes of Damage Reduction is the higher of the twoweapons and counts for the entire damage roll.

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

    The Hand of Valour Fighting StyleLevel ofAbility Title Bonus Training Time1 Iron Hand Dire Blow 2 weeks2 Brawler Unyielding 3 weeks3 Steel Warrior Strike Aside 1 Month4 Battleguard Inviolate March 2 Months5 Warlord Two Strikes, One Wound 2 months

  • TournamentsWrestling Competitions

    In tournaments that feature contestants from the lower stationsin life, weapons and armour may not be a commondenominator. Plate armour is an expensive commodity, andeven the cost of a lance can be more than a peasant familymakes in a year. For these people to participate in atournament, certain concessions have to be made. Thesespecial rules have led to contests that favor physical strengthand endurance over might of arms. Over time, thesecompetitions have gained in popularity and can often be foundas events in more typical tournaments featuring jousting andarchery.

    The basic form of these contests is much like single combatand an area is set aside for contestants to do battle. Becausethere are no weapons, the risk to observers is minimal, thisrelative safety allowing onlookers to crowd against the 10 ft.by 10 ft. fenced off area and watch the action. While the listsusually dictate a layer of hay or sand over the combat area,wrestling requires a more stable surface. A heavy quilted matnormally covers the combat area. The common wrestlingexpression of taking it to the mat comes from this paddedsurface.

    When two wrestlers engage in a competition, they makeInitiative checks as in normal combat. They both grapple usingthe standard combat rules, though a touch attack roll is notusually required unless one combatant wishes to evade the

    others grapple for some reason. Holds are then maintaineduntil one wrestler loses consciousness or fails three opposedGrapple checks in a row while held. The winner must be ableto stand and remain conscious for six seconds afterwards -otherwise, the contest is considered a draw.

    In traditional wresting tournaments, unarmed attacks other thangrappling are disallowed. This form of combat is considerednoble wrestling and is the only form of such base combatpresent at official competitions. Other wresting arenas havefewer restrictions, allowing punching, kicking, and any formof unarmed combat the participants wish to indulge in. Thesebrutal forms of wrestling often have esoteric win conditions,like first blood or loss by unconsciousness. In legitimatewrestling contests, the prizes for winning or placing among thetop fighters can be considerable. As these tournaments catermostly to the lower classes, the common prize of a rise instation can bring fighters from all over a kingdom for adesperate (though spectacular) display of strength and skill.Other possible awards can be small parcels of land, the right tobear arms, military rank, and other benefits not available to thepeasantry any other way.

    The Great HuntIn the pursuit of entertainment, the nobility can go to greatlengths. Not always satisfied with physical combat, whichmany find barbaric even in the most dignified of forms, the idlerich turn to other forms of sport. For many, a populardiversion is the Great Hunt, an event that combines many of afighters skills into a challenge of cunning and perseverance.Great Hunts are held on private land, bordered by tall fencesand patrolled by guards who keep out all but those invited toparticipate. At the lodge of the Hunts host, these guestsgather, talk over conquests of old and victories of the future,and feast for long hours before retiring to bed. In the morning,often with the first rays of dawn, the quarry of the hunt isreleased into the wild and the game begins.

    Mounted and armed with bows or crossbows, the hunters seekwhatever quarry has been chosen for the Great Hunt. Formost Hunts, a fox or stag is the object of the game. With aconsiderable head start and the whole of the hosts land to hidein, these hunts can take some time to conclude. During thetournament, numerous Ride checks may be required to keep upwith the fleet-footed quarry as well as attack rolls to try andbring it down. Handle Animal checks can easily becomenecessary if the rules of the Great Hunt allow participants totrack with hunting hounds.

    Great Hunts can become complicated in a number of ways.First, the highest levels of nobility often participate in thesegames. While it might be advisable to lose to your sovereignlord, those who join in these Hunts tend to be verycompetitive. This can lead to considerable intrigue as lessernobles and knights vie for success and struggle with thepolitical repercussions of losing intentionally over claimingvictory regardless of their lieges desires. Sabotaged horses,attacks in the deep woods made to look like accidents, andother treachery is not unheard of when Great Hunts are called.As hard as it might be to believe, there is an ever darker formof the Great Hunt. Some nobles, bored with the killing of

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

    First BloodBecause of the approximate nature of hit points and damage, itcan be difficult to determine exactly when first blood hasbeen achieved in a contest or battle. First blood, defined as awound that draws blood from a target in combat. Hit points,being a measure of luck and skill as well as physical health, donot entirely reflect the actual damage a creatures body hassuffered.

