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View Full Version : The Boxer and 3 new disciplines (3.5 ToB) (Peach?)



Baron Faey
2012-09-07, 06:09 PM
So awhile ago I DMd a game set in 1920s New York. For that game I wrote three classes, the detective, the gangster, and the boxer. The boxer I wrote was not where I wanted it to be power wise, so I scrapped it and wrote up this class and two disciplines for it (the second based on the character of the player who played the first boxer). I also included a third discipline for a PrC I started writing but never finished. I am mainly looking for feedback on the disciplines.

BOXER
Hit Die: d10
Alignment: Any

Game Rule Information
Class Skills: The Boxer’s class skills are Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spot, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier

{table=head]Table: The Boxer[/table]
{table=head]LV|BAB|F|R|W|Special|Known|Readied|Stances
1st|+1|+2|+2|+0|Boxing (1d6), Improved Defenses|3|2|1
2nd|+2|+3|+3|+0|Boxing (masterwork)|3|2|1
3rd|+3|+3|+3|+1|-|4|2|1
4th|+4|+4|+4|+1|Boxing (1d8)|4|2|1
5th|+5|+4|+4|+1|Boxing (+1), Improved Defenses (+1) |5|2|2
6th|+6|+5|+5|+2|Magic Hands (+1) |5|3|2
7th|+7|+5|+5|+2|-|6|3|2
8th|+8|+6|+6|+2|Boxing (+2, 1d10) |6|3|2
9th|+9|+6|+6|+3|Magic Hands (+2) |7|3|2
10th|+10|+7|+7|+3|Improved Defenses (+2) |7|3|3
11th|+11|+7|+7|+3|Boxing (+3) |8|3|3
12th|+12|+8|+8|+4|Boxing (2d6), Magic Hands (+3) |8|4|3
13th|+13|+8|+8|+4|-|9|4|3
14th|+14|+9|+9|+4|Boxing (+4) |9|4|3
15th|+15|+9|+9|+5|Improved Defenses (+3), Magic Hands (+4) |10|4|4
16th|+16|+10|+10|+5|Boxing (2d8)|10|4|4
17th|+17|+10|+10|+5|Boxing (+5) |11|4|4
18th|+18|+11|+11|+6|Magic Hands (+5) |11|5|4
19th|+19|+11|+11|+6|-|12|5|4
20th|+20|+12|+12|+6|Boxing (+6, 2d10), Improved Defenses (+4) |12|5|5
[/table]
Class Features
Weapon and Armor Proficiency: You are proficient with boxing gloves (see below), gauntlets, punching daggers, spiked gauntlets, unarmed strikes, ward cesti, and light armor.
Maneuvers: You begin your career with knowledge of three martial maneuvers. You may learn maveuvers from the Diamond Mind, Highland Hurricane (see below), Iron Heart, Padded Fist (see below), or Stone Dragon disciplines.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Boxers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1-3. You must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 6th level, and at every even-numbered Boxer level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers by spending a standard action doing nothing but refocusing.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to Boxers. At 6th, 11th, and 16th level, you can choose additional stances. Whenever you could replace a maneuver you know, you may replace a stance instead.
Boxing: When attacking with boxing gloves, gauntlets, punching daggers, spiked gauntlets, unarmed strikes, or ward cesti, you may either deal the base weapon damage or the damage as indicated by the table. In addition, starting at the 5th level you may either use the base weapon’s enhancement bonus or the bonus indicated on the table. In addition, you add your strength modifier to the damage rather than ½ the modifier.
Improved Defenses: Whenever you are wearing light or no armor and can apply your dexterity modifier to your AC, you may add your intelligence modifier to AC as well. If you can add your wisdom or charisma modifier to your AC (IE due to having levels in monk) this bonus overlaps with either or both of those bonuses. In addition, you gain a flat bonus to your Dex modifier to AC as indicated on the table.
Magic Hands: When attacking with boxing gloves, gauntlets, punching daggers, spiked gauntlets, unarmed strikes, or ward cesti, you may either use the weapon’s actual enchantments (IE flaming, wounding), or a set of predetermined enchantments whose total enhancement cost does not exceed the amount listed on the table. The Boxer can set or change what these enchantments are by spending an hour practicing and exercising.

