Braggart
Lost_Might_-_The_Braggart.jpg
Lost Might - The Braggart
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Many warriors are recognized for their skill with a weapon or a suit of armor, but it takes a special kind of guts to be renowned not only for their martial ability, but how good they look doing it.

A braggart can be any type of warrior that goes above and beyond, be they the warrior-kings of tribal lands, the gladiators of urban arenas, even the shadowy assassins of half-believed rumors. Across them, the commonality is the inclination and ability to put in more effort, more style, and more flair than most.

Role: The Braggart is a specialist in performative combat, executing attacks with not only precision but excessive style and demoralizing flourishes. Each individual on the Braggart’s path develops a highly personalized form of combat blending specialized martial knowledges with expressive techniques known as “flairs.” These bursts of creative action capitalize on outlandish success to damage multiple foes, perform acrobatic bursts of movement, and other surprising twists.

Each braggart’s style emerges in a progressively consistent manner as they progress. Trickshot archers dance in and out of short range with bursts of jaw dropping shots. Silk dagger dancers explode into clouds of ribbon and blood, seemingly everywhere and nowhere on the field of battle.

Alignment: Any

Hit Die: d10

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The braggart’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Class Abilities

Table 1-1: Braggart
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Combat Talents
1st +1 +2 +0 +2 Combat training, Braggart’s Approach (+1), succeed with flair, flairs (2) 1
2nd +2 +3 +0 +3 Flair 2
3rd +3 +3 +1 +3 Impressive Defense 3
4th +4 +4 +1 +4 Flair 4
5th +5 +4 +1 +4 Approaching Greatness, Braggart's Approach +2 5
6th +6/+1 +5 +2 +5 Flair 6
7th +7/+2 +5 +2 +5 Exceptional Flair 7
8th +8/+3 +6 +2 +6 Flair 8
9th +9/+4 +6 +3 +6 Approaching Greatness 9
10th +10/+5 +7 +3 +7 Braggart's Approach +3, Flair 10
11th +11/+6/+1 +7 +3 +7 Defended Entourage 11
12th +12/+7/+2 +8 +4 +8 Flair 12
13th +13/+8/+3 +8 +4 +8 Approaching Greatness 13
14th +14/+9/+4 +9 +4 +9 Flair 14
15th +15/+10/+5 +9 +5 +9 Braggart's Approach +4, Critical Flair 15
16th +16/+11/+6/+1 +10 +5 +10 Flair 16
17th +17/+12/+7/+2 +10 +5 +10 Approaching Greatness 17
18th +18/+13/+8/+3 +11 +6 +11 Flair 18
19th +19/+14/+9/+4 +11 +6 +11 Superb Flair 19
20th +20/+15/+10/+5 +12 +6 +12 Braggart's Approach +5, Finale, Flair 20

Proficiencies

Braggarts are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.

Combat Training

A braggart may combine combat spheres and talents to create powerful martial techniques. braggarts are considered Expert practitioners and use Charisma as their practitioner modifier.

Succeed with Flair

When the braggart makes an attack action or special attack action and beats an enemy’s AC by 5 or more, they can apply one compatible flair they know to the attack. Once the braggart has applied a flair to an attack against a foe, they cannot apply the same flair against the same creature for 24 hours. The braggart learns two flairs at 1st level and one more at 2nd level and every even level thereafter.

While most flairs are extraordinary abilities, some braggarts use other means of showing off certain successes, so each flair is individually marked as an extraordinary or supernatural ability. Allies cannot trigger flairs. Additionally, starting at 4th level, whenever the braggart would gain a flair they may choose to gain a bonus combat talent instead.

Braggart’s Approach (Ex)

Every braggart approaches their over-the-top fighting in a different way. They choose one combat sphere as their approach sphere, and gain it or a talent from it as a bonus talent. When they hit with an attack action using a sphere ability or combat talent from their approach sphere, they treat their attack roll as higher for the purposes of succeeding with flair. At 1st level, they treat applicable attack rolls as 1 higher, and treat them as 1 additional point higher at 5th level and every 5 levels thereafter, to a maximum of 5 points higher at 20th level.

