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Roughneck
It's not about art; it's not about enlightenment; it's not about glory. It's about going out onto a battlefield with the enemy, and you both do your best to kill the other. It's about coming out of that alive.
A roughneck despises no weapon or technique so long as it works. They take a very hardheaded approach to battle, caring little for the nine-fold path's beauty or mystery but much for its effectiveness. Crusaders, Swordsages and Warblades look down on them as cynical, crude and cowardly, respectively. Roughnecks look down on them right back as crazy fanatics, naive theorists and foolish glory-hounds destined for early graves. Even so, most roughnecks were once Warblades or Swordsages (much more rarely Crusaders) themselves, and often see those who remained in those classes as children who have not yet learned how harsh the real world is. Roughnecks are almost always veterans, and can be found in the armies of all nations where the sublime way is well known.
It is not to say that roughnecks do not believe in causes worth dying for: some do and some don't. But those that do prefer causes worth living for, and none believe in dying stupidly.
Prerequisites: BAB 5, Combat Expertise, 1 counter maneuver and 1 strike maneuver known.
HD: d10
Skills: 4+int
Class skills: Balance, Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (local), Knowledge (nature), Listen, Martial Lore, Move Silently, Sense Motive, Spot, Tumble
Martial Paths: Diamond Mind, Iron Heart, Stone Dragon, Setting Sun
Proficiencies: Pragmatists are proficient with all simple and martial weapons, armor, and shields, including tower shields.
Roughneck
It's not about art; it's not about enlightenment; it's not about glory. It's about going out onto a battlefield with the enemy, and you both do your best to kill the other. It's about coming out of that alive.
A roughneck despises no weapon or technique so long as it works. They take a very hardheaded approach to battle, caring little for the nine-fold path's beauty or mystery but much for its effectiveness. Crusaders, Swordsages and Warblades look down on them as cynical, crude and cowardly, respectively. Roughnecks look down on them right back as crazy fanatics, naive theorists and foolish glory-hounds destined for early graves. Even so, most roughnecks were once Warblades or Swordsages (much more rarely Crusaders) themselves, and often see those who remained in those classes as children who have not yet learned how harsh the real world is. Roughnecks are almost always veterans, and can be found in the armies of all nations where the sublime way is well known.
It is not to say that roughnecks do not believe in causes worth dying for: some do and some don't. But those that do prefer causes worth living for, and none believe in dying stupidly.
Prerequisites: BAB 5, Combat Expertise, 1 counter maneuver and 1 strike maneuver known.
HD: d10
Skills: 4+int
Class skills: Balance, Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (local), Knowledge (nature), Listen, Martial Lore, Move Silently, Sense Motive, Spot, Tumble
Martial Paths: Diamond Mind, Iron Heart, Stone Dragon, Setting Sun
Proficiencies: Pragmatists are proficient with all simple and martial weapons, armor, and shields, including tower shields.
BAB Fort Ref Will Features Maneuvers Known Stances Maneuvers Readied
1 2 2 0 Endurance, Evasion 0 0 1
2 3 3 0 Bonus Feat 0 0 0
3 3 3 1 Uncanny Dodge 1 1 1
4 4 4 1 Mettle, Tempered Resolve 0 0 0
5 4 4 1 Bonus Feat 0 0 1
6 5 5 2 Imp. Uncanny Dodge 1 1 0
7 5 5 2 Countermeasures 0 0 1
8 6 6 2 Bonus Feat 0 0 0
9 6 6 3 Diehard 1 1 1
10 7 7 3 Swift Strike 0 0 0
Endurance (Ex): Gain Endurance as a bonus feat
Evasion (Ex): See Rogue. If you already have evasion, gain improved evasion (again, see Rogue).
Bonus Feat (Ex): A roughneck may select bonus feats from the fighter and warblade lists.
Diehard (Ex):: As feat
Uncanny Dodge (Ex): As Barbarian
Imp. Uncanny Dodge (Ex): As Barbarian
Mettle (Ex): When a pragmatist successfully makes a fort or will save that reduces a harmful effect (e.g. a spell with a save of "fortitude partial"), the effect is negated entirely.
Tempered Resolve (Ex): A roughneck is accustomed to fear, and channels it into things that will actually provide safety. If you would normally become shaken, you instead are forced to use combat expertise for at least 2 points on every attack. If you would normally become frightened or panicked, you instead have the choice of fleeing (by whatever means you judge safest), hiding, surrendering, or some combination thereof. If you would become cowering, you may instead hide.
Counter-measures (Ex): All expended counter maneuvers are automatically readied at the start of your turn in combat. Outside of combat, they ready themselves six seconds after being used.
Swift Strike (Ex): When you make a full attack that is not part of a martial maneuver, you may replace any or all of the attacks with strike maneuvers (each maneuver must consist of making a single melee attack with additional benefits). The maneuvers are expended normally.
Endurance (Ex): Gain Endurance as a bonus feat
Evasion (Ex): See Rogue. If you already have evasion, gain improved evasion (again, see Rogue).
Bonus Feat (Ex): A roughneck may select bonus feats from the fighter and warblade lists.
Diehard (Ex):: As feat
Uncanny Dodge (Ex): As Barbarian
Imp. Uncanny Dodge (Ex): As Barbarian
Mettle (Ex): When a pragmatist successfully makes a fort save or will save that reduces a harmful effect (e.g. a spell with a save of "fortitude partial" or "will partial"), the effect is negated entirely.
Tempered Resolve (Ex): A roughneck is accustomed to fear, and channels it into things that will actually provide safety. If you would normally become shaken, you instead are forced to use combat expertise for at least 2 points on every attack. If you would normally become frightened or panicked, you instead have the choice of fleeing (by whatever means you judge safest), hiding, surrendering, or some combination thereof. If you would become cowering, you may instead hide.
Counter-measures (Ex): All expended counter maneuvers are automatically readied at the start of your turn in combat. Outside of combat, they ready themselves six seconds after being used.
Swift Strike (Ex): When you make a full attack that is not part of a martial maneuver, you may replace any or all of the attacks with strike maneuvers (each maneuver must consist of making a single melee attack with additional benefits). The maneuvers are expended normally.