Andrea Freelancer (Character supplement)

*They are often called jack of all trades, master of none, but sometimes are better at copying the trades they learn than others. It is these that are far less common and far more dangerous.*

**Alignment**: Any.

**Hit Dice**: d6

**Starting Wealth**: 1d6x10 GP

**Class Skills**:

Knowledge Religion (Int), Knowledge Planes (Int), Stealth (Dex), Spellcraft (Int)

**Skill Ranks per level**: 4+ Int Modifier

## **Table: Freelancer (Andrea)**

#### **Special Note**

This freelancer build depends on the purchase of 8 Extra JP feats before level 10 and requires you to take Freelancer FCB every level.

Link to the JP point buy sheet HERE.

#### **Weapon and Armor Proficiency**

Freelancers are proficient with simple weapons, but not with any type of armor or shield. Armor interferes with a freelancer’s movements, which can cause his spells with somatic components to fail.

#### **Limit Break(s)** (Su)

At 1st level, the freelancer receives the Limit Break Deathblow.

*Deathblow (Su):* This Limit Break allows the mog knight, while mounted, to charge opponents more efficiently. For a duration of 1 round + 1 round per four chocobo knight levels after 1st, the mog knight gains a +2 circumstance bonus to his critical threat range with any weapon while mounted and making a charge attack. This bonus increases by +2 per four chocobo knight levels after 1st. In addition, if a critical threat was rolled, it is automatically confirmed. This limit break requires only a swift action.

#### **Spells**

A freelancer casts black magic spells which are drawn from the black mage spell list. A freelancer begins play with 3 1st level black mage spells of his choice. The freelancer also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his list of spells. Each time a character attains a new freelancer level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most mages, a freelancer can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the freelancer must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a black mage’s spell is 10 + the spell level + the freelancer’s Intelligence modifier. In addition, a freelancer gains additional MP for having a high attribute (Intelligence—see **Table: Bonus MP per Day (by Spell Level)** on the MP System page).

#### **Spells**

Freelancers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Freelancers begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level.

#### **Avatar (Iconic Hero)** (Su)

The freelancer can summon an iconic hero. Iconic heroes are individuals who achieved great deeds in life, who have become summonable servants. The freelancer must choose which iconic hero to form a pact with and begin play. Once chosen, the iconic hero forms a link with the freelancer. An iconic hero has its own alignment, stats, gear, and languages. Iconic heroes are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. The freelancer may only have one pact with a specific iconic hero.

Unlike a summoner’s normal avatar, the iconic hero stays with the freelancer until killed or until the freelancer is killed. The iconic hero’s Hit Dice, saving throws, skills, feats, and abilities are tied to the freelancer’s summoner level and increase as the freelancer gains levels except at 3rd level and every four summoner levels thereafter, it does not gain a level, effectively capping out at 15th level. If the iconic hero is killed, the freelancer must perform a ritual that requires 8 hours of uninterrupted concentration and costs 100 gil per summoner level in material components to summon the same iconic hero.

At 5th level of the iconic hero’s class, and every 5 levels thereafter, the iconic hero upgrades its equipment and items according to the iconic hero. All equipment and items summoned with the iconic hero disappear if dropped or otherwise removed and reappear on the iconic hero unless the item is used (such as a potion). Skills and feats follow a predetermined path according to the iconic’s effective level. A freelancer’s iconic hero counts as an avatar for the purposes of feats and class features. Any equipment given to the iconic hero will arrive with the iconic hero when summoned.

#### **Combo Finishers** (Ex)

At 1st level and every other level thereafter, a freelancer gains a combo finisher that allows him to put the Spear Techniques into good use by starting and finishing combos. Each combo finisher requires a certain amount of Spear Techniques used in order that must hit and be completed before the end of his next turn of the last successive hit or the freelancer must start over. In addition, once the freelancer is able to use a combo finisher, he must activate it before the end of his next turn or its lost.

The freelancer may activate a combo finisher as a swift action, unless indicated otherwise on the ability. If the combo finisher requires an attack roll it replaces a melee or ranged attack respectively from her next attack made before the end of her next round. All combo finishers with an attack component are made at the highest base attack bonus. Any combo finisher that adds extra weapon damage dice are not multiplied on a critical hit, but are added to the total. At 6th level, a freelancer can substitute, as a free action, any spear technique by spending 1 use of mirage strike per technique substituted.