Impressive Defense (Ex)

At 3rd level, whenever the braggart applies at least one flair to an attack they make, they add their Charisma modifier as a morale bonus to saving throws and AC for one round.

Approaching Greatness (Ex)

At 5th level, and again every four levels thereafter, the braggart gains a bonus combat talent from their approach sphere.

Exceptional Flair (Ex)

At 7th level, the braggart only needs to beat a target’s AC by 4 or more with an attack action they make to apply a compatible flair they know to the attack, and if they beat the target’s AC by 8 or more, they can apply two compatible flairs instead of one.

Defended Entourage (Ex)

At 11th level, the braggart’s impressive defense class features applies to all allies within 30 feet of them as well as to themself.

Critical Flair (Ex)

At 15th level, when the braggart confirms a critical hit with an attack action they make, they can apply one more compatible flair than normal to the attack.

Superb Flair (Ex)

At 19th level, the braggart only needs to beat a target’s AC by 3 or more with an attack action they make to apply a compatible flair they know to the attack, and only need to beat the target’s AC by 6 or more to apply two compatible flairs instead of one. Further, if they beat a target’s AC by 9 or more, they can apply three compatible flairs instead of two.

Finale (Ex)

At 20th level, the braggart can finish a foe with stunning skill or brutal finality. As a standard action, they can make a single attack against a foe who has triggered at least three flairs. They make this attack at their full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the braggart’s level + the their Practitioner modifier + 1 for each flair the target has triggered. Whether or not the target succeeds, it cannot be targeted by this ability again for 24 hours.


Flairs

The braggart may select their flairs from the following list:

Archer’s Arc (Ex)

When this flair is applied, choose a creature within 20 feet of the target that would be hit by the same attack roll. That creature takes piercing damage equal to 1d8 + your Charisma modifier. At 6th level and every 5 levels thereafter, this damage increases by 1d8. This flair can only be applied to ranged attacks that deal piercing damage.

Biting Insult (Su)

When this flair is applied, the target takes additional damage equal to 1d6 + your Charisma modifier. This damage is bludgeoning, piercing, and slashing. At 6th level and every 5 levels thereafter, this damage increases by 1d6.

Cracking Kneecaps (Ex)

When this flair is applied, you can attempt a trip combat maneuver against the target without provoking attacks of opportunity. If you succeed, the target also takes a penalty to Reflex saves equal to your Charisma modifier for one round. This flair can only be applied to melee attacks that deal bludgeoning damage.

Distracting Flourish (Ex)

When this flair is applied, the target becomes flat-footed until the next attack made against it within one round.

Dizzying Duet (Ex)

When this flair is applied, you may use the motion of your attack to grab an adjacent ally and reposition them to another adjacent square without provoking an attack of opportunity.

Enterprising Beatdown (Ex)

When this flair is applied, make an unarmed strike against the target with a +2 circumstance bonus to the attack and damage rolls. This flair can only be applied if the target is within your natural reach.

Face’s Adoration (Ex)

When this flair is applied, you can attempt an Intimidate check to demoralize the target. You gain a bonus to this check equal to the number of allied creatures within 60 feet of you that can see and hear you, to a maximum of your class level.

Fantastic Takedown (Ex)

When this flair is applied, the target takes additional nonlethal damage equal to your class level plus your Charisma modifier.

Focusing Strike (Ex)

When this flair is applied, you regain martial focus.

Wiki Note: You cannot regain martial focus more than once per round unless an option specifically allows that.

Frenetic Fanfare (Ex)

When this flair is applied, you may use the Perform skill as a swift action. This may take a number of forms, from percussive noises on a foes armor to a mocking tune or limerick.

Frustrating Display (Ex)

When this flair is applied, the target takes a penalty to Will saves and concentration checks equal to your Charisma modifier for 1d4+1 rounds.

