Cities on the Endless Ocean or within the great gulf of the Vokari Waters use massive sailing ships to transport people and goods. When trouble comes calling, all weapons must be wielded to protect cargo and lives. The sailors on these ships often specialize in the use of anchors as weapons.
Anchor Combat
The anchor hurler is proficient in the use of anchors as weapons and treats anchors as though they were in the close and thrown fighter weapon groups. An anchor uses the same statistics as a harpoon, except that is has a range increment of 5 feet, deals bludgeoning damage, and has a damage dice of 1d12.
This replaces unarmed strike
Crushing Anchor (Ex)
At 4th level, the anchor hurler may spend a standard action to make an attack with an anchor at her highest Base Attack Bonus, adding any bonuses she would add to her CMB on Trip attempts to her attack roll. If she succeeds, her target is knocked prone. A creature knocked prone by Crushing Anchor must spend a full-round action to get up and cannot use other abilities to rise from prone. The anchor hurler may use this ability once per day at 4th level and an additional time per day at 10th and 16 levels.
This replaces knockout
Feather Crafter (Su)
At 5th level the anchor hurler can craft anchor feather tokens as though she had the Craft Wondrous Items feat. She must make a Profession (Sailor) skill modifier instead of a Spellcraft check in order to craft these tokens, and gains a +2 competence bonus on such checks. Additionally, the cost of raw materials required for this check is reduced by 5gp at 5th, 9th, 12th, and 17th levels.
This replaces brawler’s strike
Feather Token Hurler (Ex)
At 5th level, the anchor hurler learns to surprise her foes with anchor feather tokens which compliment her combat style. The anchor hurler can use an anchor feather token as a weapon, activating it as it strikes her target. Creatures are denied their Dexterity bonus to their AC against the first attack the anchor hurler makes with an anchor feather token each combat.
This replaces close weapon mastery
Improved Crushing Anchor (Ex)
At 16th level, when the anchor hurler successfully causes a creature to fall prone with her crushing anchor ability, her target provokes an attack of opportunity.
This replaces awesome blow
Greater Crushing Anchor (Ex)
At 20th level, when the anchor hurler successfully knocks a foe prone with her crushing anchor class feature, that creature takes 3 points of Strength, Dexterity or Constitution damage reduces this damage to 1 (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier).
This replaces improved awesome blow
The anchor hurler is proficient in the use of anchors as weapons and treats anchors as though they were in the close and thrown fighter weapon groups. An anchor uses the same statistics as a harpoon, except that is has a range increment of 5 feet, deals bludgeoning damage, and has a damage dice of 1d12.
This replaces unarmed strike
Crushing Anchor (Ex)
At 4th level, the anchor hurler may spend a standard action to make an attack with an anchor at her highest Base Attack Bonus, adding any bonuses she would add to her CMB on Trip attempts to her attack roll. If she succeeds, her target is knocked prone. A creature knocked prone by Crushing Anchor must spend a full-round action to get up and cannot use other abilities to rise from prone. The anchor hurler may use this ability once per day at 4th level and an additional time per day at 10th and 16 levels.
This replaces knockout
Feather Crafter (Su)
At 5th level the anchor hurler can craft anchor feather tokens as though she had the Craft Wondrous Items feat. She must make a Profession (Sailor) skill modifier instead of a Spellcraft check in order to craft these tokens, and gains a +2 competence bonus on such checks. Additionally, the cost of raw materials required for this check is reduced by 5gp at 5th, 9th, 12th, and 17th levels.
This replaces brawler’s strike
Feather Token Hurler (Ex)
At 5th level, the anchor hurler learns to surprise her foes with anchor feather tokens which compliment her combat style. The anchor hurler can use an anchor feather token as a weapon, activating it as it strikes her target. Creatures are denied their Dexterity bonus to their AC against the first attack the anchor hurler makes with an anchor feather token each combat.
This replaces close weapon mastery
Improved Crushing Anchor (Ex)
At 16th level, when the anchor hurler successfully causes a creature to fall prone with her crushing anchor ability, her target provokes an attack of opportunity.
This replaces awesome blow
Greater Crushing Anchor (Ex)
At 20th level, when the anchor hurler successfully knocks a foe prone with her crushing anchor class feature, that creature takes 3 points of Strength, Dexterity or Constitution damage reduces this damage to 1 (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier).
This replaces improved awesome blow