Peltast
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XP Cost: 270
Prerequisites: Ranged Combat, Dexterity 13+, Weapon Proficiency (Throwing) 4 ranks.

Peltasts are light infantry skirmishers specializing in the use of thrown weapons The typical peltast is equipped with several javelins or spears and a small shield known as a peltarion. Because they travel lightly and with very little armor, peltast training involves maximizing the effect of their thrown weapons.

Starting Ability

A peltast deals an extra 1d4 damage per two Hit Dice (minimum of 1d4) on all attacks rolls with thrown weapons in a given round provided that he has moved at least 10' in the same round. This is considered precision damage, but still applies (at half the amount) against creatures normally immune to sneak attacks or critical hits. In addition, a peltast may draw new thrown weapons as a free action.

Abilities

Extensive Training
XP Cost: 270
When using thrown weapons, you may substitute your Dexterity modifier for your Strength modifier for the purposes of damage rolls.

Hit-and-Run
XP Cost: 1,620
You may make a full attack as a standard action in a given round, provided that you have moved at least 10' in the same round. Attacks made in this way must be with thrown weapons that you are proficient with.

Impalement
XP Cost: 810
After a successful ranged attack with a javelin or spear, your opponent must make a successful Reflex save (DC 10 + 1/2 character level + STR) or it is stuck inside him. The opponent suffers a -10 to his movement until he removes the weapon. This penalty does not stack with further impalements. Removing a javelin or spear requires a standard action and a Strength check (DC equal to the damage done).

Find Weakness
XP Cost: 800
Once per encounter, you may overcome any and all damage reduction on ranged one attack against an opponent.

Sheild Sundering
XP Cost: 500
You may use a javelin or spear to sunder an opponent’s shield with a ranged attack. This sundering attempt does not provoke an attack of opportunity. If the sundering damage does not destroy the shield, the character bearing the shield suffers the same penalties to movement as Impalement (these effects do not stack). The character may unequip his shield or remove the
javelin or spear to remove this penalty.

Spear Catcher
XP Cost: 500
You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a thrown spear or javelin of any sort, you may make a Reflex saving (DC of 20). If successful, you catch the weapon, allowing you to hurl it back next time you attack if you wish.

Spear Multiple Opponents
XP Cost: 810
As a full-round action, you may make a single ranged attack against any and all opponents in a 30' line, using up only one unit of ammunition in the process. You make a single attack roll and applies that against all enemies in the line, but roll damage separately for each opponent successfully hit.

Sheild Takedown
XP Cost: 500
You may hurl a small shield as a special ranged attack with a range increment of 20 feet. Any target hit by the shield must make a Reflex save (DC 10 + 1/2 character level + STR) or be knocked prone.

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