The BBEG has been nervously staring at the door since he had word of his defenses being breached. When the door swung open he jumped. An arrow pierced the wall behind where he stood moments ago. Four people rushed in. "Last time we met", said the one in front, "we barely escaped with our lives. This time, we're prepared."
"You're probably right" the BBEG admitted after looking them over. He clicked together the heels of his boots of teleportation and vanished.
Hide 5 ranks.
Must have run away from combat while there was still hope.
Class Skills (4 + int modifier per level)
Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Weapon and Armor Proficiency
Survivors gain no proficiency with any weapon or armor.
Supernatural Survival (Su)
Every level, a Coward gets a cumulative +1 luck bonus to any check that will probably result in his death if he fails.
Life or Death (Ex)
Every level, a Coward gets a cumulative +1 morale bonus to any check that he believes
will probably result in his death if he fails.
A Coward is easily scared, and takes a -2 penalty to all saves for fear effects. Nothing can give a Coward a bonus against such effects if they are from a mundane origin (such as Demoralize Opponent or Frightful Presence).
Run for Your Life (Ex)
If a Coward is Frightened, Panicked, or simply decides to run, they are all treated the same. If it is possible to run, he will. He won't take the normal penalties, and will be able to use the morale bonus from Life or Death for anything merely needed to escape. He will also have is speed increased by 5 feet. If it isn't possible to run, he will take the penalties as if shaken, and will attempt to run at the next opportunity. Whenever an effect would cause a Coward to be Shaken, failing the save by more than 5 will cause him to run.
Unwavering Attention (Ex)
Beginning on the 2nd level, whenever a Coward is in a dangerous situation (read: adventuring), he gains a +2 bonus to spot and listen checks, and if he passes 5 feet from a trap, he is entitled to a Search check.
Beginning on the 3rd level when a Coward is in a dangerous situation, he can't be flat-footed under normal circumstances. He will be flat-footed if attacked by an invisible opponent, for example.
Will to Live (Ex)
Beginning on the 4th level, Coward gains a +5 bonus on the Will save of anything that will probably result in his death if he fails, so long as it isn't fear based. This stacks with Supernatural Survival and Life or Death.
Near-Perfect Recall (Ex)
By the 5th level, a Coward's life has flashed before his eyes so many times that he has most of it memorized.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|+1 bonuses in Supernatural Survival and Life or Death, Fear, Run for Your Life|
|+1 bonuses in Supernatural Survival and Life or Death, Unwavering Attention|
|+1 bonuses in Supernatural Survival and Life or Death, Flinch|
|+1 bonuses in Supernatural Survival and Life or Death, Will to Live|
|+1 bonuses in Supernatural Survival and Life or Death, Near-Perfect Recall|