New Disciplines
Padded Fist

Key skill: Sleight of Hand
Weapons: boxing gloves, gauntlets, punching daggers, spiked gauntlets, unarmed strikes, and ward cesti
Special: Unless noted otherwise, all strikes and counters can only be performed with one of this discipline’s weapons.

Level 1

Haymaker
Type: Strike
Initiating Action: Standard Action
Effect: Make a single attack at your highest BAB and take a penalty on the attack roll. If the attack hits, it deals additional damage equal to 2 times the penalty taken. This penalty can be any positive number up to your BAB. This cannot be used in conjunction with power attack.

Hook
Type: Strike
Initiating Action: Standard
Effect: Make a single melee attack. You may add twice your strength modifier to the damage instead of ½ or one times the modifier.

In the Ring
Type: Stance
Initiating Action: Swift
Effect: When you initiate this maneuver, choose a distance of up to 5ft +your level feet. A square with each of its edges that distance appears in your mind. Other Padded Fist initiates can see this “ring” as well. The ring may be oriented however you wish, although you must be within 5ft of one of its corners. As long as you remain within the four walls and within 5ft of the “floor” of the ring, you gain a +1/5 initiator levels (round up) morale bonus on attack rolls and dodge bonus to AC. Should you leave the ring for more than 1 round, it goes away. You may move this ring by traveling to a new locating and reactivating this stance as a swift action.


Level 2

Energetic Hit
Type: Boost
Initiating Action: Swift Action
Effect: For one round, all attacks you make deal +1d6+1/initiator level acid, cold, fire, or shock damamge.

Uppercut
Type: Strike
Initiating Action: Standard
Effect: Make a single melee attack. If this hits and deals damage you may make a trip attempt. This does not provoke an attack of opportunity nor does the opponent get a chance to trip you if you fail.


Level 3

Jab
Type: Strike
Initiating Action: Swift Action
Effect: You may make an attack at your highest BAB..

Stunning Hit
Type: Strike
Initiating Action: Standard
Effect: Make a single melee attack. If it hits and deals damage, the target must make a fortitude save (DC 14+Str modifier) or be stunned for one round.


Level 4

Best of Three
Type: Counter
Initiating Action: Immediate Action
Effect: When you are knocked unconscious, but not killed, you may gain ½ your maximum HP in temporary HP. These HP go away after one minute. Unless something is holding you up, you fall prone before gaining these HP.
Special: Unlike most maneuvers, this one can only be regained by resting at least 5 minutes.

Energy Hook
Type: Strike
Initiating Action: Standard
Effect: Make a single attack. If this attack hits, you deal 1d6/level acid, cold, fire, or shock, damage, and you deal 2xStr modifier regardless of weapon size.


Level 5

Great Haymaker
Type: Strike
Initiating Action: Standard Action
Effect: Make a single attack at your highest BAB and take a penalty on the attack roll. If the attack hits, it deals additional damage equal to 5 times the penalty taken. This penalty can be any positive number up to your BAB. This cannot be used in conjunction with power attack.

Greater Energetic Strike
Type: Boost
Initiating Action: Swift
Effect: For one round, all attacks you make deal +2d6+1/initiator level acid, cold, fire, or shock damamge.


Level 6

Best of Five
Prerequisite: Best of Three
Type: Counter
Initiating Action: Immediate Action
Effect: When you are knocked unconscious, but not killed, you may gain ½ your maximum HP in temporary HP. These HP go away after one minute. Unless there is something holding you up, you fall prone before gaining these HP. This maneuver is not expended until you use it twice. The second time you use it in an encounter, it is like the first time but the temporary HP gained is equal to ¼ your normal maximum.
Special: Unlike most maneuvers, this one can only be regained by resting at least 5 minutes. This may not be readied if the initiate also has best of three readied.

Rapid Jabs
Type: Strike
Initiating Action: Swift Action
Effect: You may make two attacks at your highest BAB.


