Ructioneer

Wherever a fight breaks out for seemingly no reason a ructioneer is sure to be found grinning. To them violence is art, and they are the graffiti artists of their day. They often hire on as “wasters” and “mixers,” known by their contemporaries and the common folk alike as the best kind of toughs who waste no time in mixing it up. With an abundance of attitude and hard-won (if not downright dirty) ingenuity, ructioneers more often than not come out on top, even if that means ending up lying at the bottom of the pile.

Weapon and Armor Proficiency

A ructioneer is only proficient with simple weapons, firearms, and weapons from the close weapon group. Furthermore, the ructioneer treats the cestus and the knuckle axe as close weapons and he does not suffer any penalties for using an improvised weapon. A ructioneer is not proficient with heavy armor or tower shields.

Raw Methods (Ex)

Rather than through formulaic instruction, many ructioneers have grown up or been forced to learn what others know in unconventional and untested ways. These raw methods still prove useful for sharpening the objects of their violent art in the quick, dirty, and punishing spaces where it thrives. Starting at 1st level, when qualifying for any combat feat that has an ability score prerequisite (such as Combat Expertise or Two-Weapon Fighting), the ructioneer may use his Charisma score plus one-half his fighter level (minimum of 1, maximum of 3), instead of the feat’s normal ability score prerequisite.

This ability replaces the 1st-level fighter bonus combat feat.

Dirty Maneuvers (Ex)

At 2nd level, a ructioneer becomes skilled at disrupting and discomfiting his opponents. The ructioneer gains a +1 bonus on disarm, dirty trick, and trip combat maneuver checks. The ructioneer also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and trip combat maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

This ability replaces bravery.

Brutal Bravado (Ex)

At 3rd level, the ructioneer’s overbearing swagger and brutal confidence in combat unnerves his enemies, leaving them rattled. The ructioneer gains Dazzling Display as a bonus feat, even if he doesn’t meet the feat’s prerequisites. If the ructioneer already has the Dazzling Display feat, he can take any other combat feat instead. Dazzling Display applies to any improvised weapon or any weapon from the close weapon group.

Whenever the ructioneer hits with a charge attack, successfully performs a combat maneuver, successfully feints against an enemy, deals maximum damage on a weapon damage roll with an improvised or close weapon, or hits an opponent with at least two attacks during his turn while wielding an improvised or close weapon, the ructioneer can use Dazzling Display as a swift action. When making multiple attacks during his turn, the ructioneer gains a +2 bonus on his Intimidate check for every attack he hits with beyond the second.

Whenever the ructioneer confirms a critical hit, is the first person to damage an enemy during combat, or reduces an enemy to 0 or fewer hit points, the ructioneer can use Dazzling Display as an immediate action. If the ructioneer gains a special effect on this critical hit from a critical feat, he gains a +2 bonus on the Intimidate check.

This ability replaces armor training 1.

Savage Ingenuity (Ex)

At 5th level, the ructioneer can pick up an unattended object within his reach that he can use as an improvised weapon as part of the attack action to melee with or throw that item. Furthermore, the ructioneer gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with improvised melee weapons and weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels after 5th (to a maximum of +4 and +6 at 17th level).

At 9th level, as a swift action, the ructioneer may alter the type of damage dealt by an improvised weapon to bludgeoning, piercing, or slashing damage. In addition, the ructioneer gains Improvised Weapon Mastery as a bonus feat. If the ructioneer already has the Improvised Weapon Mastery feat, he can take any other combat feat instead.

This ability replaces weapon training 1, 2, 3, and 4.

No Good, Lousy (Ex)

Starting at 7th level, the galling effect of the ructioneer’s behavior leaves foes reeling from his unsuspecting blows. When the ructioneer hits a creature that doesn’t recognize the ructioneer as an enemy, hits an enemy that has not yet acted in a combat encounter, hits a flat-footed creature, or hits an opponent that is denied its Dexterity bonus to AC against him, and the ructioneer is wielding an improvised weapon or a weapon from the close weapon group, he may attempt a disarm, dirty trick, or trip combat maneuver as an immediate action as part of the attack.

This ability replaces armor training 2.

Not Your Man (Ex)

As the mercenary’s mercenary, the ructioneer brings an undeterred swagger and decisiveness of action to every fight that others find hard to handle. Starting at 11th level, when the ructioneer would be hit by a combat maneuver, he can make an opposed Intimidate check against the attacker’s combat maneuver check as an immediate action. If his check succeeds, the ructioneer negates the combat maneuver. The ructioneer can use this ability a number of times per day equal to his Charisma modifier. The ructioneer must be aware of his attacker to use this ability.

At 15th level, this ability also applies when the ructioneer would be subject to a rogue’s sneak attack or to precision damage from attacks such as Vital Strike. The ructioneer makes an opposed Intimidate check against the attacker’s attack roll. If his check succeeds, the ructioneer negates any extra sneak attack or precision damage, and any effect applied to the sneak attack from rogue talents.

At 19th level, this ability further applies when a foe confirms a critical hit against the ructioneer. The ructioneer makes an opposed Intimidate check against the foe’s confirmation roll. If his check succeeds, the ructioneer treats the critical hit as a normal hit, and negates any effects applied from critical feats.

This ability replaces armor training 3 and 4, and armor Mastery.

Weapon Mastery: The ructioneer gains Weapon Mastery with improvised weapons and weapons from the close weapon group only.

Section 15: Copyright Notice

Pure Steam Campaign Setting. Copyright 2012 ICOSA Entertainment, LLC; Author(s): Brennan Ashby.

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