Fighters and Barbarians - 3.5e

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PLAYER S GUIDE TO FIGHTERS AND BARBARIANS

It is the nature of warfare to constantly develop new innovations. Fighting styles, tricks, tactics — all of these things, when properly employed, may win the day. From new fighting maneuvers to the barbarian’s mystical connection with animal spirits, this appendix details new feats and fighting options that you can use in any campaign.

V ARI ANT R ULES What follows are a series of variant rules that the GM may choose to use in order to further customize a game.

V ARIANT R ULE : D ETECTING S TYLE The style a fighter has learned, whether regional or schooled, has an impact on the way that person fights. Once per encounter, you can make a Sense Motive check (DC 10) to determine what styles a given fighter is trained in. The base DC may be modified as indicated. On a successful check, you identify an opponent’s fighting style well enough to know his key strengths and

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Circumstance Observer is familiar with style Observer has only seen style once or twice Observer has only heard of the style Opponent uses Feat associated with style (prior to attempted identification) Opponent tries to disguise style

DC Modifier +0 +5 +10 –5 per feat (–15 max) Opponent’s Bluff check

weaknesses in terms of combat ability. You gain a +2 circumstance bonus to Bluff checks when performing a feint against that opponent, as well as a +2 circumstance bonus to Sense Motive checks to avoid feints from that foe. Additionally, for every two points by which you exceed the DC, the GM may confirm one specific combat feat that your foe has.

V ARIANT R ULE : P ERMANENT W OUNDS When falling below –10 hit points, the character does not automatically die. Instead, he is granted a


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