artimus261
2018-03-30, 01:41 AM
Posting this class I made. Think it's a fun and well rounded class. Not sure how 'optimized' it is but didn't really make it for that. A competent warrior that is able to navigate, spread fear, bolster allies, and deal considerable damage. Anyway, tell me what yall think. Sorry in advance for not having a level advancement grid thing. Don't know how to do those... bolded the levels they get things at in the paragraphs and other important details to try to help make it clear.
Viking
HD: d12
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Skill Points at 1st Level: 4 x (4 + Int)
Skill Points at Each Additional Level: 4 + Int
Skill List: Balance(Dex), Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge[geography](Int), Knowledge[history](Int), Profession(Wis), Spot(Wis), Survival(Wis), Swim(Str), Use Rope(Dex)
Armor: Light, Medium + Shields(except tower)
Weapons: Dagger, light mace, club, heavy mace, morningstar, shortspear, crossbow(light/heavy), sling, javelin, throwing axe, light hammer, handaxe, light pick, bastardsword, battleaxe, longsword, heavy pick, flail, heavy flail, trident, warhammer, greataxe, greatsword, greatclub, dwarven waraxe, net, shortbow, composite shortbow, longbow, composite longbow.
Raid(Ex): A viking leaps in combat with a ferocious tenacity that can strike fear in the hearts of those facing him. At the beginning of combat, after he rolls Initiative, the viking makes a special Intimidate check with a bonus equal to his Initiative modifier. All enemies that have a lower Initiative result than the viking are subject to this Intimidate check and, upon failing a modified level check, take a -2 penalty on all attack rolls, armor class, and saving throws for 1 round.
Seafarer(Ex): A viking is an explorer as much as he is a warrior, his kind taking to the seas to find what’s past the horizon. Spending so much time aboard rocking and swaying ships and on the sea in general has given him some benefits. The viking gains a +2 bonus on Balance, Swim, and Use Rope checks. Additionally the viking gains a +2 bonus on all Survival checks made to keep him from getting lost or to recognize that he is lost as long as he can see the stars, able to keenly navigate with them alone. These bonuses increase to +4 at 7th level and +6 at 14th level.
Martial Upbringing(Ex): A viking is trained heavily in the use of weapons he tends to favor from a young age. A viking is treated as a fighter of an equivalent level for the purpose of selecting feats.
Heavy Limbed(Ex): A viking is a sculpted example of near physical perfection and his body is capable of mighty blows. A viking gains Improved Unarmed Strike as a bonus feat at 1st level. Additionally he deals 1d6 points of damage with his unarmed strikes and can apply 1-1/2 his Strength modifier to the damage of such attacks.
Determination(Ex): Despite the vikings brutal upbringing he is taught to keep his head up and shrug off anything that would shake his will. Beginning at 2nd level the viking gains a +1 bonus on his Will saves and on Strength checks. The bonus increases to +2 at 9th level and +3 at 16th level.
Improved Sunder: The viking is a capable combatant, preferring to cleave his enemies weapons and shields to pieces when they raise them. At 3rd level the viking gains Improved Sunder as a bonus feat.
Capable Grappler(Ex): A viking has been wrestling with his peers for as long as he can remember and is more than comfortable grappling his foes. The viking gains Improved Grapple as a bonus feat at 4th level and makes grapple checks as if he was one size category larger.
Armor Mastery(Ex): Starting at 5th level, a viking is able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor.
Know Direction(Ex): A viking is a truly competent navigator, able to see much with the stars alone. Beginning at 5th level the viking can take a full-round action to gain an effect identical to the know direction spell at will as long as he can clearly see the night sky.
Adrenaline Rush(Ex): A viking who enters into combat is flooded with his love for battle and the defeat of his foes. Beginning at 6th level the viking gains a +10ft bonus to his landspeed and a +4 bonus to his Strength score for a number of rounds equal to his Constitution modifier at the beginning of each encounter.
Cold Resistance(Ex): A Viking hails from far northern lands where it snows year round and has developed resistance to temperatures that others would find harmful. Beginning at 6th level the Viking gains Cold Resistance 10. This increases to Cold Resistance 20 at 15th level.
Damage Reduction(Ex): At 7th level, a viking gains Damage Reduction. Subtract 1 from the damage the viking takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three viking levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Endurance: The viking has a lot of vitality and is able to continue onwards when others have tired. At 7th level the viking gains Endurance as a bonus feat.
