Lysander
2009-07-06, 12:50 PM
Here's a fun little prestige class based on a Spanish bull fighter. The idea of this class is to be very flashy, and distract and bluff enemies.
Bullfighter
Prerequisites: Weapon Finesse, Improved Feint, Bluff 5 ranks
Hit Die: d8
Class Skills
Bluff, Hide, Perform (Bullfighting), Handle Animal, Intimidate
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Bullfighters are proficient with light armor, but not with shields. They are proficient with simple weapons and rapiers.
{table=head]Level|Bab|Fort|Reflex|Will|Special
1|+1|+2|+2|+0|Misleading Cape, Distracting Dance
2|+2|+3|+3|+1|Sidestep
3|+3|+3|+3|+1|Double Distracting Dance, Harass Wild
4|+4|+4|+4|+1|Mocking Blow
5|+5|+4|+4|+2|Swift Distracting Dance, Obscuring Cape[/table]
The Bullfighter's Cape
Many Bullfighter abilities require a brightly colored cape. They are skilled at moving the cape to avoid damaging effects - only effects that can kill the Bullfighter can damage their cape beyond use. When wearing their cape they suffer -2 to all Hide Checks, but can remove the cape and stow it away to lose this penalty.
Performing Bullfighting
Perform (Bullfighting) allows a bullfighter to earn money by artfully dodging an enraged bull, just as any other perform skill can provide income. They don't necessarily need to kill or injure the bull to put on a performance. When fighting a single bull under ordinary circumstances their Perform Bullfighting skill can be used instead of rolling normal combat, though a bad enough Peformance may require combat rolls.
Misleading Cape
When wearing a cape, in light armor or unarmored and unencumbered, and not using a shield, a bullfighter adds her charisma bonus (if any) to her AC.
Distracting Dance
When wearing a cape, in light armor or unarmored and unencumbered a bullfighter can perform a complicated and flashy dance as a move action to distract opponents for the duration of the dance. Everyone who can observe the dance (including allies) suffers a -2 penalty to their spot checks. It also forces spellcasters who can observe the dance (including allies) to succeed on a concentration check with a DC equal to one quarter the Bullfighter's Perform (Bullfighting) roll. At level 3 the DC increases to one half the Bullfighter's roll. At level 5 the dance can be performed as a swift action during combat.
Sidestep
A Bullfighter gains an additional +2 to AC when using the Total Defense action. On the round immediately following the use of Total Defense a bullfighter gains +4 to their melee attack roll against any opponent that missed them with a melee attack last round. At fourth level this attack also deals an additional 1d6 damage.
Harass Wild
At will, a Bullfighter can use a cape to make almost any animal or unintelligent magical beast they choose hostile towards them. Any animal enraged this way suffers a -1 penalty to its attack roll against the Bullfighter. It does not affect creatures that are already hostile, nor can it force non-violent creatures to attack.
Mocking Blow
A Bullfighter can perform a melee attack when using the Total Defense action, but a successful attack only deals one point of damage. Any opponent that takes damage this way however must succeed a DC10 reflex save or be dazed the next round.
Obscuring Cape
When wearing a cape, in light armor or unarmored and unencumbered a Bullfighter can easily avoid charges. Instead of receiving a bonus, an enemy charging a Bullfighter receives a -2 penalty to their attack roll and no bonus to any Bull Rush. If an enemy attempts to Bull Rush a Bullfighter can force both parties to make Dexterity checks rather than Strength checks to determine success. If the enemy fails the Bullfighter dodges the rush, and their enemy moves to the square behind them.
Bullfighter
Prerequisites: Weapon Finesse, Improved Feint, Bluff 5 ranks
Hit Die: d8
Class Skills
Bluff, Hide, Perform (Bullfighting), Handle Animal, Intimidate
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Bullfighters are proficient with light armor, but not with shields. They are proficient with simple weapons and rapiers.
{table=head]Level|Bab|Fort|Reflex|Will|Special
1|+1|+2|+2|+0|Misleading Cape, Distracting Dance
2|+2|+3|+3|+1|Sidestep
3|+3|+3|+3|+1|Double Distracting Dance, Harass Wild
4|+4|+4|+4|+1|Mocking Blow
5|+5|+4|+4|+2|Swift Distracting Dance, Obscuring Cape[/table]
The Bullfighter's Cape
Many Bullfighter abilities require a brightly colored cape. They are skilled at moving the cape to avoid damaging effects - only effects that can kill the Bullfighter can damage their cape beyond use. When wearing their cape they suffer -2 to all Hide Checks, but can remove the cape and stow it away to lose this penalty.
Performing Bullfighting
Perform (Bullfighting) allows a bullfighter to earn money by artfully dodging an enraged bull, just as any other perform skill can provide income. They don't necessarily need to kill or injure the bull to put on a performance. When fighting a single bull under ordinary circumstances their Perform Bullfighting skill can be used instead of rolling normal combat, though a bad enough Peformance may require combat rolls.
Misleading Cape
When wearing a cape, in light armor or unarmored and unencumbered, and not using a shield, a bullfighter adds her charisma bonus (if any) to her AC.
Distracting Dance
When wearing a cape, in light armor or unarmored and unencumbered a bullfighter can perform a complicated and flashy dance as a move action to distract opponents for the duration of the dance. Everyone who can observe the dance (including allies) suffers a -2 penalty to their spot checks. It also forces spellcasters who can observe the dance (including allies) to succeed on a concentration check with a DC equal to one quarter the Bullfighter's Perform (Bullfighting) roll. At level 3 the DC increases to one half the Bullfighter's roll. At level 5 the dance can be performed as a swift action during combat.
Sidestep
A Bullfighter gains an additional +2 to AC when using the Total Defense action. On the round immediately following the use of Total Defense a bullfighter gains +4 to their melee attack roll against any opponent that missed them with a melee attack last round. At fourth level this attack also deals an additional 1d6 damage.
Harass Wild
At will, a Bullfighter can use a cape to make almost any animal or unintelligent magical beast they choose hostile towards them. Any animal enraged this way suffers a -1 penalty to its attack roll against the Bullfighter. It does not affect creatures that are already hostile, nor can it force non-violent creatures to attack.
Mocking Blow
A Bullfighter can perform a melee attack when using the Total Defense action, but a successful attack only deals one point of damage. Any opponent that takes damage this way however must succeed a DC10 reflex save or be dazed the next round.
Obscuring Cape
When wearing a cape, in light armor or unarmored and unencumbered a Bullfighter can easily avoid charges. Instead of receiving a bonus, an enemy charging a Bullfighter receives a -2 penalty to their attack roll and no bonus to any Bull Rush. If an enemy attempts to Bull Rush a Bullfighter can force both parties to make Dexterity checks rather than Strength checks to determine success. If the enemy fails the Bullfighter dodges the rush, and their enemy moves to the square behind them.