View Full Version : Bellatorum, An agile swordsman[or axeman, or spearman](3.5 base class, PEACH)

2011-08-20, 04:30 AM
Bellatorum are highly trained agile warriors, often employed as assassins or guard by generals and royalty, bellatorum focus on stealth and combat almost equally, though not as stealthy as a ninja or scout, bellatorum are significantly better at fighting once combat starts.
Characteristics: A bellatorum can be distinguished from a scout or rogue by his combat ability and agility of both mind and body
Alignment: Due to their formal training many bellatorum are strongly lawfully aligned, though more mercenary bellatorum are not unknown, though they still often possess some loyalty to laws, as such bellatorum can be any non chaotic alignment.
Background: Most bellatorum are formally trained from an early age, learning the arts of stealth and ambush, though some are self taught.
Races: Bellatorum are common amongst most civilized races, though it is not unknown for a bellatorum of a race such as orc or lizardfolk to be encountered, bellatorum of more barbaric races are rare, as most are formally trained from childhood.
Other Classes: Bellatorum get along well with other classes who possess formal training, such as paladins, scouts, and some fighters, while they can understand the power of a mages spells they are often confounded by how most mages have not learned how to fight with a weapon, and view them as somewhat vulnerable.
Abilities: Strength is important for a bellatorums damage with melee weapons, and if they intend to focus on charging, on the other hand, stealthier bellatorum favor dexterity for its ac boost, and int to increase both their skill points and their ability to dodge traps or ambushes.
HD: D10
Class Skills: A bellatorums class skills are as follows; Balance(dex), Climb(str), Concentration(con), Craft(int), Hide(dex), Iajutsu Focus(cha), Jump(str), Knowledge[Games, History, Nobility & Royalty](int), Listen(wis), Move Silently(dex), Perform(cha), Profession(wis), Sense Motive(wis), Spot(wis), Survival(wis), Tumble(dex), Use Rope(dex)
Skill Points at 1st level: (6 + Int modifier) x4
Skill Point at each addidtional level: 6 + Int modifier
Starting Age: as rogue
Starting Gold: 4d4 x10gp(average 100gp)

The Bellatorum;
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied| Stances
1st|+1|+0|+2|+2|Weapon Focus, Skirmish(+1d6)|3|1|1
2nd|+2|+0|+3|+3|Warrrior’s Instincts(reflexes), Perceptive(+1)|3|1|1
3rd|+3|+1|+3|+3| Skirmish(+1d6, +1 AC), Wispers of Shadow|4|1|1
4th|+4|+1|+4|+4|Weapon Mastery(+1)|4|2|1
5th|+5|+1|+4|+4|Skirmish(+2d6, +1 AC), Perceptive(+2),Umbral Essence|5|2|2
6th|+6/+1|+2|+5|+5|Bellatorum’s Instincts(initiative), Uncanny Dodge, Bounding Assault(two attacks)|5|2|2
7th|+7/+2|+2|+5|+5|Bonus Feat, Skirmish(+2d6, +2 AC)|6|3|2
8th|+8/+3|+2|+6|+6|Perceptive(+3), Weapon Mastery(+2)|6|3|2
9th|+9/+4|+3|+6|+6|Skirmish(+3d6, +2 AC)|7|3|3
10th|+10/+5|+3|+7|+7|Bellatorum’s Instincts(damage), Improved Uncanny Dodge|7|3|3
11th|+11/+6/+1|+3|+7|+7|Skirmish(+3d6, +3 AC), Perceptive(+4)|8|4|3
12th|+12/+7/+2|+4|+8|+8|Weapon Mastery(+3), Bounding Assault(three attacks), Bonus Feat|8|4|4
13th|+13/+8/+3|+4|+8|+8|Skirmish(+4d6, +3 AC)|9|4|4
15th|+15/+10/+5|+5|+9|+9|Skirmish(+4d6, +4 AC)|10|5|4
16th|+16/+11/+6/+1|+5|+10|+10|Weapon Mastery(+4)|10|5|4
17th|+17/+12/+7/+2|+5|+10|+10|Skirmish(+5d6, +4 AC), Perceptive(+6), Bonus Feat|11|5|4
18th|+18/+13/+8/+3|+6|+11|+11|Bounding Assault(four attacks)|11|5|4
19th|+19/+14/+9/+4|+6|+11|+11|Skirmish(+5d6, +5 AC)|12|6|4
20th|+20/+15/+10/+5|+6|+12|+12| Perceptive(+7), Shadow Master, Weapon Mastery(+5)|12|6|4

