Barkus
On the northern continent of Itrius, there is an elite organization of fighters called Barkus. A group of mercenaries, they are well known throughout the land for their skill at combat, their ferocity, and their ability to get nearly any job done. Though Barkus employs people of all talents, by far their most well known members are their physical combatants, who receive special training.

Hit Die: d10

Requirements

The following are all required to become a member of Barkus.

Base Attack Bonus: +9
Skills: Acrobatics 10
Feats:Combat Expertise, Combat Reflexes, Power Attack
Special: Must be invited by a current member of Barkus

Table: Barkus
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Always Ready
2nd +2 +3 +0 +0 Superior Reactions
3rd +3 +3 +1 +1 Snap Decision
4th +4 +4 +1 +1 Footwork
5th +5 +4 +1 +1 Decisive Strike
6th +6 +5 +2 +2 Tide of Battle
7th +7 +5 +2 +2 Advanced Footwork
8th +8 +6 +2 +2 Surge of Effort
9th +9 +6 +3 +3 Improved Surge of Effort
10th +10 +7 +3 +3 Combat Supremacy

Class Skills

The Barki’s class skills (and the key ability for each skill) are Acrobatics (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (combat and war) (Int), Knowledge (nobility and royalty) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are features of the Barkus prestige class.

Weapon and Armor Proficiency

A Barki is proficient with all simple and martial weapons, all armor (heavy, medium, and light) and shields (including tower shields).

Always Ready (Ex)

Starting at 1st level, a Barki cannot be surprised, though he may still be flat-footed. Additionally, he doesn't provoke attacks of opportunity for retrieving items stowed on his person. Furthermore, he may spend an immediate action at any time to move up to his speed. If he does, he loses his move action on his next turn.

Superior Reactions (Ex)

Starting at 2nd level, a Barki cannot be flanked and retains his Dexterity modifier to AC even while flat-footed. Furthermore, whenever an enemy provokes an attack of opportunity from the Barki, instead of taking the attack he may perform any standard or move action. If he does, this action counts against his number of attacks of opportunity for the round.

Snap Decision (Ex)

Starting at 3rd level, a Barki no longer loses his next move action when he uses Always Ready to move as an immediate action. Furthermore, he may spend an immediate action at any time to perform a standard or move action. If he does, he loses his standard action on his next turn.

Footwork (Ex)

Starting at 4th level, a Barki may take one free 5ft step at any time in the round regardless of any other movement he has made that round. Additionally, he does not give up his next swift action when he uses an immediate action. Furthermore, his reach extends by 5ft.

Decisive Strike (Ex)

Starting at 5th level, any time a Barki makes an attack against a creature when it isn't his turn (such as with an attack of opportunity or through Snap Decision) his target is entitled to a Reflex save (DC 10 + Barkus level + Barki's Constitution modifier).

If the save fails, the Barki's attack resolves before any actions being performed by the targeted creature and is treated as if it were readied to interrupt that creature's actions, such that if the Barki's attack hits the creature's actions utterly fail.

If the save succeeds the Barki still makes his attack, but it resolves after any actions being performed by the targeted creature and does not interrupt it's actions (the attack deals all its normal damage).

Tide of Battle (Ex)

Starting at 6th level, a Barki may move up to his speed as part of any standard or full round action he performs. Furthermore, he no longer loses his next standard action when he uses Snap Decision to perform a standard or move action as an immediate action.

Surge of Effort (Ex)

Starting at 8th level, a Barki may spend a swift action to gain either one full round action or a move action and a standard action. If he does, he is Fatigued after he completes his turn and may not take actions in the next round. Surge of Effort may be used no more than twice each day.

The Fatigue wears off after 8 hours of complete rest and using Surge of Effort again while Fatigued, or doing anything else that would Fatigue the Barki, causes him to become Exhausted until he takes 1 hour of complete rest.

Improved Surge of Effort (Ex)

Starting at 9th level, the first time each round the Barki uses Surge of Effort he is still Fatigued, but he may act normally in the next round. If he uses it again while Fatigued he becomes Exhausted and may not take actions in the following round.

Combat Supremacy (Ex)

Starting at 10th level, a Barki may use Surge of Effort as an immediate action, up to three times each day. Furthermore, the first time each encounter that he uses it he is not Fatigued and may act normally in the next round. The second time, he becomes Fatigued, but he may act normally in the following round. The third time, he becomes Exhausted and may not take actions in the next round.