Level 7

In the Cage
Prerequisite: In the Ring, one other Padded Fist maneuver.
Type: Stance
Initiating Action: Standard action
Effect: As in the ringe, but you may create a cube around the ring made of walls of force. The height and width of each face is equal to the length of the triggering Ring’s edges. These walls last for up to 1 round/initiator level, or until the initiator is, or all enemies within the ring are, unconscious or dead. Creatures at the edge of the ring may make a reflex save (DC 17+Int) to move outside the walls before they close. The creature who initiated this maneuver may dismiss it as a standard action.


Level 8

Best of Seven
Prerequisite: Best of Five, two other padded fist maneuver
Type: Counter
Initiating Action: Immediate Action
Effect: When you are knocked unconscious, but not killed, you may gain ½ your maximum HP in temporary HP. These HP go away after one minute. Unless there is something holding you up, you fall prone before gaining these HP. This maneuver is not expended until you use it three times. The second time you use it in an encounter, it is like the first time but the temporary HP gained is equal to ¼ your normal maximum. The third time you instead gain temporary HP equal to 1/8 your maximum.
Special: Special: Unlike most maneuvers, this one can only be regained by resting at least 5 minutes. This cannot be readied if the initiate has best of three or best of five readied.

Lightning Jabs
Prerequisite: Two other padded fist maneuvers
Type: Strike
Initiating Action: Swift
Effect: You may make three attacks at your highest BAB.

Mighty Energetic Strikes
Type: Boost
Initiating Action: Swift
Effect: For one round, all attacks you make deal +3d6+1/initiator level acid, cold, fire, or shock damage.


Level 9

Mighty Haymaker
Prerequisite: four Padded Fist maneuvers
Type: Strike
Initiating Action: Standard Action
Effect: Make a single attack at your highest BAB and take a penalty on the attack roll. If the attack hits, it deals additional damage equal to 10 times the penalty taken. This penalty can be any positive number up to your BAB. This cannot be used in conjunction with power attack.



Highland Hurricane
Key skill: Jump
Weapons: boxing gloves, gauntlets, punching daggers, spiked gauntlets, unarmed strikes, and ward cesti
Special: Unless noted otherwise, all strikes and counters can only be performed with one of this discipline’s weapons. Some disciplines are supernatural, as noted by an [su] after the maneuver name.

LV 1

Dirty Hit
Type: Strike
Initiating Action: Standard
Effect: Make a single attack against a foe that you flank or is flat footed against you. If this attack hits, you deal +1d6/2 initiator levels (round up) sneak attack damage to it. This does not work against creatures immune to sneak attack. For the purposes of qualifying for [ambush] feats, you may treat your sneak attack as the sneak attack from class levels + the sneak attack damage from this ability.

Ride the Storm
Type: Boost
Initiating Action: Swift
Effect: Until the start of your next turn, you may ignore penalties from wind and precipitation.

Summoning Storm Stance [su]
Type: Stance
Initiating Action: Swift
Effect: A mist forms around you, radiating 5+1/initiator level feet from you in all directions. Anyone making attacks through the mist with a range of more than 5ft take a -1/4 initiator levels (round up) penalty on the attack roll. In addition, all flames smaller than a torch are extinguished, and fire damage taken in the mist is reduced by ½ initiator levels (to a minimum of 0).


LV 2

Air Punch [su]
Type: Boost
Initiating Action: Swift Action
Effect: The next attack you make this turn has a range increment of 1ft/initiator level. You may attack foes at up to five increments away.

Water in the eyes [su]
Type: Counter
Initiating Action: Immediate
Effect: After a creatures attacks you (regardless of whether they hit or not), you may initiate this maneuver. The creature must make a reflex save or be blinded until the start of their next turn.


LV 3

Air Barrage [su]
Type: Boost
Initiating Action: Swift
Effect: All attacks you make this turn have a range increment of 1ft/initiator level. You may attack foes at up to five increments away

Downpour [su]
Type: Strike
Initiating Action: Standard
Effect: Creatures with the fire subtype within 20ft of you take 6d6 cold damage (fortitude half). In addition, all non-magical fires completely in the area are extinguished.

