Castor the Battleborn (3.5e NPC)

They made you very very big... you are one size category larger than normal. Also:
 * You can spout anti-communist propaganda as a free action, effectively allowing you to make an intimidate check against all enemies within 10 ft. (enemies need not to be communists).
 * You know how to protect your nation against communism! Whenever you take total defence action, any allies within 20 ft. of you gain a +4 untyped bonus to AC.
 * Better dead than red! At 15 HD, you gain the death throe ability, dealing 1d8 damage per HD you have. Death Throe affect all creature within 10 ft. per HD and deals half-fire damage and half-untyped damage. Death throe only activates upon death or destruction.


 * Mighty Blow: Whenever you successfully deal damage to a foe with a melee attack while using the Power Attack feat to take at least a -3 penalty, you may immediately initiate a Bull Rush against the foe at your full BAB as an immediate action. You needn't move along with the foe to move them more than five feet.
 * Painful Charge: Whenever you successfully Bull Rush your opponent at least 10 feet, you may make a melee attack against them at your full attack bonus as a swift action.

 : A 7th level fighter elite can make called shots at body parts. As a standard action he may make a normal attack, and aim for a body part. By taking a -3 penalty to attack, he can target an arm or a leg. If he hits an arm, any attacks with the arm take a -4 penalty to attack rolls for 10 minutes. If he hits a leg, the creature's speed drops in half for 10 minutes. He may also target unusual body parts like wings and tails with similar, appropriate effects.

By taking a -6 penalty to attack, the fighter elite can deal internal damage, dealing 1d6 Con damage in addition to normal damage by breaking important bones and organs.

By taking a -12 penalty to attack, the fighter elite can aim for the head of the creature. The creature must make a Fortitude save or have its head cut off, usually fatal. The save DC is 10 + 1/2 HD + ability modifier for attacking (usually Strength). This last version provokes attacks of opportunity.



 : A fighter elite learns special combat maneuvers to harry an opponent through non-direct means. As a standard action the fighter elite may make a normal attack as a standard action, and in addition to damage apply one of the following status conditions for 1 minute: dazzled, deafened, sickened, or shaken (does not stack with fear effects). At 8th level, the list of conditions he can afflict increases, with the following conditions lasting for 5 rounds: blinded, fatigued, frightened (mind-affecting), or slowed. At 16th level, the list of conditions grows again, with the following conditions lasting for 1 round: flat-footed, nauseated, or stunned. All conditions have a saving throw of 10 + 1/2 HD + your ability modifier for attacking (usually Strength), save negates.

 : A fighter elite hasn't come this far without enduring the threat of death. He gains 1 extra hp per level. At 8th level, he gains fast healing equal to his Constitution modifier. At 16th level, he becomes immune to death effects and death by massive damage.

 : A fighter elite fights best when he is put to the wall. He gains +1 attack and +2 damage whenever under 50% hp. At 8th level, the bonus rises to +3 attack and +6 damage. At 16th level, the bonuses are +5 attack and +10 damage, and if ever brought under 0 hp he gains one attack action immediately to use against the opponent which dropped him. This extra attack is a free action.

 : A fighter elite cannot stand still, he must run up to the enemy. He gains a +10 foot bonus to his movement speeds. At 8th level, he gains another +10 foot bonus and no longer provokes attacks of opportunity for movement. At 16th level, he gains another +10 foot bonus to speed, and ignores effects which would slow his movement speeds (such as difficult terrain, solid fog, and slow) but not any other effect (such as other terrain penalties, being unable to see in fog, or the single actions of the slow spell).

 : A fighter elite always takes advantage of an opening, bounding across the battlefield to capitalize on it. His threatened area expands as if he were one size larger (minimum +5 feet, or to 10 feet for a medium fighter elite). At 8th level, his threatened area expands another size larger (15 feet for a medium fighter elite). At 16th level, his threatened area expands again (20 feet for a medium fighter elite). His quick motions always put him back in his original spot after making an attack of opportunity, and he does not provoke for moving while making his attacks of opportunity from this ability.

 : At 11th level, a fighter elite can take out enemies who still have fight left in them. If they attack a creature with fewer hp than twice his effective fighter level, the creature dies instantly. For example, Castor, a 15th level fighter elite kills any creature with 30 hp or less, regardless of how much damage he actually dealt. This is not a death effect.

 : A fighter elite is master of armor as well as weapons. At 2nd level he can move full speed in any armor, his armor check penalty is reduced by his effective fighter level, and his maximum dex bonus rises by his effective fighter level. This also applies to shields and tower shields.

 : At 8th level, a fighter elite gains more clout for his fighting prowess. He doubles the number of followers granted by commander, and he can inspire both his followers and other allies. By taking a full attack action to make a dramatic speech or show of force, he grants all allies in a 90 foot aura his enhanced tools of war bonus for 10 minutes. Unarmored creatures (such as monks) can benefit from the armor bonus as if they were wearing armor with an AC bonus of +0. This lasts for 10 minutes, and creatures must be able to see or hear you, and the effect ends if you die.

 : At 10th level a fighter elite's weapon aptitude ability improves again. He can re-assign his weapon aptitude instantly, applying his specific weapon abilities and elite specialization bonus damage to any weapon he uses.

He gains all the Improved feats for various combat options (bull rush, disarm, feint, grapple, overrun, sunder, and trip). In addition, he gains the Improved Unarmed Strike feat, Power Attack, and Combat Expertise feats. He need not qualify for any of these feats.

If he already possesses a feat for one of the Improved combat options (and he will seeing as it's a prerequisite) the feat instead grants a +8 bonus instead of the usual +4 and ignores any size limitations (such as being unable to grapple creatures two or more size categories larger than you). If he already has Improved Unarmed Strike, he instead gains Superior Unarmed StrikeToB feat. If he already has Power Attack he instead gains Heavy Power Attack. If he already has Combat Expertise he instead gains Superior Expertise. This applies retroactively, even if he gains these feats at a later date.

 : A 3rd level fighter elite won't stop his furious attacks just because the enemy is running. If the fighter elite makes a charge attack, he can make a full attack.

Iterative attacks gained from BAB no longer gain a penalty greater than -5. Therefore, a fighter elite with 16 BAB has an attack roll of +16/+11/+11/+11 instead of +16/+11/+6/+1.

Special Traits: Castor uses the Pathfinder feat progression (every odd), Pathfinder skills (plus Concentration), and an extra bonus feat. Keen and Improved Critical stack. Finally, all HD are maximized.

Superior Trip: Whenever you successfully hit an opponent with a weapon capable of making trip attempts, you can attempt to trip them as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt succeeds, you do not get a bonus attack on the opponent from your Improved Trip feat. If the trip attempt fails, the opponent may not attempt to trip you in reaction.



Warforged Traits: Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain. He only gains half benefit from cure spells, and full benefit from repair spells. They have light fortification. Affected as if made of metal and wood. Stable and inert instead of dying. No need to eat, sleep, or breath.