* *Areadbhar (Ex):* (Requires Thrust → Falling Swing → Leg Sweep) This combo finisher allows the freelancer to leap into the air, ignite fire around his weapon and plunge down upon an enemy. He makes a single melee attack and, if successful, he deals double weapon damage as fire damage. If the enemy is prone, he deals triple weapon damage as fire damage instead.
* *Chaos Thrust (Ex):* (Requires Swing→ Swing → Falling Swing) This combo finisher allows the freelancer to make a stunning thrust that leaves his enemy in disarray. The freelancer makes a single melee attack and, if successful, he deals double weapon damage and the enemy must make a Fortitude save (DC 10 + half of the dragoon’s level + his Strength modifier) or be inflicted with Confusion for 1 round.
* *Disembowel (Ex):* (Requires Swing → Leg Sweep→ Heavy Thrust→ Rising Drive) This combo finisher allows the freelancer to thrust into a foe and rake their armor with his spear. The freelancer makes a single melee attack and, if successful, he deals double weapon damage and reduces the DR and Hardness of the enemy by an amount equal to the freelancer’s Strength modifier. A Fortitude save (DC 10 + half of the dragoon’s level + his Strength modifier) can negate this reduction. If the enemy does not have DR or Hardness, the speramaster instead makes a free sunder attempt that does not provoke attacks of opportunity.
* *Doom Spike (Ex):* (Requires Thrust → Rising Drive →Falling Swing) This combo finisher allows the freelancer to thrust forward a wave of energy at an opponent. The freelancer deals triple weapon damage as non-elemental damage to all enemies in a 15-ft.-line before him. A successful Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) halves this damage.
* *Fang and Claw (Ex):* (Requires Rising Drive → Swing → Thrust ) This combo finisher allows the freelancer to attack his foe with two overwhelming swings of his weapon. The freelancer makes two melee attacks at his highest BAB against an opponent with each dealing normal weapon damage, if successful. If both attacks hit, he deals additional damage equal to his normal weapon damage.
* *Gáe Bulg (Ex):* (Requires Swing→ Falling Swing→ Thrust → Rising Drive → Leg Sweep) This combo finisher allows the freelancer to launch his spear at an opponent with terrifying force. It zips around the battlefield until it hits its mark. He makes a ranged touch attack against an opponent within 60 feet using his weapon without penalty even if it cannot normally be thrown. This ranged attack ignores cover and feats and abilities that negate or hinder ranged attacks such as deflect arrows, bullet time and wind shield. If successful, it deals four times weapon damage and zips back to the freelancer’s hand at the end of his turn. This range attack does not provoke attacks of opportunity.
* *Gungnir (Ex):* (Requires Swing → Falling Swing → Thrust) This combo finisher allows the freelancer to hurl his spear at an enemy within 20 feet he can see. He makes a ranged touch attack against an opponent within 20 feet using his weapon without penalty even if it cannot normally be thrown. If successful, he deals triple weapon damage and his spear appears back in his hand at the end of his turn.
* *Highwind (Ex):* (Requires Thrust → Heavy Thrust → Swing → Leg Sweep → Rising Drive → Falling Swing) This combo finisher allows the freelancer to effortlessly leap into the air and plummet with his spear at any point he can see within 60 feet. The freelancer moves to any point within 60 feet without provoking attacks of opportunity, unhindered by difficult terrain, casing an eruption of power to explode around him. He deals four times weapon damage as non-elemental damage to all enemies in a 30-ft.-radius from the point he lands. A successful Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) halves this damage.
* *Impulse Drive (Ex):* (Requires Heavy Thrust → Leg Sweep → Rising Drive) This combo finisher allows the freelancer to dash forward at an enemy and drive his spear into them, and leaving behind a translucent mirage of himself. The freelancer may move up to 15 feet towards an enemy and make a single melee attack, if successful, he deals triple weapon damage.
* *Lance Barrage (Ex):* (Requires Swing → Swing → Swing) This combo finisher allows the freelancer to make a multitude of attacks. During the round this combo finisher is used, the freelancer doubles the amount of attacks he has based on his base attack bonus (does not include any additional attacks from anything that grants additional attacks like haste, flurry of blows, two-weapon fighting,), but cannot use any spear techniques or mirage strike.
* *Ring of Thorns (Ex):* (Requires Swing→ Thrust → Rising Drive) This combo finisher allows the freelancer to leap upward from his position and drive his weapon into the ground causing an eruption of energy around him. The freelancer deals triple weapon damage as non-elemental damage to enemies within 20-ft.-radius of him. A successful Reflex save (DC 10 + half of the dragoon’s level + his Strength modifier) halves this damage.
* *Skewer (Ex):* (Requires Thrust → Heavy Thrust → Swing) This combo finisher allows the freelancer to ravage his target with a barrage of thrusts by him and his mirage, leaving the target bloody and in agony. He makes a single melee attack and, if successful, he deals double weapon damage and bleed damage equal to his Strength modifier and the bleed is doubled if the attack is a critical hit. This bleed does not stack on itself or other bleed effects.
* *Stardiver (Ex):* (Requires Heavy Thrust → Swing → Rising Drive → Falling Swing) This combo finisher allows the freelancer to leap into the sky and plunge on an enemy within 30 feet, leaving behind a translucent mirage from his original spot. The freelancer can move up to 30 feet to a target, unhindered by terrain and not provoking attacks of opportunity. He then makes a single melee attack against the foe. If successful, he deals triple weapon damage.
* *Wheeling Thrust (Ex):* (Requires Thrust → Heavy Thrust → Rising Drive) This combo finisher allows the freelancer to leap upward to strike downward and then swipe his foe. He makes two melee attacks at his highest BAB against an opponent, each dealing normal weapon damage. If both hit, the freelancer gains a free trip attempt against the foe. This trip attempt does not provoke attacks of opportunity and he is not tripped in return if this attempt fails.