Flying Fist
Type: Strike
Initiating Action: Standard
Effect: Make a jump check. You may travel up to the normal distance allowed by the jump if you so wish. You deal additional damage on a melee attack you make at the end of the jump equal to the jump check result -10.


LV 4

Dirty Fighter
Type: Strike
Initiating Action: Full round action
Effect: Make a full attack. If any of the creatures you attack are vulnerable to sneak attack, and are either flat footed or being flanked by you, you deal +1d6/3 levels (round down) sneak attack damage against them with each successful hit.

Ride the Winds [su]
Type: Stance
Initiating Action: Swift
Effect: Until the start of your next turn, you are unaffected by wind (magical or natural) and whenever you are in an area with a strong or stronger winds, you gain a fly speed equal to your base land speed.


LV 5

Wind Blast [su]
Type: Strike
Initiating Action: Full round
Effect: Make an attack roll as though attacking with one boxing weapon of your choice. All creatures within a 60ft line with you at its origin take damage as though you hit them if this attack roll beats their AC. In addition, all creatures whose touch AC is less than the attack roll must make an opposed strength check against you as though you were bull rushing them. You may push them up to the maximum distance allowed by the opposed check, even if this pushed them outside the line, although the direction must be the same as the line.

Rabbit Punch
Type: Strike
Initiating Action: Standard Action
Effect: Make one attack against a creature that you flank or is flat-footed against you. If this attack hits and deals damage, the creature must make a fortitude save (DC 13+Str) or be confused for 1 round.


LV 6

High Flying Fist
Type: Strike
Initiating Action: Standard
Effect: Make a jump check. You may travel up to the normal distance allowed by the jump if you so wish. You deal additional damage on a melee attack you make at the end of the jump equal to 2x(the jump check result -10).


LV 7

Sudden Strike
Type: Strike
Initiating Action: Immediate
Effect: You may make an attack against any foe within melee range. If this attack hits, it deals sneak attack damage equal to 1d6/2 initiator levels. This damage does not overcome a creature’s normal resistance or immunity to sneak attacks.


LV 8

Ride the Storm [su]
Prerequisite: Ride the wind, summoning storm stance, one other highland hurricane maneuver.
Type: Boost
Initiating Action: Swift
Effect: This maneuver can only be used if the initiator is in a storm, or in the area of a summoning storm stance. Until the start of the initiator’s next turn, the initiator may consider herself anywhere within 1ft/jump rank of her current location for the purpose of attack. Any creature who could be flanked by two points in this range is considered flanked (unless it has immunity to being flanked by the initiator).


LV 9

Hurricane Hit [su]
Prerequisite: four highland hurricane maneuver.
Type: Strike
Initiating Action: Full round action
Effect: Choose a square adjacent to you. A tornado with a base radius of 10ft, a top radius of 40ft, and a height of 60ft appears with one of its edges in that square. This tornadoes base must be in contact with either the ground or the surface of a body of water. The tornado moves at a rate of 1d12x10ft each round in a direction of your choosing (chosen when this maneuver is initiated) at the end of each of your turns for the next 1 round/initiator level. Any creature whose square the tornado moves through must make a fortitude save (DC 19+Str) or be picked up by the tornado. Each round a creature remains caught in a tornado, the creature takes 4d6 bludgeoning damage, and is carried with the tornado when it moves. A creature remains in the tornado for 2d4 rounds before being ejected at a height of 1d6x10ft. If the creature can fly, it can make a fortitude save (with a -4 penalty) each round to escape the tornado. Creatures add their size modifier to combat maneuvers to this fortitude save. In addition, everything within 100ft of the hurricane is affected as though by a summoning storm stance (with IL equal to the IL of the creature who initiated the hurricane hit times four)
If multiple tornadoes travel 100ft of each other, the initiators must make opposed strength checks (as a non-action). The loser’s hurricane hit is then negated.