Mettle(Ex): A viking has become able to completely shrug off lesser burdens and power through the effects that would hinder him. Beginning at 8th level if he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping viking does not gain the benefit of mettle.
Rampant Charge(Ex): A viking is fearless in the heat of combat, charging his foe with complete abandon. Beginning at 10th level the viking is able to increase the AC penalty he takes for charging to inflict additional damage on the blow. The viking can choose to increase the penalty he takes from rampant charge to an amount equal to his base attack bonus (not including the normal -2 penalty for charging) and gains the same amount as a bonus on the damage roll. When using a two-handed weapon the viking gains 1-½ times the amount he increased the penalty by as a bonus on the damage roll. The penalty remains until the start of his next turn.
Battlecry(Ex): A viking is a fearsome combatant and is able to spread fear through the ranks of his opponents. At 12th level the viking gains Kiai Shout as a bonus feat. However the viking is able to affect creatures with his shout whose HD are less than the viking’s HD + his Charisma modifier.
Additionally the Viking can use his battlecry as a free action during any other move action.
Finally, all allies within range of his shout also gains a +2 morale bonus on attacks rolls, weapon damage rolls, and saving throws for 3 rounds. The viking gains the benefit of this morale bonus as well. However the viking and his allies can only gain the benefit of this morale bonus once per encounter.
Terrible Blow(Ex): A viking is capable of devastating blows that can send opponents flying. At 17th level the viking gains Awesome Blow as a bonus feat. Additionally the viking can choose to take an additional -4 penalty on the attack roll and make the attack as a full round action to increase the DC by 4 and send the target 20ft instead of 10.
Odin's Blessings(Ex): A Viking who has come this far is a leader of his people and earned the favor of the All-Father giving him great power, a breadth of knowledge, and an unfailing vitality. At 20th level the Viking gains an effect identical to deathward except that it is always active, cannot be dispelled, and is not negated by anti-magic. Additionally the Viking gains an inherent +2 bonus to all of his ability scores. The bonus to Intelligence the Viking gains through this ability allows him to calculate his skill points as if he had had this bonus at 1st level granting him all of the skill points he would have gained throughout his levels when he attains 20th level (23 skill points in addition to the skill points gained at 20th level with the viking’s newly increased Intelligence modifier).
Hope this wasn't a pain to read. I am thinking about changing rampant charge's penalty cap to armor class as opposed to base attack bonus. The only problem I am seeing with that is the viking being able to take a much larger penalty the moment they get the ability.
Viking
HD: d12
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Skill Points at 1st Level: 4 x (4 + Int)
Skill Points at Each Additional Level: 4 + Int
Skill List: Balance(Dex), Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge[geography](Int), Knowledge[history](Int), Profession(Wis), Spot(Wis), Survival(Wis), Swim(Str), Use Rope(Dex)
Armor: Light, Medium + Shields(except tower)
Weapons: Dagger, light mace, club, heavy mace, morningstar, shortspear, crossbow(light/heavy), sling, javelin, throwing axe, light hammer, handaxe, light pick, bastardsword, battleaxe, longsword, heavy pick, flail, heavy flail, trident, warhammer, greataxe, greatsword, greatclub, dwarven waraxe, net, shortbow, composite shortbow, longbow, composite longbow.
Raid(Ex): A viking leaps in combat with a ferocious tenacity that can strike fear in the hearts of those facing him. At the beginning of combat, after he rolls Initiative, the viking makes a special Intimidate check with a bonus equal to his Initiative modifier. All enemies that have a lower Initiative result than the viking are subject to this Intimidate check and, upon failing a modified level check, take a -2 penalty on all attack rolls, armor class, and saving throws for 1 round.
Seafarer(Ex): A viking is an explorer as much as he is a warrior, his kind taking to the seas to find what’s past the horizon. Spending so much time aboard rocking and swaying ships and on the sea in general has given him some benefits. The viking gains a +2 bonus on Balance, Swim, and Use Rope checks. Additionally the viking gains a +2 bonus on all Survival checks made to keep him from getting lost or to recognize that he is lost as long as he can see the stars, able to keenly navigate with them alone. These bonuses increase to +4 at 7th level and +6 at 14th level.
Martial Upbringing(Ex): A viking is trained heavily in the use of weapons he tends to favor from a young age. A viking is treated as a fighter of an equivalent level for the purpose of selecting feats.
