The Tough

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Alignment: Any non-lawful.

HP at 1st level: 12+Con

HP at every level. after 1st: 2+1d10+CON

Class Skills: Climb (Str), Intimidate (Cha), Knowledge (tactics), Perception (Int), Profession (Wis), Ride (Dex), Survival (Wis), Stealth (Dex), and Swim (Str).

Skill Points per level: 2 + Int modifier.

Table: The Tough

Level Base Attack Bonus Dodge Bonus Fort Save Ref Save Will Save Special
1 +1 +1 +2 +0 +0 Archetype,
back to the wall
2 +2 +2 +3 +0 +0 Hardened 1
3 +3 +2 +3 +1 +1 Talent
4 +4 +3 +4 +1 +1
5 +5 +3 +4 +1 +1 Bonus feat
6 +6/ +1 +3 +5 +2 +2 Hardened 2
7 +7/ +2 +4 +5 +2 +2 Talent
8 +8/ +3 +4 +6 +2 +2
9 +9/ +4 +5 +6 +3 +3 Bonus feat
10 +10/ +5 +5 +7 +3 +3 Hardened 3
11 +11/ +6/ +1 +6 +7 +3 +3 Talent
12 +12/ +7/ +2 +6 +8 +4 +4
13 +13/ +8/ +3 +6 +8 +4 +4 Bonus feat
14 +14/ +9/ +4 +7 +9 +4 +4 Hardened 4
15 +15/ +10/ +5 +7 +9 +5 +5 Talent
16 +16/ +11/ +6/ +1 +8 +10 +5 +5
17 +17/ +12/ +7/ +2 +8 +10 +5 +5 Bonus feat
18 +18/ +13/ +8/ +3 +9 +11 +6 +6 Hardened 5
19 +19/ +14/ +9/ +4 +9 +11 +6 +6 Talent
20 +20/ +15/ +10/ +5 +9 +12 +6 +6 Tough as nails

Proficiencies

A Tough has simple proficiency in all weapons, martial proficiency in three melee weapon groups, and light armor proficiency.

Archetype

Not every Tough is motivated to make the same kind of crazy decisions, nor do they all channel their fury and determination into the same channels. At 1st level, each Tough selects an anachronistic archetype to represent his focus and background training. Once selected, this choice cannot be changed. Each archetype provides a Tough with special benefits, ranging from additional class skills and bonus feats to new talents and class powers.

Back to the Wall (Ex): A tough is at his toughest when he’s already taken a beating. Like a cornered rat or wounded bear, rather than get weak or give up when badly injured, a tough is driven to fight harder and more relentlessly.

When a tough is battered (at half or less of his hit points) he gains a +2 bonus to his attack rolls, damage, armor class, and saving throws. This increases to a +3 bonus at 8th level and to +4 at 16th level.

Hardened (Ex): A tough is, well tough. Amazingly tough. At 2nd level the tough gains DR 1/– and ER 1/– . This stacks with damage reduction the tough gains from any one other source. He also gains a +1 bonus to saving throws against afflictions (curses, diseases, and poisons).

At 5th level, and again every 4 levels thereafter, the tough gets even tougher. At each of these levels, his DR, ER and bonus to saves increase by 1.

Talents

As a tough gains experience, he learns a number of talents that aid him and confound his foes. At 3rd level, a tough gains one tough talent. He gains an additional tough talent for every four levels of tough attained after 3rd level. Unless otherwise specified, a tough cannot select an individual talent more than once.

Ain’t Got Time (Ex): When the tough is focused on inflicting mayhem, he often just ignores conditions that would slow a normal mortal. If the tough is battered (see new conditions in Chapter 5: Anachronistic Campaigns) or makes an attack against a foe, he can temporarily overcome one harmful condition as a swift action. This does not end the effect causing the condition; it just suspends that condition’s effect for one round per 2 tough levels (minimum 1 round). The tough can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened. The tough may use this ability a number of times per day equal to his Constitution bonus.

Berserker (Ex): The tough can cause himself pain and a little damage (pressing a wound with his thumb, biting his lip until it bleed, and so on) to activate his fight-or-flight instinct. As a free action at the beginning of his turn, the tough deals 1 hp of damage to himself (ignoring all DR and other defenses) in order to be considered battered (see new conditions in Chapter 5: Anachronistic Campaigns) for purposes of what abilities he can use for 1 round. While using this ability the tough cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. The tough can use this ability a maximum number of times per day equal to 3 + his Constitution bonus.

Blood and Guts (Ex): Whenever the tough is at or below 1/2 his total hit points, he gains a +4 bonus to attack rolls to confirm critical threats, and ignores half the hardness and DR of any target he hits.

Grim Determination (Ex): The tough is inspired to greatness when the chips are down. When battered, the tough can add his bonus from the back to the wall class feature to Acrobatics, Climb, Escape Artist, Intimidate, Ride, and Swim checks.