Class Features;

a bellatorum is proficient with light armor, and with all simple and martial weapons

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Shadow Hand, Stone Dragon, and Tiger's Claw.
Once you know a maneuver you must ready it before you can use it(see readied maneuvers, below).
A maneuver used by a bellatorum is considered an extraordinary ability unless stated otherwise in it's description.

Maneuvers Readied: you can ready only one of your three starting maneuvers at level 1,as you advance in level you may learn and ready more maneuvers.
You ready your maneuvers by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to meditate and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes meditating, you can change your readied maneuvers.
You begin an encounter with all of your readied maneuvers unexpended, regardless of how many times you might have already used them since you choose them.
When you initiate a maneuver you expended for the current encounter, so each of your readied maneuvers can be used once per encounter, or until you ready them again, as detailed below.
You can recover all expended maneuvers with a standard action, made as part or after a move action to move at least 10ft.

You begin play with knowledge of one 1st level stance from any discipline open to bellatorum, at 5th, 9th, and 13th level you can choose an additional stance.
Weapon Focus: at 1st level a bellatorum receives this feat as a bonus feat

Skirmish: A bellatorum relies on mobility and momentum to deal extra damage and improve his defense. He deals an extra 1d6 damage on all attacks he makes during a round in which he moves at least 15 feet. The extra damage applies only to attacks made during the bellatorum’s turn. This extra damage increases by 1d6 for every four levels gained above first(2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
Unlike the scout ability of the same name, a bellatorum’s skirmish ability can be used against anything with a corporeal body, excluding creatures with amorphous forms(such as oozes, and some aberrations), and cannot be used with ranged attacks.
At 3rd level a bellatorum gains a +1 competence bonus to his armor class during any round in which he moves at least 15 feet. The bonus applies as soon as the bellatorum has moved 15 feet, and lasts until the start of his next turn.
This bonus improves by 1 for every four levels gained above 3rd(+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A bellatorum loses this ability when wearing medium armor, or carrying a heavy load.

Warrior’s Instincts: Starting at 2nd level a bellatorum can add his int modifier as a insight bonus to his reflexes saves, as long as he is wearing light or no armor, and carrying no more than a medium load.
At 6th level he can add his int modifier as a insight bonus to his initiative checks.
At 10th level a bellatorum can add his int modifier as a insight bonus to his damage rolls with any weapon he possesses weapon mastery or weapon focus for, or any strike maneuvers he initiates.

Perceptive: starting at 2nd level a bellatorum can add his Int modifier as a competence bonus to any reactive spot or listen checks he makes, as well as a +1 untyped bonus to all spot and listen checks he makes.
This untyped bonus increases by 1 for every 3 levels above 2nd(+2 at 5th, +3 at 8th, +4 at 11th, +5 at 14th, +6 at 17th, and +7 at 20th).

Whispers of Shadow: at third level a bellatorum gains the ability to use one of the following fundamental mysteries(ToM, pg 139);
Arrow of Dusk, Black Candle, Umbral Hand, or Widened Eyes, which you can use 3/day, every three levels after 3rd you gain an additional mystery from this list, until you know all four at level 12.

Bonus Feat: at 7th, 12th, and 17th level a bellatorum gains a bonus feat from the following list;
Agile, Acrobatic, Alertness, Athletic, Iron Will, Lightning Reflexes, Stealthy, Skill Focus, or any fighter bonus feat.
A bellatorum must meet all prerequisites for the feat, but can treat himself as a fighter of 3 levels lower than his bellatorum level for feats that have a number of fighter levels as a prerequisite.