    The First Blood rule creates a new score called the First BloodThreshold, equal to half the hit points a character possesses atfirst level. For players and non-player characters, this scoreequals half the value of their 1st level Hit Die plus theirConstitution modifier. For monsters, use half the maximumvalue of their first Hit Die plus any Constitution modifier theymay possess. When a living creature has taken enoughdamage that its current hit points go below this Threshold, it isconsidered to be bleeding.

    This rule is useful for more than just the determination of awinner in a First Blood contest. Topical exposure to an injurypoison by someone who is bleeding may constitute a Fortitudesave as the toxin can reach their bloodstream through the openwounds and diseases can take hold in the same way. CreativeGames Masters can find numerous uses for the First BloodThreshold.

  • lesser beasts, come together in private places for a moredangerous sport. These nobles capture a physically intriguingcreature or even peasant, perhaps a player, and use him as theirquarry. These games are always rigged to ensure the death ofthe hunted, as the nobles dare not risk the object of their Huntescaping and bringing their activities to light.

    Prizes for the Great Hunt are usually far less than for othertypes of tournament, as the companionship and thrill of thechase are the only rewards those who participate in the Huntsrequire. Sometimes, a host will offer a nominal prize to raisethe stakes of the event. These prizes often fit the theme ofhunting, ranging from a pair of champion hunting dogs to amagical bow.

    Physical GamesFighters benefit from more than just superior combat ability.Their training also lends itself to acts of strength and skill.From these secondary skills has arisen another form of contest,the physical games. Less a matter of combat than aboutsportsmanship, these games involve running, jumping,climbing, and endurance. When physical games are held, theexact format can vary greatly. In any case, the playing area forphysical games is a large elliptical track with several runninglanes surrounding an oval field laid out for the dayscompetitions. Physical games pit contestants against eachother in a variety of sports such as a foot race, endurancemarathon, throwing contest, and obstacle course. These gamesare often run over two days, with a light event followed by alonger, more physically demanding one. For example, the firstday may offer a foot race and an obstacle course, while thesecond day would feature a throwing contest and end with theendurance marathon.

    Foot RaceA foot race is a quick race of less than 1,000 feet run on acircular track. Runners line up in their lanes and, when thesignal to begin is given, move as quickly as they can to reachthe finish line. Since movement rates are all constant by rate,determine the winner by taking every contestant with thefastest land speed and rolling Dexterity checks for each againsta DC of 10. The largest margin of success wins the foot race.Lower scores finish in descending order.

    Endurance MarathonAn endurance marathon is also a race, but stamina anddetermination play a much greater role. Marathons are run inlaps around the circular track, with ten laps or more stretchingout the race until fatigue and endurance become more importantthan speed. Running a marathon involves using the foot racerules above to determine the order of runners after the first lap.Each additional lap requires a Fortitude saving throw. The firstsave has a DC of 10; each save DC thereafter increases by +2.Success at the saving throw advances a runners place in theline by one, while a failed save moves a runner back one place.

    Throwing ContestThrowing contests involve javelins, spears, or axes hurled in aspecially prepared area with targets or distance marks along theground. Target throwing is easily adjudicated using attack rollsagainst a variable armour class and range increments as targetsare placed farther out. The last contestant to strike his targetsuccessfully is the winner, with highest margin of successdeciding ties.

    Distance ThrowingDistance throwing is a little more complicated. Each throwermakes an attack roll without adding his or her base attackbonus. All other modifiers apply however. An attack rolltotaling less than 10 indicates a disqualified throw that leavesthe designated area. Subtracting 10 from a contestants attackroll and dividing the remainder by 2 gives the number of rangeincrements the weapon traveled. The furthest distance wins thecontest, with lower rolls showing placement in descendingorder.

    Obstacle CoursesObstacle courses take several forms, with wooden walls,hurdles, and mildly dangerous hazards facing those whoparticipate. A suggested course involves seven skill checksand three Reflex saving throws. The skill checks can be anycombination of Balance, Tumble, Climb, and Jump, with DCsranging from 10 to 25. The Reflex saves simulate dangerousareas that must be avoided or moved through. Failure on anythese saves inflict 1d6 to 3d6 of real or subdual damage foreach save failed, as determined by the Games Master. Thecontestant who succeeds at the most checks is the winner, withties decided by margin of success or a second pass through thecourse.

