Hit Dice: d8
Skills: The unfettered’s class skills are Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Innuendo, Jump, Knowledge (Nobility and Courtesy), Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Sneak, Spot, Swim, Tumble, and Use Rope.
Skill Points: 4+Intelligence bonus
Weapon and Armor Proficiency: The unfettered is proficient with all simple and martial weapons, agile exotic weapons, light armor, and shields.
Armor Class Bonus (Ex): When wearing light armor or no armor, the unfettered gains a special dodge bonus to Armor Class that increases every three levels. Unfettered are trained to move quickly and dodge blows with astounding speed.
Parry (Ex): An armed unfettered uses his skill and training to judge the timing of an opponent’s incoming strike and how to block it. The unfettered can choose to add his Intelligence modifier to his Armor Class against a single opponent in a given round, although this bonus can never exceed half the unfettered’s class level (minimum 1). The parry ability works only against melee attacks, and only against attacks the unfettered is aware of; he cannot parry an invisible opponent. Certain weapons, such as the main gauche, add to the unfettered’s ability to parry, granting an additional bonus to the Armor Class bonus gained.
Bonus Feats: At 2nd level, the unfettered gets a bonus feat. The unfettered gains an additional bonus feat at 6th level, plus 10th, 14th, 18th, 20th, 22nd, 23rd, and 25th level. This is in addition to the feats characters normally get every third level. Draw these bonus feats from the following list: Bloody Strike, Combat Reflexes, Defensive Move (Mobility), Defensive Stance, Defensive Unarmed Strike, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Low Blow, Modify Combat Style, Paralyzing Blow, Point Blank Shot (Far Shot, Precise Shot, Shot on the Run), Quick Draw, Rapid Strike, Stunning Blow, Two-Weapon Fighting, Weapon Finesse, Weapon Focus.
Some of these feats are ceremonial feats. The character need not go through the ceremony (or pay for it) to get a bonus ceremonial feat; even an Unbound character can acquire ceremonial bonus feats in this way. An unfettered cannot acquire some of these bonus feats until he has gained one or more prerequisite feats; these feats appear parenthetically after the prerequisite feat. The unfettered can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. The character still must meet all prerequisites for a feat, including ability score and base attack bonus minimums (but not truenames).
Sneak Attack (Ex): Starting at 4th level, any time the unfettered’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the unfettered flanks the target, the unfettered’s attack deals extra damage. The extra damage is +1d6 at 4th level and an additional 1d6 every four levels thereafter. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The unfettered can make sneak attacks with ranged weapons, but only up to a range of 30 feet.
Parry Ranged Attacks (Ex): A 7th-level or higher unfettered can choose to add his Intelligence modifier to his Armor Class against a single foe who is using ranged attacks against him in a given round. Parry ranged attacks works only against ranged attacks and cannot be used in the same round as a normal parry. It works only against attacks the unfettered is aware of—he can’t parry an invisible opponent—and only against physical attacks (not spells or spell-like abilities) that the DM deems the unfettered could knock away with his weapon. For example, a human unfettered could not parry a boulder rolling down a hill or fired from a catapult.
Evasion (Ex): At 9th level the unfettered gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the unfettered takes no damage following a successful saving throw. The character can use evasion only if he is wearing light armor or no armor.
Parry Magic (Ex): At 13th level, the unfettered gains the ability to avoid spells in a manner similar to, but not as well as, a mage blade. He must have a magic weapon in hand to parry a spell. Only spells targeting the unfettered alone can be parried— not area spells or spells targeted elsewhere. Spells that do not allow a saving throw cannot be parried. The unfettered makes an attack roll opposed by the caster’s caster power check. If the unfettered’s roll is higher, he gains a +4 competence bonus on the saving throw against the spell. The unfettered can parry only spells he is aware of; spells from invisible casters or mental-action only spells cannot be parried. He cannot parry a spell in the same round that he uses either parry ranged attacks or a standard parry, and he cannot parry more than one spell in a round. Weapons that add an additional parry bonus do not affect the unfettered’s ability to parry magic.
Enhanced Parry Weapon (Ex): In the hands of an unfettered of 17th level or higher, a weapon with a parry modifier offers a bonus 1 point higher than its normal modifier. Thus, a 17th-level unfettered character using a main gauche while fighting defensively gains an additional +3 Armor Class bonus, rather than +2.
Improved Evasion (Ex): At 19th level, the unfettered’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed Reflex saving throw. A helpless unfettered does not gain the benefit of improved evasion.
Parry All (Ex): At 21st level, the unfettered can add his Intelligence modifier to Armor Class (as well as any weapon parry bonus) against all incoming attacks that he is aware of, as described under the parry and parry ranged attacks abilities. He still cannot use the parry magic ability in the same round that he parries conventional attacks.
True Parry (Ex): At 25th level, the unfettered can not only use his parry all ability in the same round that he attempts to use parry magic, but he can attempt to parry any number of incoming spells as well.
|Class Level||Base Attack Bonus||Fortitude Save||Reflex Save||Will Save||AC Bonus||Special|
|4||+4||+1||+4||+1||+2||Sneak attack +1d6|
|7||+7/+2||+2||+5||+2||+3||Parry ranged attacks|
|8||+8/+3||+2||+6||+2||+3||Sneak attack +2d6|
|12||+12/+7/+2||+4||+8||+4||+5||Sneak attack +3d6|
|16||+16/+11/+6/+1||+5||+10||+5||+6||Sneak attack +4d6|
|17||+17/+12/+7/+2||+5||+10||+5||+6||Enhanced parry weapon|
|20||+20/+15/+10/+5||+6||+12||+6||+7||Bonus feat, sneak attack +5d6|
|24||+24/+19/+14/+9/+4||+8||+14||+8||+9||Sneak attack +6d6|