Weapon Mastery: starting at 4th level a bellatorum must select one of the following classes of *weapon;
2 handed piercing, 2 handed slashing, 2 handed bludgeoning, 1 handed piercing, 1 handed slashing, 1 handed bludgeoning.
While wielding a weapon from his selected weapon class a bellatorum gains a +1 bonus on attack rolls with that weapon, this bonus increases by 1 every four levels after 4(+2 at 8th, +3 at 12th +4 at 16th, and +5 at 20th).
By spending a day training with a weapon that he does not possess weapon mastery for, a bellatorum can shift the focus of this ability to the weapon class of the selected weapon.
*exotic weapons that can be wielded in two hands as a martial weapon are classified as both 1 handed and 2 handed weapons

Umbral Essence: at 5th level a bellatorum becomes more in tuned to the plane of shadows, gaining access to one 1st level mystery(ToM pg 140) from the following list; Carpet of Shadow, Dusk & Dawn, or Life Fades, which you can use 1/day, at 9th level you gain the ability to use these mysteries
2/day, every 2 levels after 5 you gain access to another mystery from this list, until you know all three at level 9.

Uncanny Dodge: as the rogue ability of the same name.

Bounding Assault: at 6th level a bellatorum can make an extra attack as a standard action on any turn in which he has moved at least 10 feet.
Every 6 levels after 6th he gains an additional attack with this ability(3 attacks at 12th, and 4 attacks at 18th), each attack granted by this ability is made with a cumulative -2 penalty(for +18/+16/+14/+12 at 20th level).

Improved Uncanny Dodge: as the rogue ability of the same name.

Master of Shadows: at 20th level a bellatorum gains inhuman agility and endurance, 3/day as a swift action, he can cast haste on himself as a spell-like ability with a caster level equal to 1/2 his class levels.
In addition, he gains a +20 foot bonus to his land speed and gains resist 10 cold, and resist 10 fire, and the ability to use the hide skill even while being observed, as long as some form of shadow exists nearby(other than his own),
and darkvision 60ft.
In addition his creature type changes to outsider(native), if he did not already possess it.

I'm aiming for a tier 4 or 3 class this class, I had also been thinking about adding martial maneuvers and stances, but was worried about increasing it's power level to far(or over complicating it and making it hard to use)

2011-08-20, 06:25 AM
Let's see here...

I would make perceptive intellegnce-based rather than charisma based, as the Bellatorum dosn't use charisma for any other ablities.

The cap-stone ablity dosn't seem to fit with the rest of the class and seems very arbiatry.

Also I would increase the amount of the feats he can pick, and maybe excange some of the passive ablites for something he has to spend an action to use.

2011-08-20, 09:12 AM
Why good Will saves rather than good Fort saves ?
This seems to make no sense this class.

2011-08-20, 02:47 PM
I'd suggest giving this class an easy way to get free movement, pounce, or full attack as a standard action, and relatively early on.

2011-08-20, 03:50 PM
Doomhandle- the charisma based part of perception was left over from an early idea for a class feature that the class doesn’t have anymore, I've changed to int.
the capstone was written shortly before I went to sleep, so I'm planning on changing it to something that matches up better with the class, and I'll work on the feat list, and changing the passive abilities to more interesting ones(and making the class make more sense in general).

Nonsi- the good will save was due to the stealth and training aspect of the class, though I had been thinking of letting him apply his Int or Cha(probably int) to his will saves, and give him a lower base will save

edit; updated class features, and added the ability to make additional attacks after moving

Edit#2: I'm thinking of adding shadow hand, diamand mind, and stone dragon maneuvers and stances, should I put the bellatorum's maneuver & stance progression in a seperate table to avoid screen stretching?
Nevermind, going to give it a few shadow magic ability instead, as they fit the flavor better for this class, and because if I gave it full maneuvers and stances it would be stronger than a warblade(and I'm aiming for either as strong or almost as strong as one, but also trying to avoid going over it's power level)

2011-08-21, 12:43 PM
Bounding Assault: at 6th level a bellatorum can make an extra attack as a standard action on any turn in which he has moved at least 10 feet.
Every 6 levels after 6th he gains an additional attack with this ability(3 attacks at 12th, and 4 attacks at 18th).

Are these attacks at full BAB, full with penalties similar to Manyshot, or with standard iterative penalties?

2011-08-25, 02:57 AM
Sorry for the late reply, the extra attacks are ment to be made at a cumulative -2 penalty, I'll edit that in, along with a few other abilities I was thinking of adding.