    MercenariesRetaining Mercenaries

    For the purpose of long-running campaigns, a Games Mastermay be satisfied to let his players simply pay mercenaries eachmonth to retain their services. If the current setting supportsthe need for mercenaries through battles and skirmishes, thekind of action that keeps warriors occupied, that should beenough to maintain the continued loyalty of hired troops.However, long periods of inaction can cause the focus of amercenary unit to wander. Many soldiers are content to collecttheir pay while doing nothing but others are motivated byconflict and quickly grow resentful of peacetime.

    If a Games Master desires to incorporate this possible unrestinto their scenarios, mercenaries may become disloyal overtime. This dissention can be kept at bay through honesttreatment and occasional conflict, as shown in the followingtable. The player who recruited the mercenary unit in questionmakes one Loyalty check on this table every month. Successindicates continued loyalty and good service. Failure hasvarying consequences, depending on how much the check isfailed.

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

  • Mercenary Loyalty ChecksBase Loyalty check: Charisma Check (DC 10)

    Action Check ModifierEach consecutive week without -1military action

    Each death in the unit -1

    Each battle fought while the units -1side was outnumbered

    Mistreatment* -1 to -3

    Starvation or Disease -5lasting one week or more

    Recruiter possesses the +4Leadership feat

    Recruiter is a fighter +2

    Every gold piece paid over the +1 (Maximum of +5)units monthly cost

    Excellent Treatment* +1 to +3

    * These penalties or bonuses are at the Games Mastersdiscretion.

    Failed Loyalty ChecksLoyalty checkFailed by Result1-3 Unit deserts at the first opportunity,

    taking any upgraded equipment it mightpossess.

    4-6 Unit deserts as above, but also takeswith it ten times its monthly cost inadditional supplies.

    7-9 Unit takes twenty times its month cost insupplies.

    10+ Unit becomes so disenchanted that inaddition to taking twenty times itsmonthly cost in goods, it immediatelygoes over to serve on the enemy side (ifappropriate).

    Circumstances may arise that will not allow dissentingmercenary units from deserting immediately. In theseconditions, a disloyal unit will fight if ordered to, but at acumulative -1 morale penalty to attack and damage rolls. Thepenalty accumulates each week until it reaches a maximum of 5. If a disloyal mercenary troop is forced to fight while it has amorale penalty of this type, there is a 10% chance per -1 pointthat during the battle it will turn on its former employers. Ifthis occurs, the penalty becomes a bonus.

    At the Games Masters option, the Loyalty check can be madesecretly without informing the player of its result. In thisinstance, the recruiter will not know of his troops

    dissatisfaction until it becomes painfully apparent. A recruitingplayer can attempt one Gather Information check (DC 20)immediately after the Loyalty check is made to determine itsoutcome. Failure indicates no useful information.

    Mercenaries, Followers, and theLeadership Feat

    Mercenaries are soldiers bought and paid for by those with theresources to do so. Their loyalties lie ultimately with the feesthey charge and their own sense of self-preservation.Followers and cohorts, on the other hand, are bound to aplayer with the Leadership feat through something far morepowerful - trust. They trust their leader to take care of them,look out for his best interests, and provide for his needsbecause of the friendship they share.

    Mercenaries can become followers if the player recruiting themeventually selects the Leadership feat necessary to do so. If theplayer is not of sufficient level to get every member of a givenmercenary unit as followers, the excess is lost from the unitand leaves the players employ. Divided loyalties can be adangerous thing and members of a mercenary unit will notoften serve the same master for different reasons. The primarybenefit of taking former mercenaries as followers is that theyno longer require any official upkeep. Followers do not chargemonthly pay or require a Loyalty check. This can save theplayer a great deal of bookkeeping and frustration but it doesnot necessarily make the mercenaries free. As noted above,followers and cohorts trust their leader to take care of theirneeds. If they are mistreated, their trust is not infinite.

    That said, followers will put up with far more than mercenariesever would. Followers will remain loyal while traveling acrossthe arid wastes of a desert with dwindling supplies and norelief in sight. A cohort will guard the players flank while anangry dragon roars toward him. Mercenaries will usuallydesert under such conditions unless the player has beenextremely charismatic and inspiring. At best, events like thesewill force an immediate Loyalty check using the rules givenabove.

