Sons of Khomar Prestige Class
Anarchy is alive and well in the Shards known collectively as the Shoals. A more tumultuous and varied collection of governments, cultures, and peoples is not to be found among the Shards. Individuality is strong and variation is engendered by infusions of new ideas from nearby peoples. Most combatants practice a personal style which is an amalgamation of techniques and abilities that a particular stylist finds well suited to their strengths and preferences. However, the concept of warrior brotherhoods and structured fighting styles is not unknown to these embattled and chaotic lands.
One such brotherhood and style combined is the infamous Sons of Khomar. Composed of hardened and vicious fighters of every stripe, the brotherhood is a fraternal gathering of dirty fighters and street brawlers that fight for sport, profit, and enjoyment. A loose organization, those who pass the grueling initiation are mentored into the brotherhoods style and way of life. An ancient group, their full origin is lost to antiquity, but it is known that the legendary never do well of old, the black-hearted villain known as Khomar, was its progenerator.
Individual Sons do as they please, wandering where they will and practicing their bloody trade as mercenaries, pirates, thugs, killers, pit fighters, or any other way by which they can make a living via their martial skills. Among the Shoals they have a reputation as dangerous and canny opponents, and are generally given wide berth.
They generally fight bare-fisted and are therefore generally thought to be insane as well as dangerous; however they are generally quite calculating in combat, though many cultivate a certain manic appearance and behavior.
Base Attack Bonus: +5
Feats: Improved Unarmed Combat, Weapon Focus: Bare Hands, Weapon Focus: Grappling
Skills: Jump 3 Ranks, Tumble 3 Ranks
Abilities: Con 15+, Dex 15+
Alignment: May not be Lawful
|1||+1||+2||+2||+0||Fists like Iron|
|3||+3||+3||+3||+1||Pounding Blows 1d6|
|4||+4||+4||+4||+1||Infighting, Uncanny Dodge (Dex bonus to AC)|
|6||+6||+5||+5||+2||Pounding Blows 1d8|
|8||+8||+6||+6||+2||Holds and Reversals, Uncanny Dodge (Cannot be Flanked)|
|9||+9||+6||+6||+3||Pounding Blows 1d10|
Hit Die: D10
Skill Points: Int Bonus + 2 / level
Skill List: Balance, Climb, Escape Artist, Intimidate, Jump, Tumble
Weapon and Armor Proficiencies: No weapon or armor proficiencies are granted by this prestige class.
Khomari Barehanded: All of the below abilities except Uncanny Dodge are only usable when a practitioner is fighting barehanded. Furthermore, the practitioner cannot use any of these class abilities if wearing medium or heavy armor, or while encumbered.
Fists like Iron: At 1st level the Son of Khomar has begun to learn the basics of landing fearful blows. The Son of Khomar gains Weapon Specialization: Bare Handed. Furthermore, the Son of Khomar may choose to do normal or subdual damage barehanded without incurring the normal –4 penalty to hit. This is an extraordinary ability.
Body Weapon: At 2nd level the Son of Khomar has begun to learn the basics of using his entire body to attack in conjunction. When using the full attack action the Son of Khomar may take an extra attack at his highest base attack but that attack and all others made in the same round suffer a –2 penalty apiece. This is identical to the Monk Flurry of Blows ability described on page 39 of the PHB. This is an extraordinary ability.
Pounding Blows: At 3rd, 6th, and 9th levels the Son of Khomar has further developed the ability to inflict pain and damage upon foes. At 3rd level, the Son of Khomar’s bare handed damage is increased one increment; if medium size this is 1d6 damage, if small this is 1d4. At 6th level the Son of Khomar’s bare handed damage is increased to 1d8 if medium size or 1d6 if small. Finally, at 9th level the Son of Khomar’s bare handed damage is increased to 1d10 if medium and 1d8 if small. This is an extraordinary ability.
Infighting: At 4th level the Son of Khomar has become adept at fending off would-be grapplers. The Son of Khomar gains Close Quarters Fighting (Sword and Fist) as a bonus feat.
Uncanny Dodge: At 4th and 8th levels the Son of Khomar gains a level of Uncanny Dodge. At 4th level the Son of Khomar no longer looses his Dex bonus to AC when caught flat footed. At 8th level the Son of Khomar can no longer be flanked under normal circumstances. This functions identically to the Rogue and Barbarian ability of the same name, and is stackable with both as described on page 56 of the PHB (thus a Rogue 7/Son of Khomar 4 would have the Uncanny Dodge of an 11th level Rogue).
Nerve Wracking: At 5th level the Son of Khomar has learned to strike in vulnerable areas, inducing disorientation and wracking pain in opponents. The Son of Khomar gains Stunning Blow as a bonus feat.
Cruel Deeds: At 7th level the Son of Khomar has learned to hit where it hurts the most. When choosing to inflict subdual damage barehanded, his critical threat range becomes 19-20 and the multiplier becomes x3. This can be further enhanced by use of other feats or abilities applied to fighting bare handed, which treat this enhanced threat range and multiplier as the Son of Khomar’s base. This is an extraordinary ability.
Holds and Reversals: At 8th level the Son of Khomar has learned to extended his grappling skill. The Son of Khomar gains a +2 competence bonus to all grapple checks.
Lethal Strikes: At 10th level the Son of Khomar has learned to hit where it hurts the most while doing lethal damage. When choosing to inflict normal or subdual damage barehanded, his critical threat range becomes 19-20 and the multiplier becomes x3. This can be further enhanced by use of other feats or abilities applied to fighting bare handed, which treat this enhanced threat range and multiplier as the Son of Khomar’s base. This supercedes Cruel Deeds. This is an extraordinary ability.