Heavy Limbed(Ex): A viking is a sculpted example of near physical perfection and his body is capable of mighty blows. A viking gains Improved Unarmed Strike as a bonus feat at 1st level. Additionally he deals 1d6 points of damage with his unarmed strikes and can apply 1-1/2 his Strength modifier to the damage of such attacks.
Determination(Ex): Despite the vikings brutal upbringing he is taught to keep his head up and shrug off anything that would shake his will. Beginning at 2nd level the viking gains a +1 bonus on his Will saves and on Strength checks. The bonus increases to +2 at 9th level and +3 at 16th level.
Improved Sunder: The viking is a capable combatant, preferring to cleave his enemies weapons and shields to pieces when they raise them. At 3rd level the viking gains Improved Sunder as a bonus feat.
Capable Grappler(Ex): A viking has been wrestling with his peers for as long as he can remember and is more than comfortable grappling his foes. The viking gains Improved Grapple as a bonus feat at 4th level and makes grapple checks as if he was one size category larger.
Armor Mastery(Ex): Starting at 5th level, a viking is able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor.
Know Direction(Ex): A viking is a truly competent navigator, able to see much with the stars alone. Beginning at 5th level the viking can take a full-round action to gain an effect identical to the know direction spell at will as long as he can clearly see the night sky.
Adrenaline Rush(Ex): A viking who enters into combat is flooded with his love for battle and the defeat of his foes. Beginning at 6th level the viking gains a +10ft bonus to his landspeed and a +4 bonus to his Strength score for a number of rounds equal to his Constitution modifier at the beginning of each encounter.
Cold Resistance(Ex): A Viking hails from far northern lands where it snows year round and has developed resistance to temperatures that others would find harmful. Beginning at 6th level the Viking gains Cold Resistance 10. This increases to Cold Resistance 20 at 15th level.
Damage Reduction(Ex): At 7th level, a viking gains Damage Reduction. Subtract 1 from the damage the viking takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three viking levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Endurance: The viking has a lot of vitality and is able to continue onwards when others have tired. At 7th level the viking gains Endurance as a bonus feat.
Mettle(Ex): A viking has become able to completely shrug off lesser burdens and power through the effects that would hinder him. Beginning at 8th level if he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping viking does not gain the benefit of mettle.
Rampant Charge(Ex): A viking is fearless in the heat of combat, charging his foe with complete abandon. Beginning at 10th level the viking is able to increase the AC penalty he takes for charging to inflict additional damage on the blow. The viking can choose to increase the penalty he takes from rampant charge to an amount equal to his base attack bonus (not including the normal -2 penalty for charging) and gains the same amount as a bonus on the damage roll. When using a two-handed weapon the viking gains 1-½ times the amount he increased the penalty by as a bonus on the damage roll. The penalty remains until the start of his next turn.
Battlecry(Ex): A viking is a fearsome combatant and is able to spread fear through the ranks of his opponents. At 12th level the viking gains Kiai Shout as a bonus feat. However the viking is able to affect creatures with his shout whose HD are less than the viking’s HD + his Charisma modifier.
Additionally the Viking can use his battlecry as a free action during any other move action.
Finally, all allies within range of his shout also gains a +2 morale bonus on attacks rolls, weapon damage rolls, and saving throws for 3 rounds. The viking gains the benefit of this morale bonus as well. However the viking and his allies can only gain the benefit of this morale bonus once per encounter.
Terrible Blow(Ex): A viking is capable of devastating blows that can send opponents flying. At 17th level the viking gains Awesome Blow as a bonus feat. Additionally the viking can choose to take an additional -4 penalty on the attack roll and make the attack as a full round action to increase the DC by 4 and send the target 20ft instead of 10.
Odin's Blessings(Ex): A Viking who has come this far is a leader of his people and earned the favor of the All-Father giving him great power, a breadth of knowledge, and an unfailing vitality. At 20th level the Viking gains an effect identical to deathward except that it is always active, cannot be dispelled, and is not negated by anti-magic. Additionally the Viking gains an inherent +2 bonus to all of his ability scores. The bonus to Intelligence the Viking gains through this ability allows him to calculate his skill points as if he had had this bonus at 1st level granting him all of the skill points he would have gained throughout his levels when he attains 20th level (23 skill points in addition to the skill points gained at 20th level with the viking’s newly increased Intelligence modifier).
Hope this wasn't a pain to read. I am thinking about changing rampant charge's penalty cap to armor class as opposed to base attack bonus. The only problem I am seeing with that is the viking being able to take a much larger penalty the moment they get the ability.