Glorious Stride (Ex)

When this flair is applied, move up to ten feet without provoking attacks of opportunity.

Heel’s Audacity (Ex)

When this flair is applied, you can attempt a dirty trick combat maneuver against the target without provoking attacks of opportunity. If you succeed, the condition imposed by the dirty trick lasts for an additional number of rounds equal to half the number of hostile creatures within 60 feet of you that can see and hear you, to a maximum of your class level, or until removed.

Hexmark (Su)

When this flair is applied, spells, magic talents, psionic powers, and supernatural abilities against the target gain a +1 to their DCs for 1d4 rounds. At +10 BAB this bonus becomes a +2.

Inspiring Grandstand (Ex)

When this flair is applied, you gain temporary hit points equal to half your class level plus your Charisma modifier, which last until lost or until the end of the encounter, and which do not stack with themselves.

Opportune Audacity (Ex)

When this flair is applied, you can make an additional number of attacks of opportunity within the next minute equal to your Charisma modifier. These can be used at any time you could normally make an attack of opportunity, and you can choose whether to expend them or your normally-allotted attacks of opportunity per round whenever you make one.

Showy Cleave (Ex)

When this flair is applied, choose one creature within your reach other than the target. That creature takes slashing damage equal to 1d8 + your Charisma modifier. At 6th level and every 5 levels thereafter, you may choose one additional creature. This flair can only be applied to melee attacks that deal slashing or piercing damage.

Smashing Success (Ex)

When this flair is applied, you can attempt a sunder combat maneuver against the target’s equipment without provoking attacks of opportunity. If you succeed, you ignore an amount of hardness of the item sundered equal to your Charisma modifier.

Zen Glory (Ex)

When this flair is applied, you gain a morale bonus to Will saves and concentration checks equal to your Charisma modifier for 1d4+1 rounds.


New Sphere Talents

Deadly Duet (Dual Wielding)

Whenever you would trigger your Dual Attack ability you may sacrifice the offhand attack to cause your target to provoke an attack-of-opportunity from an ally threatening it. An ally can only benefit once from this talent per round regardless of source and may only take a basic attack. If the ally's provoked attack succeeds it triggers other Dual Wielding talents for you as though it were a successful off-hand attack from you. (Some GMs may wish to bar companion creatures from taking this talent)

Nostalgic Callback [Shout] (Warleader)

You may remind your allies of recent victories. When you use this shout, expend your martial focus and select one specific effect that granted a morale bonus within the past 24 hours. You and all affected allies gain a renewed version of that specifc effect for the duration of the shout. Allies that were not present for the original effect do not benefit from this shout.


New Feats

Coordinated Effort (Combat)

Prerequisites: Cha 15, braggart level 5, leader’s approach

Benefits: Choose one combat sphere other than Warleader. Whenever an ally benefiting from one of your shouts hits with an attack action using a sphere ability or combat talent from that sphere, they treat their attack roll as 1 higher for the purposes of applying a flair. At braggart level 15, they treat it as an additional 1 higher.

Special: This feat may be taken multiple times. Its effect do not stack. Instead, you must choose a different combat sphere each time.

Deploy the Toy! (Combat)

Prerequisites: Succeed with flair, 5 ranks in Use Magic Device

Benefits: When you apply at least one flair to an attack you make, you can choose to forgo gaining the benefits of a flair to make a Use Magic Device check as a swift action to attempt to trigger a blind activation on the target of your attack.

Distinct Effort (Combat)

Prerequisites: Cha 15, stressful push

Benefits: Choose one flair you know to be your signature move. When you hit a creature and apply a flair by gaining one point of stress, you can also apply your signature move. The attack must still be compatible with your signature move and your target must still be a valid target for it.

Eerie Tremors (Combat)

Prerequisites: Forbidden approach, impressive defense

Benefits: When you apply at least one flair to an attack you make, you can choose to forgo gaining the benefits of your impressive defense class feature. If you do so, choose one creature affected by or in the area of a sphere effect or magic talent from your approach sphere. They take a penalty to AC and saving throws equal to your Charisma modifier (to a maximum penalty equal to your braggart level) for one round.