#### **Stylish Fighter** (Ex)

At 1st level, one to put on a show, the demon hunter excels at showing off during combat. While he doesn’t exactly dance, some would believe the demon hunter if he said he was. While in combat, the demon hunter can accrue style points for combining attacks and dodging enemies. Points are translated into rankings, which in turn give buffs to his allies.

For every attack the demon hunter lands, he gains 1 point, for every attack he misses, he loses 1 point. If the demon hunter gets hit and takes damage, he loses 2 points and if he falls unconscious or dies, he loses all points. A successful check with the antagonize feat grants the demon hunter 1 style point per antagonised enemy, this can only happen once per enemy per encounter. If the demon hunter does not attack for a full turn, he loses 1 point, he also loses 1 point per 6 seconds outside of combat.

The demon hunter stops getting points if he uses the same attack 3 times in a row. For example, if he full-attacked with a longsword, he only gets a point for the first 3 hits, any hits afterwards do not reward a point. Changing to a different weapon style, gun/ranged weapon, combat maneuver or spell will reset this effect, allowing them to accrue points with the initial attack again. The first 3 hits of two-weapon fighting give a point each, afterwards, the demon hunter must use a combat maneuver or swap to a single weapon, 2-handed weapon, or ranged weapon to gain points again.

Bonus points may be awarded at GM’s discretion. Super stylish moves like combining Prop and Shredder with The Time Has Come then swapping to a gun attack should award more than 1 point per hit.

* 1 point – D – No effect.
* 3 points – C – Allies gain +1 morale bonus to attack rolls.
* 6 points – B – Allies gain +2 morale bonus to attack and damage rolls.
* 10 points – A – Allies gain +3 morale bonus to attack and damage rolls and +10 movement speed.
* 15 points – S – Allies gain +4 morale bonus to attack and damage rolls, +20 movement speed and 1 additional attack of opportunity.
* 21 points – SS – Allies gain +5 morale bonus to attack and damage rolls, +30 movement speed, 2 additional attacks of opportunity and 1 additional swift action.
* 28 points – SSS – Allies gain SS bonuses and may make a single re-roll per turn.

An alternative reward system would be to grant bonus EXP and Gil to the party for ending combat with a higher rank. For this system, reward +2% per rank (D-2, C-4, B-6, A-8, S-10, SS-12, SSS-14).

#### **Divine Grace** (Su)

At 2nd level, a freelancer gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

#### **Aura of Courage** (Su)

At 3rd level, a freelancer is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the freelancer is conscious, not if she is unconscious or dead.

#### **Evasion** (Ex)

At 4th level and higher, an freelancer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the freelancer is wearing light armor. A helpless freelancer does not gain the benefit of evasion.