Four Diamonds

Key skill: Spot
Weapons: baseball, baseball bat,
Special: maneuvers can be done when wielding baseballs (hit) or baseball bats. [Fielder] maneuvers can only be done when wielding baseballs (thrown). Baseball (hit) refers to wielding a baseball bat as an exotic weapon and a baseball simultaneously (see below). Baseball (thrown) refers to wielding the baseball without using the bonus to distance from a bat.
All adepts who learn the Four Diamonds discipline automatically gain exotic weapon proficiency with baseball bats.
Note: This discipline is not intended for use by boxers. I had originally planned to make a baseball player ToB PrC, but did not complete it. I figured here would be an okay place to put the envisioned discipline.

LV 1

Away Team
Type: Stance
Initiating Action: Swift
Effect: You gain a 1+1/4 initiator levels (round down) morale bonus to initiative checks.

Into the outfield
Type: Boost [batter]
Initiating Action: Swift
Effect: For one round, you may treat the base range of all baseball (hit) you attack with as though it was 100ft instead of 50ft.

Fastball
Type: Strike [fielder]
Initiating Action: Standard
Effect: Make an attack with a baseball (thrown). If it hits, it deals double damage

Home Team
Type: Stance
Initiating Action: Swift
Effect: You gain a 1+1/4 initiator levels (round down) morale bonus to AC.


LV 2

First Base
Type: Boost (batter)
Initiating Action: Swift
Effect: If an ally lands a hit on an opponent anytime before the start of your next turn, you may move up to your land speed as an immediate action.

Curve Ball
Type: Strike (fielder)
Initiating Action: Standard
Effect: Make an attack roll against one foe within range. The foe is treated as flat footed against the attack.


LV 3

Double Play
Type: Strike (fielder)
Initiating Action: Standard
Effect: Make an attack roll against one foe within range. If the attack hits at least their touch AC, you may make a second attack roll against another foe in range as though you were throwing from the hit creature’s location.

Left Field
Type: Boost (fielder)
Initiating Action: Swift
Effect: Until the start of your next turn, you gain a competence bonus to AC against ranged attacks equal to 1+1/3 ranks in spot you possess.

Walk
Type: Boost (batter)
Initiating Action: Swift
Effect: The next move action you take does not provoke an attack of opportunity, however, you cannot move more than ½ your land speed when making this move. If you do not move before the start of your next turn, this ability goes away.


LV 4

Trust the Catcher
Type: Stance (fielder)
Initiating Action: Standard
Effect: All baseballs your throw are treated as though they have the returning property. If a baseball actually does have the returning property, it returns to you before your next attack, allowing you to make multiple attacks in a single round with it.

Bunt
Type: Strike (batter)
Initiating Action: Standard Action
Effect: Make an attack roll against an opponent within range of your weapon. If this attack hits the initiator and one of her allies may move up to their base land speed (unless immobilized, grappled, etc.). If you hit an opponent with a bat as part of this maneuver, you may initiate a bull rush against them. If you succeed, you may push the foe up to 5ft (you are not required to move with them).

Second Base
Type: Boost (batter)
Initiating Action: Swift
Effect: If an ally lands a hit on an opponent anytime before the start of your next turn, you may move up to your land speed as an immediate action, and the ally may move up to her base land speed.


LV 5

Center Field
Type: Boost (fielder)
Initiating Action: Swift
Effect: Until the start of your next turn, you gain a 30ft morale bonus to your land speed.

Steal
Type: Boost (batter)
Initiating Action: Immediate
Effect: You may move up to your land speed, and none of this movement provokes attacks of opportunity.

Triple Play
Type: Strike (fielder)
Initiating Action: Standard
Effect: Make an attack roll against one foe within range. If the attack hits at least their touch AC, you may make a second attack roll against another foe in range as though you were throwing from the hit creature’s location. If that attack hits at least the target’s touch AC, you may make a third attack roll against another foe in range as though you were throwing from the second hit creature’s location.


