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If, when faced with overwhelming odds, your first response is something like "WE’RE ALL GONNA DIE!", or "IS THAT POISONOUS? THAT’S PROBABLY POISONOUS! WHAT ARE YOU DOING DRINKING THAT?!" you are probably a coward. Cowards are a very special breed of hero who live with constant self-doubt, are obsessed with their own mortality, and are consumed by panic. Consequently, they are no strangers to the fear that lives in the hearts of others and, either by accident or intentionally, are quite good at stirring that same fear up in others.

Sneak Attack (Ex)[]

A coward’s sneak attack deals minimum damage in most situations. However, when the coward sneak attacks a creature suffering from a fear effect he deals his normal sneak attack damage plus an additional amount of damage equal to his Charisma modifier.

This modifies the coward’s sneak attack class feature.

Scaredy-Cat (Ex)[]

At 1st level, the coward is treated as if he was permanently suffering from the shaken condition and takes a -4 penalty against all fear effects whenever he is in combat. However, he is no stranger to fear and can negate some of the detrimental effects.

  • While shaken he suffers no ill effects. However this makes him twitchy, uncomfortable, and severely skittish.
  • While frightened, he only suffers the -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. He does not suffer from the compulsion to flee.
  • While panicked a coward does not need to drop anything he is holding and must flee only to a minimum of 30 feet from the target of his fear. Outside of that, while still considered panicked, he can cease fleeing. Should the object of his fear come within 30 feet of him, the coward must resume fleeing on his next turn. Regardless of the distance of the object of his fear, he suffers all other effects of being panicked.
  • He suffers all the normal penalties associated with cowering.

This ability replaces trapfinding.

Fearmonger (Ex)[]

At 2nd level, the coward may inflict others with the fear he feels. As a move-equivalent action he can cause a creature who can see and hear him to make a Will save (DC 10 + 1/2 coward level + Charisma modifier) or be stricken with the same level of fear as the coward. For every other enemy creature suffering from a fear effect that the affected creature can see and hear the DC to resist this is increased by 2. This is a fear effect.

This ability replaces the rogue’s first rogue talent.

Coward Talents (Ex)[]

Starting at 4th level, a coward gains one coward talent. He gains an additional coward talent for every 2 levels of coward attained after 4nd level. A coward cannot select an individual talent more than once.

This ability replaces the rogue’s remaining rogue talents. For the purpose of feats and class requirements, coward talents count as rogue talents, although if the coward takes the Extra Rogue Talent feat, he must take a coward talent.

  • Cause A Riot: A coward can, as a full-round action, use his fearmonger ability to affect all creatures within 30 feet (regardless of if they are enemies or allies) with its effect. A coward must be at least 10th level to select his coward talent.
  • Cowering Worm: While taking a total defense action the bonus to the coward’s AC is improved by an additional +2 (this stacks with the benefits of having 3 ranks in Acrobatics). In addition, a coward who fights defensively takes only a -2 penalty on attack rolls but retains the +2 to his AC until the start of his next turn.
  • Flee: The coward gains a +30 foot bonus to his movement speed while making withdrawal actions or while fleeing from the object of his fear while panicked.
  • Hope: When a coward confirms a critical hit against a creature the coward gains a +4 morale bonus on all attack rolls against enemies he targets with his sneak attack for a number of rounds equal to his Charisma modifier.
  • Living In Fear: A coward gains a +2 morale bonus on attack rolls and skill checks while under the influence of a fear effect.
  • Rogue Talent: A coward may select a rogue talent in place of a coward talent but his effective rogue level is 4 levels lower than his coward level (minimum 1st level). This mean he may not select advanced rogue talents until 14th level. A coward may not use this to select combat feats. This may be taken multiple times.
  • Save Me!: When an enemy attacks a coward, this provokes an attack of opportunity from one ally of the coward’s choosing who threatens the enemy.
  • Scared Silent: While under the effect of a fear effect a coward can always take 10 on Stealth checks made to hide and never increases the time required to take 10 on such checks.
  • Scared To Action: A coward suffers no ill effect from being frightened. A coward must be at least 10th level to select his coward talent.
  • Self-defense: While frightened or worse a coward takes no penalty for wielding weapons he is not proficient in. However, all weapons wielded in this fashion deal -1 damage (minimum 1).
  • Stab Of Fear: When a coward successfully delivers a sneak attack against an opponent, that creature must immediately make a Will save or suffer the effects of the coward’s fearmonger class feature. In addition, a coward who successfully delivers a sneak attack may elect to automatically raise or lower his own level of fear by 1. This occurs before his enemy makes its Will save.
  • Watch Out!: If a coward successfully makes a Reflex save that triggers his evasion class feature, all allies that can see and hear him receive a +4 bonus on that same Reflex save. Providing this bonus typically involves the coward shouting at the top of his lungs and waving his arms around. A coward with this talent can elect not to provide this bonus if he wishes.
  • Work Up / Calm Down: A coward may raise or lower his level of fear as a swift action. He may not use this talent to lower his fear below shaken though he may cause himself to become shaken as a swift action.

Deep Dark Places (Ex)[]

At 20th level, a coward can cause mindless creatures and creatures otherwise immune to mind-affecting or fear effects to be susceptible to fear effects originating from the coward. In addition, a coward no longer suffers any penalty from any fear effect less potent than cowering. Finally, while sneak attacking an enemy suffering from a fear effect a coward deals maximum damage with the d6s granted from sneak attack.

This ability replaces master strike.

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