Fist of Moore
Mar 31, 2014 8:11:49 GMT
Post by Adele on Mar 31, 2014 8:11:49 GMT
The Fists of Moore are an elitist group of militants, serving the noble House of Moore. They focus on fighting with a one handed weapon, and a Moore House Gauntlet, utilizing the weapon to it's full potential. The Fists are small in number, being less than half a dozen people who know the combat style.
Prerequisites
Alignment: Lawful Neutral, Lawful Evil
Base Attack Bonus: +4
Skills: Sense Motive 4 ranks, Knowledge: Nobility and Royalty 3 ranks
Feats: Power Attack, Iron Will, Exotic Weapon Proficiency (Moore House Gauntlet)
Class Skills: The Fist of Moore’s class skills (and the key ability for each skill) are Intimidate(cha), Sense Motive(wis), Craft(int), Profession(wis), Knowledge(History/Nobility & Royalty) (int), Climb(str), Jump(str), Ride(dex) Swim(str).
Hit Die: d10.
Skill points at each level: 2+ Int modifier
Weapon and Armour Proficiency: Fists of Moore are proficient with all simple and martial weapons, proficient with light/medium/heavy armour, and shields.
Gauntlet Focus: The character gains the Weapon Focus(Moore House Gauntlet) feat. If he already had this feat, he gains the Greater Weapon Focus (Moore House Gauntlet) feat.
Code of Conduct: A fist of Moore who becomes non-lawful loses his extraordinary, and supernatural class abilities, and may not continue to advance in this prestige class until he becomes lawful again.
Will of Steel (Ex): At 1st, 3rd, and 5th levels, the Fists of Moore Delve deeper into steeling their resolve, to better defend their noble lords. Each time a Fist of Moore gains this ability he receives a permanent +1 morale bonus on will saves and sense motive checks. These Bonuses stack.
Improved Gauntlet Bash: A Fist of Moore is trained in the use of the House Gauntlet to the point that he may attack with it, and still receive it's shield bonus to Armour Class.
Wrench(Ex): A Fist of Moore may use this ability to make a disarm check without provoking an attack of opportunity, as if he had the Improved Disarm feat, but only when using a Moore House Gauntlet. This ability also Grants a +2 circumstance bonus on disarm checks when using a Moore House Gauntlet.
Steely Grasp (Ex): A Fist of Moore may use this ability to make a touch attack to start a grapple without provoking an aoo, as if he had the improved grapple feat. It does not grant a bonus on Grapple checks.
Subdue the Weak (Ex): A character with this ability may choose to deal subdual damage with a Moore House Gauntlet without taking the usual -4 penalty associated to hit.
Gauntlet Specialization: The Character gains the Weapon Specialization(Moore House Gauntlet) feat as a bonus Feat. If he already possessed this feat, he instead gains Greater Weapon Specialization (Moore House Gauntlet).
Greater Wrench (Ex): When using his Wrench ability, a Fist of Moore Treats his Moore House Gauntlet as a 2 handed melee weapon, instead of a light melee weapon. Also, if a Fist of Moore with Greater Wrench disarms his opponent, he may choose to take possession of it, the weapon being held in the Gauntleted hand.
Snatch(Ex): Once per day, when an opponent misses the Fist of Moore in melee combat, the Fist of Moore may make a reflex save (DC = opponents attack roll). If the Fist of Moore Succeeds, he may make an immediate Disarm attempt against the opponent, targeting the weapon that was used. This counts as 1 of the character's aoo's for the round
Never Defeated (Su): At 10th level, a Fist of Moore is so taken with the idea that house Moore will never fall, that he may enter an intense state of focused fury, channelling all of his martial training into a powerful effort not to fall. When Reduced to 0 HP, the Fist of Moore Immediately gains 10 temporary hit points per point of wisdom modifier he possesses. He also gains the following benefits:
• Under the Effects of a Shield of Faith Spell (as a 12th level caster ie +4 deflection bonus to AC)
• Gains a +4 enhancement bonus to str and constitution,
• Immunity to Fear.
These effects are immediate upon a Fist reaching 0 hp. If an attack would lower a Fist of Moore below 0 hp in one hit, damage that would lower the Fist's hp is calculated after he receives his temporary HP. ((IE If a 10th level fist of Moore with 3 HP remaining took 5 points of damage, it would reduce him to 0, then he would gain temporary hit points(and other bonuses), and then the last 2 points of damage would be calculated)) These bonuses last a number of rounds equal to 4+the Fist's wisdom modifier.