    On the other hand, mercenaries can be hired in much greaternumbers than followers, allowing a recruiter to build a largerarmy than he could through the use of the Leadership feat.Cohorts are often excellent commanders for units ofmercenaries in the players employ, as they remain loyal evenwhen the group beneath them deserts. In cases like this, anydamage the unit might cause on their way out can be reducedor negated through the clever use of a cohort commander.Games Masters are encouraged to take the actions of followersand cohorts into account when determining the actions ofmercenaries in battle. A player who treats his followers wellcan act as an inspiration to the mercenaries under him, as theymight believe that his favour will provide them with bettertreatment as well. This can backfire if that treatment is notforthcoming, but a player who cares for his troops, even theones he has to pay for, should find that loyalty rewarded.

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

  • StrongholdsMagic and CastlesA well-designed fortress can be a very formidable obstacle forwould-be conquerors. Barbicans, defended gates, andweapons on the walls can drive back invaders and keep thosewithin safe and secure. In a medieval setting, strongholdswere the peak of warfare architectural development, combiningthe finest innovations in mundane construction and the strengthof solid stone. In a world of swords and steel, castles reignsupreme.

    Most fantasy campaigns feature magic as well as might ofarms. Against a flight of arrows, a postern gate might remainsovereign, but after a couple of fireballs, the beleaguereddefenders are going have little more than molten rock betweenthem and a besieging army. For a stronghold to stay functionalagainst such threats, it must also possess some magic of itsown. A wizard tasked to defend it is an excellent start, but ifthe funds and resources are available, a stronghold can beenchanted much like a massive magical item.

    Below, some suggestions for useful augmentations are givenalong with their costs. Completion times are equal to magicitem creation; 1 day per 1000 gold piece value. GamesMasters are encouraged to work with fortress-minded PlayerCharacters to develop others.

    Astrallarium: An astrallarium is an observatory built atop thetallest tower of a stronghold. A stronghold must incorporate atleast one tower to have an astrallarium. Enchanted withcelestial patterns and magical focusing spells at each of its widewindows, an astrallarium provides a +1 caster level increasefor purposes of level-variable spell effects (damage, range,etc.) for up to four arcane spellcasters that stay within its 20 ft.by 20 ft. confines.

    Bastion Golem: Replacing a normal bastion this can, byverbal command of someone wearing a special amulet attunedto the task, transform into a stone golem as described in CoreRulebook III. Bastion golems can only remain in golem formfor 10 rounds each day, after which it returns to its place andbecomes a bastion once more. A destroyed bastion golemmust be recreated completely.

    Dragonbane Defences: A stronghold with dragonbanedefences is very distinctive, with large sweeping blades and/orspikes jutting from the edges of every outer wall and the topsof every tower. Dragonbane defences exist to discouragephysical contact by massive enemies like dragons, giants, orany other opponent that strikes at a stronghold in melee. Anytime a Huge or larger creature attacks a stronghold with thismodification in melee combat, it suffers half the damage itinflicts. After three successful attacks, the defences becomeuseless until they are repaired at half their original cost.

    QUINTESSENTIAL FIGHTER WEB ENHANCEMENT

    Guardian Gargoyles: One gargoyle can be placed every 30feet along the outer wall of a stronghold. Each one had ahardness of 10 and 30 hit points. Once every three rounds, aguardian gargoyle can be commanded to cast a fireball orlightning bolt (determined when the gargoyle is created, casterlevel 5) by the wearer of a controlling amulet or ring. Thewearer chooses the target of this spell, which must be withinrange of the gargoyle in question.

    Living Fortress: A powerful (and expensive) enchantment,the magic of a living fortress awakens a stronghold in muchthe same way as an intelligent weapon. By itself, the livingfortress modification does not have any noticeable effect otherthan to allow it to communicate verbally and affect any of itsdoors, windows, or attached devices with a telekinesis spell.This allows a living fortress to fire its own weapons, but notreload them. Other powers can be given to a living fortress atthe Games Masters discretion, for the same cost and durationas a hallow spell, save that these effects cover the entirefortress regardless of size.

    Trollstone: Strongholds (or certain parts of a stronghold)made of trollstone regenerate 1 structure point per round, evenif destroyed. Only damage caused by fire or acid cannot behealed in this way. In addition, only magical damage,enchanted weapons, or massive damage can harm trollstone; itshardness is increased to 15. Fire and acid attacks ignore thishardness completely.

    Magical ModificationAugmentations CostAstrallarium 80,000Bastion Golem 75,000Dragonbane Defences55,000Guardian Gargoyle 30,000Living Fortress Triples construction costTrollstone Doubles construction cost

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