Hard to Kill (Ex): The tough doesn’t pass out or die when other people do. Rather than be disabled when at 0 hp and unconscious at negative hp values, the tough remains conscious but disabled up to a number of negative hp equal to his Con bonus or 1/4 his class level, whichever is higher (minimum 1). A tough also doesn’t die when reaching a negative hp total equal to his constitution, instead adding his Con bonus or 1/4 his class level, whichever is higher, to the negative hp total he can reach before dying.

A tough with this talent also does not die from massive damage.

In Your Face (Ex): Having a tough attack you can be distracting, making it difficult to take careful actions. When the tough makes a full attack routine of melee attacks and directs them all at a single foe, that foe suffers a -2 penalty to attack rolls, skill checks, ability checks, and the save DCs of all its spells and effects. These penalties increase to -3 at 8th level, and to -4 at 16th level. The target is also as distracted as if riding a horse at full gallop, and suffers the normal penalties such activity imposes for ranged attacks, spellcasting, and similar activities that require concentration. This effect lasts until the beginning of the tough’s next turn.

Madder Than Hell (Ex): The worse things are, the madder (and more dangerous) the tough gets. Whenever the tough is subject to one of the following conditions, he gains a +2 bonus to his attack rolls, damage, armor class, and saving throws: blinded, confused, dazed, shaken, sickened, or staggered. If for some reason the tough can ignore or reduce the penalties from the triggering condition, he does not receive his madder than hell bonus. His bonus increase to +3 at 8th level, and +4 at 16th level.

Mayhem (Ex): The tough can inflict surprisingly large amounts of mayhem. Whenever the tough makes an unarmed attack, uses an improvised weapon, or uses a weapon with a x3 or greater crit multiple, its threat range is doubled. This talent does not stack with Improved Critical, or other effects that increase an attack’s threat range. A tough must be at least 5th level before selecting this talent.

Robust (Ex): The tough is much harder to take down than he looks. He gains 1 additional hit point per tough level (including tough level taken after selecting this talent). If the tough gains an additional hit point for taking tough as a level in his favored class, these bonus hit points stack.

Seeing Red (Ex): The tough is barely in control of himself when badly injured, and is beyond the control of anyone else. When at or below 1/2 his total hit points, and unable to take 10 on skills (as a result of combat or similar stress and distractions) the tough cannot use any Charisma‑, Dexterity‑, or Intelligence‑based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. However, while at or below 1/2 his total hit points the tough is immune to all mind-affecting effects.

Snarl (Ex): The tough has a truly frightening face when dealing or taking large amounts of damage. When the tough is damaged by a critical hit (and not knocked unconscious or killed), or if the tough damages a foe with an unarmed attack, improvised weapon, or weapon with a x3 or greater crit multiplier, as an immediate or swift action the tough may make an Intimidate check to demoralize his attacker or target.

Too Dumb To Die (Ex): The tough simply ignores damage he doesn’t see coming. If the tough is flat-footed, has lost his Dex modifier to Defense, or is flanked, he reduces the first hp damage he takes each round by 50%. In the case of being flanked, this only applies to damage dealt by a flanker.

Your Biggest Problem: The tough demands that those he attacks pay attention to him, and can punish them if they don’t. If the tough attacks a foe with a melee attack, and foe does not take steps to defend itself or retaliate on its next turn (see below), the tough gains a +1 bonus to attack and damage rolls against the target on his next turn. This bonus increases to +2 at 8th level, and +3 at 16th level.

A foe avoids triggering these bonuses if, before the tough’s next turn, it takes a full defense action, a withdraw action, attacks the tough, makes the tough the target of a spell or effect, or includes the tough in the area of a spell or effect.

Unstoppable (Ex): When hurting, the tough can focus his pain and rage into accomplishing amazing things. When at or below 1/2 his total hit points and making an attack roll, saving throw, ability check, or skill check, if the tough’s natural die roll is a 2-10 (the die roll shows a result from 2 to 10), the tough may decide to reroll the check. This decision is made after the tough knows his total check result, but before the GM reveals any information about the success of the check. This reroll gains a bonus equal to half the tough’s level, and the second roll must be taken even if it is worse. The tough may use this ability a number of times per day equal to his Constitution bonus.

Wrath (Ex): The tough can land a melee weapon attack with ferocity that causes it to deal additional damage. When the tough makes a single melee attack as a standard action, he can add his Constitution or Charisma modifier (tough’s choice) to the damage dealt in addition to all normal damage bonuses.

Bonus Feats: A Tough gains a bonus feat at 5th level, and again at 9th, 13th, and 17th level. These bonus feats must be selected from those listed as combat feats (sometimes also called “fighter bonus feats”) or one of the following feats: Diehard, Endurance, Great Fortitude, Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, Iron Will, and Toughness.

Tough As Nails (Ex): At 20th level the tough is so hard to put down he’s often described as unkillable. Once per round when an attack or effect would kill the tough, knock him unconscious, or render him helpless, the tough may make a Fortitude saving throw to take minimum damage (from an attack) or ignore an effect (if it would leave him helpless without dealing damage). The saving throw’s DC is equal to the DC of the effect if it normally allows a save, or 10 + character level (or 10 + caster level) of whoever created the effect if it does not normally allow a saving throw.

The Tough

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