Expansive Style (Combat)

Prerequisites: Any aura from a class feature, Sphere talent, or supernatural ability, succeed with flair

Benefits: When you apply at least one flair to an attack you make, you can choose to forgo gaining the benefits of the flair to extend the radius of an aura you can create by 10 feet. You may sacrifice additional flairs if you are capable of applying them, each add 10 more feet.

Memorable Technique (Combat)

Prerequisites: Cha 15, exceptional flair

Benefits: Choose one flair you know to be your signature move. When you beat a target’s AC by enough to apply one flair, but not enough to apply two, you treat your attack roll as 2 higher, but only to apply your signature move. The attack must still be compatible with your signature move and your target must still be a valid target for it.

Signature Suite (Combat)

Prerequisites: Distinct Effort or Memorable Technique

Benefits: Choose another signature move, in addition to any you already possess.

Special: This feat may be taken multiple times. Each time you take it, choose another signature move.

Talented Tempo (Combat)

Prerequisites: Frenetic Fanfare, ability or class feature that requires a Perform skill.

Benefits: When you apply the Frenetic Fanfare flair, you may instead choose to activate a perform ability you have from another source. If you do so the action required to start the Performance decreases by one step, standard to move, move to swift, swift to free, and so on.


Braggart Archetypes

Cheer Sergeant

A tradition rooted in the spectators at gladiator matches, a cheer sergeant is skilled in battle but shines when bringing out their allies’ skills.

Leader’s Approach (Ex)

At 1st level, the cheer sergeant gain the Warleader sphere and the Semaphore (The Highlander’s Handbook) combat talent as bonus talents. Once per round when an ally benefiting from one of their shouts makes an attack action and beats the target’s AC by 5 or more, the cheer sergeant can apply one of their flairs to their ally’s attack, under the same restrictions as normal. Any flairs with effects that apply to you instead apply to the creature whose attack action triggered the flair. At 5th level, allies benefiting from their shouts that hit with attack actions treat their attack rolls as 1 higher for the purposes of activating a flair. At 15th level, this becomes 2 higher. At 10th level and 20th level, the cheer sergeant can activate a flair through an ally’s attack once more per round. This replaces braggart’s approach and one of the flairs gained at 1st level.

Cheerful Greatness (Ex)

The cheerful sergeant treats the Warleader sphere as their approach sphere for all purposes.


Foreboding Renegade (Champion Archetype)

When a warrior strives to show off, many succeed through intense effort. However, those known as foreboding renegades take a shortcut, using strange and frightening magic to accelerate their endeavors.

Reliance on Magic

The foreboding renegade’s dependence on magic for their confidence and techniques is near absolute, and they take a -2 penatly to their base attack bonus as long as they have 0 points in their Spell Pool. However, they gain Knowledge (Arcana), Spellcraft, and Use Magic Device as class skills. This alters their class skills and base attack bonus.

Casting

The foreboding renegade may combine spheres and talents to create magical effects. They are considered a Low-Caster. They use their Charisma as their casting ability modifier. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

A foreboding renegade gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

The foreboding renegade gains a combat or magic talent every time they gain a class level. They use their casting ability modifier as their practitioner modifier. This replaces combat training.

Forbidden Approach (Su)

At 1st level, the foreboding renegade chooses one magic sphere from the following list to be their approach sphere: Blood (The Sanguinist’s Handbook), Dark, Death, Telekinesis, or War. They gain this sphere, or a talent from it, as a bonus magic talent. They use their class level as their caster level with their approach sphere, which stacks with caster levels from other sources as normal. Whenever a foreboding renegade makes an attack action or special attack action against a creature under the effects of or in the area of a sphere effect or magic talent from their approach sphere and hits, they gain a +1 bonus to the attack roll when determining if they can apply a flair or not. This bonus increases by +1 at 5th level and every four levels thereafter, to a maximum of +5 at 17th level. This replaces braggart’s approach.