#### **Black Magery** (Ex)

At 1st level and every four freelancer levels thereafter, a freelancer increases his power with his spells of 1st level or higher. This ability applies only to spells that he casts from the black mage spell list, not to those he might have by virtue of levels in another class. At each such opportunity, he can choose from the list of the following (with a maximum of 2 per):

* *Elemental Mastery:* This increases the freelancer’s caster level by 1 for all spells with an elemental descriptor.
* *Increased Damage:* This increases any damage spell from the black mage spell list the freelancer casts by 1 extra die of the appropriate type. This allows you to overcome any damage cap a spell might restrict you to. Only applies once per casting, such spells with multiple attacks (such as Ruin) only applies to 1 missile.
* *Spell Mastery:* This increases the DC for all of the freelancer’s spells by 1.
* *Spell Penetration:* This increases the freelancer’s caster level checks by 1 made to overcome a creature’s spell resistance. This stacks with the Spell Penetration feat.

#### **Spear Techniques (Ex)**

At 4th level, a freelancer can utilize these techniques to enable combo finishers (see below). Spear Techniques are special polearm attacks which can be used in place of an attack during an attack action, full-attack action, or charge action. These techniques only function when using a spear, lance or polearm.

* **Falling Swing (Ex):** A freelancer who uses this spear technique deals normal weapon damage.
* **Heavy Thrust (Ex):** A freelancer who uses this spear technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 1 and a foe struck by this, must make a Fortitude save (DC 10 + half of the dragoon’s level + his Strength modifier) or be staggered for 1 round.
* **Rising Drive (Ex):** A freelancer who uses this spear technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 1 and has a chance to knock a foe prone. The freelancer can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this spear technique. If the attempt fails, the freelancer is not tripped in return.
* **Swing (Ex):** A freelancer who uses this spear technique deals normal weapon damage.
* **Leg Sweep (Ex):** A freelancer who uses this spear technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 1 and has a chance to knock a foe prone. The freelancer can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this spear technique. If the attempt fails, the freelancer is not tripped in return.
* **Thrust (Ex):** A freelancer who uses this spear technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 1 and has a chance to sunder armor. The freelancer can attempt to sunder his opponent as a free action without provoking attacks of opportunity if he hits with this spear technique.

#### **Spear Training (Ex)**

At 5th level, a freelancer must select weapon training with the spear group. The freelancer’s weapon training bonus with spears improves by +1 on attack rolls and +2 on damage rolls for every four levels beyond 5th (to a maximum of +4 on attack rolls and +8 on damage rolls at 17th level).

#### **Cunning Initiative** (Ex)

At 6th level, a freelancer adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

#### **Backswing** (Ex)

At 7th level, when a freelancer makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

#### **Uncanny Dodge** (Ex)

Starting at 7th level, a freelancer can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A freelancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a freelancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

#### **Lightning Strike** (Ex)

At 7th level, as part of a full attack, a freelancer can make one additional attack. This attack is at the freelancer’s highest base attack bonus, but each attack in the round (including the extra one) takes a –2 penalty.

#### **Wild Fighting** (Ex)

At 7th level, even when not raging, freelancers often fight with reckless, savage abandon. A freelancer using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.

#### **Bane** (Su)

At 8th level, an freelancer can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the freelancer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the freelancer before the duration expires. This ability lasts for a number of rounds per day equal to the freelancer’s level. These rounds do not need to be consecutive.

#### **Mirage Strike** (Su)

At 8th level, the freelancer can summon a translucent copy of himself that helps him pull off combos. When he performs a full-round attack, he can summon a mirage of himself to strike with him, as a free action. When full-round attacking, the freelancer gains an extra attack at his highest base attack bonus that must be done to perform a spear technique. Once the attack is made, his mirage disappears. This extra attack stacks with haste and other effects but not multi-weapon fighting. At 11th level, he gains another extra attack at his highest base attack bonus. This ability, however, is taxing, he may only use mirage strike a number of times per day equal to half his dragoon level (minimum 1) plus his Constitution modifier.

#### **Soul Eater** (Su)

At 8th level, as a swift action, a freelancer can empower his next blow by giving up some of his life force to win the battle. The freelancer’s first melee attack each round for the duration of this ability deals an extra 5d6 points of shadow damage if it hits, and he takes 10 points of damage each time he makes such an attack, whether or not the attack is successful. While this ability is active, the freelancer is immune to all healing effects other than from his own abilities or spells. This extra damage is not multiplied upon a critical hit. This ability lasts for 1 minute and can be canceled as a free action. The freelancer can use this ability a number of times per day equal to 3 + his Charisma modifier.