Prerequisites
Alignment: Lawful Neutral, Lawful Evil
Base Attack Bonus: +4
Skills: Sense Motive 4 ranks, Knowledge: Nobility and Royalty 3 ranks
Feats: Power Attack, Iron Will, Exotic Weapon Proficiency (Moore House Gauntlet)
Class Skills: The Fist of Moore’s class skills (and the key ability for each skill) are Intimidate(cha), Sense Motive(wis), Craft(int), Profession(wis), Knowledge(History/Nobility & Royalty) (int), Climb(str), Jump(str), Ride(dex) Swim(str).
Hit Die: d10.
Skill points at each level: 2+ Int modifier
Weapon and Armour Proficiency: Fists of Moore are proficient with all simple and martial weapons, proficient with light/medium/heavy armour, and shields.
Level | BAB | Fortitude | Reflex | Will | Special |
1 | +1 | +2 | +0 | +0 | Gauntlet Focus Code of Conduct Will of Steel |
2 | +2 | +3 | +0 | +0 | Imp. Gauntlet Bash Wrench |
3 | +3 | +3 | +1 | +1 | Steely Grasp Will of Steel Subdue the Weak |
4 | +4 | +4 | +1 | +1 | Gauntlet Specialization Greater Wrench |
5 | +5 | +4 | +1 | +1 | Snatch Never Defeated Will of Steel |
Gauntlet Focus: The character gains the Weapon Focus(Moore House Gauntlet) feat. If he already had this feat, he gains the Greater Weapon Focus (Moore House Gauntlet) feat.
Code of Conduct: A fist of Moore who becomes non-lawful loses his extraordinary, and supernatural class abilities, and may not continue to advance in this prestige class until he becomes lawful again.
Will of Steel (Ex): At 1st, 3rd, and 5th levels, the Fists of Moore Delve deeper into steeling their resolve, to better defend their noble lords. Each time a Fist of Moore gains this ability he receives a permanent +1 morale bonus on will saves and sense motive checks. These Bonuses stack.
Improved Gauntlet Bash: A Fist of Moore is trained in the use of the House Gauntlet to the point that he may attack with it, and still receive it's shield bonus to Armour Class.
Wrench(Ex): A Fist of Moore may use this ability to make a disarm check without provoking an attack of opportunity, as if he had the Improved Disarm feat, but only when using a Moore House Gauntlet. This ability also Grants a +2 circumstance bonus on disarm checks when using a Moore House Gauntlet.
Steely Grasp (Ex): A Fist of Moore may use this ability to make a touch attack to start a grapple without provoking an aoo, as if he had the improved grapple feat. It does not grant a bonus on Grapple checks.
Subdue the Weak (Ex): A character with this ability may choose to deal subdual damage with a Moore House Gauntlet without taking the usual -4 penalty associated to hit.
Gauntlet Specialization: The Character gains the Weapon Specialization(Moore House Gauntlet) feat as a bonus Feat. If he already possessed this feat, he instead gains Greater Weapon Specialization (Moore House Gauntlet).
Greater Wrench (Ex): When using his Wrench ability, a Fist of Moore Treats his Moore House Gauntlet as a 2 handed melee weapon, instead of a light melee weapon. Also, if a Fist of Moore with Greater Wrench disarms his opponent, he may choose to take possession of it, the weapon being held in the Gauntleted hand.
Snatch(Ex): Once per day, when an opponent misses the Fist of Moore in melee combat, the Fist of Moore may make a reflex save (DC = opponents attack roll). If the Fist of Moore Succeeds, he may make an immediate Disarm attempt against the opponent, targeting the weapon that was used. This counts as 1 of the character's aoo's for the round
Never Defeated (Su): At 10th level, a Fist of Moore is so taken with the idea that house Moore will never fall, that he may enter an intense state of focused fury, channelling all of his martial training into a powerful effort not to fall. When Reduced to 0 HP, the Fist of Moore Immediately gains 10 temporary hit points per point of wisdom modifier he possesses. He also gains the following benefits:
• Under the Effects of a Shield of Faith Spell (as a 12th level caster ie +4 deflection bonus to AC)
• Gains a +4 enhancement bonus to str and constitution,
• Immunity to Fear.
These effects are immediate upon a Fist reaching 0 hp. If an attack would lower a Fist of Moore below 0 hp in one hit, damage that would lower the Fist's hp is calculated after he receives his temporary HP. ((IE If a 10th level fist of Moore with 3 HP remaining took 5 points of damage, it would reduce him to 0, then he would gain temporary hit points(and other bonuses), and then the last 2 points of damage would be calculated)) These bonuses last a number of rounds equal to 4+the Fist's wisdom modifier.