Approaching Greatness (Su)

The foreboding renegade gains this class feature as normal, but gains bonus magic talents from their approach sphere instead of bonus combat talents. This alters approaching greatness.


Unyielding Contender

Some of those who succeed with flair do so not through overwhelming success, but by simply refusing to fail. These unyielding contenders smash through enemy defenses against all odds, pushing their bodies harder than normal.

Costly Success (Ex)

At 1st level, the unyielding contender gains the ability to push themselves harder than normal. Whenever they hit with an attack action or special attack action, they can choose to apply a flair to the attack by gaining one point of stress. For every point of stress they have, the unyielding contender’s current and maximum hit points are reduced by their character level. They cannot voluntarily accept more points of stress than half their class level plus their practitioner modifier (minimum 1), and cannot use any abilities that would put them above this limit. After resting for 8 hours, they lose all points of stress, restoring the reductions to maximum hit points, but not current hit points. They gain two flairs at 1st level and one flair at 2nd level and every even level thereafter.

Starting at 4th level, whenever they would gain a flair, they may choose to instead gain a bonus combat talent or to increase the maximum amount of stress they can accept by 1. This replaces succeed with flair.

Stressful Push (Ex)

At 7th level, when the unyielding contender makes an attack action or special attack action and misses the target’s AC by 3 or less, they can gain one point of stress to hit anyways and apply a flair. At 19th level, they can do this when they miss by 5 or less. This replaces exceptional flair and superb flair.

Critical Calm (Ex)

At 15th level, when the unyielding contender rolls a natural 20 (the die shows a “20”) on a Will save from an effect created by hostile creature with hit dice equal to or greater than half their level, they lose one point of stress. This replaces critical flair.


Favored Class Bonuses

A braggart belonging to an indicated species below can gain the listed benefit in place of normal benefits (if it is that character’s favored class).
Aasimar: +1/5 of a new Warleader sphere talent.
Ceptu: (Foreboding Renegade) +1/5 of a Telekinesis sphere talent.
Changeling: +1/5 of a new Scoundrel sphere talent.
Creeper: +1/5 of a new Scoundrel sphere talent.
Dhampir: +1/5 of a new Fencing sphere talent.
Dhampir: (Foreboding Renegade) +1/5 of a new Death sphere talent.
Dwarf: +1/5 of an Equipment sphere talent.
Elf: +1/5 of a new Barrage sphere talent.
Fetchling: (Foreboding Renegade) +1/5 of a Dark sphere talent.
Gnome: +1/5 of an Tech sphere talent.
Goblin: +1/5 of an Alchemy sphere talent.
Halfling: +1/5 of a Scout sphere talent.
Half-Elf: +1/6 of a combat sphere talent.
Human: +1/6 of a combat sphere talent.
Ifrit: +1/5 of a Warleader sphere talent.
Judow: +1/6 of an Scoundrel sphere talent.
Kitsune: +1/6 of an extra flair known.
Kobold: +1/5 of an Equipment sphere talent.
Mirrorkin: +1/5 of an Duel Wield or Scoundrel sphere talent.
Morphbear: +1/5 of a new Scout sphere talent.
Mystar: +1/5 of a new Duel Wield or Athletics sphere talent.
Orc: +1/5 of a Boxing or Barroom talent.
Oread: +1/5 of an Equipment or Guardian sphere talent.
Rhyzala: +1/5 of an Duel Wield sphere talent.
Shadow Fey: +1/5 of a Scoundrel sphere talent.
Sylph: +1/5 of a Scout sphere talent.
Tiefling: +1/6 of a combat sphere talent.
Undine: +1/5 of an Warleader sphere talent.
Vanara: +1/5 of an Athletics sphere talent.
Veryx: +1/5 of an Fencing sphere talent.
Xodai: (Foreboding Renegade) The Fate sphere becomes an option for Forbidden Approach; +1/5 a Fate sphere talent.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
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Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
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