#### **Million Stab** (Ex)

At 9th level, a freelancer may add two additional attacks to his full-attack action, this also changes the damage type to piercing. The two additional attacks give style points outside of the 3 normally gained from successful attacks in this full-attack. These attacks stack with any other additional attacks the freelancer would otherwise gain. A freelancer can use Million Stab a number of times per day equal to 1 + his Constitution modifier.

#### **Vigilance** (Ex)

At  9th level, a freelancer is always ready to leap into battle, and is far more difficult to get the jump on. She adds her Charisma modifier (if positive) to all initiative rolls. In addition, she may make a Perception check when surprised. The DC of the check is 10 + the highest enemy’s CR in the encounter + that enemy’s initiative bonus. If the check succeeds, she may act first in the surprise round.

#### **Divine Health** (Ex)

At 10th level, a freelancer is immune to all diseases, including supernatural and  magical diseases, including mummy rot.

#### **Iaijutsu (Ex)**

At 10th level, a freelancer applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A freelancer may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

#### **Spellstrike** (Su)

At 2nd level, whenever a freelancer casts a touch (melee or ranged) spell from the red mage spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the touch attack normally allowed to deliver the spell, a freelancer can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the freelancer makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage instead of maximize damage on a successful critical hit, while the weapon damage uses its own critical modifier.

#### **Bonus Arcana (Broad Study)**

At 10th level, the freelancer gains the magus arcana *Broad Study* as a bonus arcana.

*Broad Study*: The magus selects another one of his spellcasting classes. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components.

#### **Improved Evasion** **(Ex)**

At 11th level, the freelancer’s evasion ability improves. This works like *evasion*, except that while the freelancer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless freelancer does not gain the benefit of improved evasion.

#### **Stalwart** (Ex)

At 11th level, this ability grants the freelancer the ability to alter the likelihood of secondary effects interacting with him. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the freelancer is wearing light armor or no armor. A helpless freelancer does not gain the benefit of the stalwart ability.

#### **Greater Bane** (Su)

At 12th level, whenever a freelancer uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

#### **Prop and Shredder** (Ex)

At 13th level, whenever the freelancer attempts a trip combat maneuver they can instead attempt to send the target flying into the air (10 feet). For every 5 which the freelancer beats the CMD of the target, the height is increased by 5 feet. The target takes falling damage as normal, and if it hits a ceiling it takes an additional 2d6. Hitting the ceiling and floor grant a Style Point each.

#### **Let Fate Decide** (Ex)

At 14th level, the freelancer can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the freelancer then uses a random method to choose one of the declared activities, such as flipping a coin or rolling a die. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen.

If the freelancer then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity—attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw—equal to half her gambler level (minimum +1) for 1 minute. If the freelancer performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for 1 minute instead. The freelancer can use this ability a number of times per day equal to 3 + her Charisma modifier.

#### **Defensive Charging** (Ex)

At 14th level, whenever a mounted freelancer charges a foe, his movement does not provoke attacks of opportunity, for either him or his mount.

#### **Bonus Bushido Art (Hamanoha)**

At 14th level, the freelancer gains the bushido art *Hamanoha* as a bonus art.

*Hamanoha*: When the freelancer strikes an enemy, he can, as a swift action, activate this ability to lower their saving throws by an amount equal to the freelancer's Charisma modifier for 1 round.

#### **Bonus Bushido Art (Nonpareil)**

At 14th level, the freelancer gains the bushido art *Nonpareil* as a bonus art.

*Nonpareil*: As a swift action, the samurai grants himself an insight bonus to attack rolls and damage rolls equal to his Charisma modifier, although this bonus cannot exceed his class level, for 1 round.

#### **Skilled Leaper** (Ex)

A 14th level, the freelancer adds his freelancer level to any Acrobatic skill checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.

#### **Greater Power Attack** (Ex)

At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).

#### **Bushido Pool** (Su)

At 16th level, the freelancer is known not only by his skill with his weapons, but by his bushido, a representation of his honor and discipline he has held with his training. At 2nd level, he gains a Bushido pool that is used to fuel certain bushido arts. He gains a bushido pool equal to half his freelancer level plus his Charisma modifier. The pool refreshes once per day when the freelancer rests for a full 8 hours.

#### **Improved Uncanny Dodge** (Ex)

A freelancer of 19th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him, unless the attacker has at least four more character levels than the freelancer does.

#### **Capstone TBD** (Ex)

A 20th level, or some random point in time before then, the freelancer will determine his capstone ability.