LV 6

Third Base
Type: Boost (batter)
Initiating Action: Swift
Effect: If an ally lands a hit on an opponent anytime before the start of your next turn, you may move up to your land speed as an immediate action, the ally may move up to her base land speed, and a third willing creature of your choice may move up to her land speed.

Slider
Type: Strike (fielder)
Initiating Action: standard
Effect: make a single attack roll. If that attack hits you may make a trip attempt against the target.


LV 7

Right Field
Type: Boost (fielder)
Initiating Action: Swift
Effect: Until the start of your next turn, anytime you are attacked with a thrown weapon, you may make a reflex save (DC=10+enhancement modifier of the weapon+the attacker’s strength). If you succeed, you may negate the attack, and if you wish, spend one of your attacks of opportunity this round to thrown the weapon at a target of your choice.

Home Run
Type: Strike (batter)
Initiating Action: Standard Action
Effect: Make an attack roll against an opponent within range of your weapon. If this attack hits it deals an additional 40 points of damage, and the initiator and up to three of her allies may move up to their base land speed. If you hit an opponent with a bat as part of this maneuver, you may initiate a bull rush against them. If you succeed, you may push the foe up to the maximum distance allowed by the check (you are not required to move with them).

Perfect Play
Type: Strike (fielder)
Initiating Action: Standard
Effect: Make an attack roll against one foe within range. If the attack hits at least their touch AC, you may make a second attack roll against another foe in range as though you were throwing from the hit creature’s location. If that attack hits at least the target’s touch AC, you may make a third attack roll against another foe in range as though you were throwing from the second hit creature’s location. If that attack hits at least the target’s touch AC, you may make a fourth attack roll against another foe in range as though you were throwing from the second hit creature’s location.


LV 8

Home Plate
Prerequisite: Three Four Diamonds maneuvers
Type: Boost (batter)
Initiating Action: Swift
Effect: For the next round, anytime you are targeted with a ranged attack, you may expend one of your attacks of opportunity to attempt to deflect it. Make an attack roll. If your result beats the attacker’s, make an opposed damage roll. If you beat the damage roll, you may redirect the projectile to another target of your choice using the attack roll you just made. If you don’t overcome the damage roll, the attack simply misses. If your opposed attack roll was lower than the attacker’s, the attack hits you normally.

Pitcher’s Eye
Type: Boost (fielder)
Initiating Action: Swift
Effect: Until the start of your next turn, you may treat any baseball you wield as a melee weapon with a reach equal to its range increment.


LV 9

Grand Slam
Prerequisite: Four Four Diamonds maneuvers
Type: Strike (batter)
Initiating Action: Standard Action
Effect: Make an attack roll against an opponent within range of your weapon. If this attack hits it deals an additional 80 points of damage, and the initiator and all her allies may move up to their base land speed (unless immobilized, grappled, etc.). If you hit an opponent with a bat as part of this maneuver, you may initiate a bull rush against them. If you succeed, you may push the foe up to twice the maximum distance allowed by the check (you are not required to move with them).

Perfect Game
Prerequisite: Four Four Diamonds maneuvers
Type: Boost (fielder)
Initiating Action: Swift
Effect: Until the start of the initiator’s next turn, all attacks made with baseballs (thrown only) are made at the initiator’s full BAB. In addition, instead of rolling, the initiator adds a static +20 competence bonus to his attack roll.



New Weapon:

Baseball

Type: Simple Light Weapon
[b]Damage: 1d4 bludgeoning
Critical: X2
Range: 40ft (thrown)
Cost: 2gp

Baseball Bat

Type: Simple or exotic one handed Weapon
Damage: 1d6 bludgeoning
Critical: X2
Range: Melee
Special: If wielded when using a baseball (see above) and as an exotic weapon, the wielder may treat the baseball’s base range as though it were 60ft instead of 40ft.
Cost: 1gp

Boxing Gloves

Type: Simple Light Weapon
Damage: 1d4 bludgeoning
Critical: X2
Range: Melee
Special: All damage dealt by this weapon is nonlethal.
Cost: 5gp

Faerieheart
2012-09-08, 10:20 AM
You need more than two stances in a discipline and no level should have only a stance as a choice