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    Pixie in the Playground
    Join Date
    May 2010

    Default 3.5 Homebrew Class - WarHound

    At first, Barbarian didn't really suit the style of the character I wanted to play, so I began tweaking it. That just exploded into this: A Hyper-acrobatic Fey berserker that is a plot hook in and of itself. I know its quite a niche class, but I love it.

    Easier-to-read full view here: http://www.giantitp.com/forums/showpost.php?p=8556369
    Download Word+Excel format here: http://www.4shared.com/file/utM5ZwIO/WarHound.html

    Through running a WarHound NPC, I've collected a few ideas that I may not have gotten around to employing in the document. For instance, if a WarHound is ever raised as undead, he instead becomes a Rage Walker, maintaining all his class levels, WarHound and otherwise. Besides maybe 2-3 things like that, this class is 98% done.

    Feedback would be wonderful. ^^ Warning, it is CRUNCHY!

    WarHound

    Alignment: Any chaotic.
    Hit die: d12

    Class Skills
    The WarHound’s class skills (and key ability for each skill) are Balance(Dex), Climb(Str), Intimidate(Cha), Jump(Str), Ride(Dex), Spot(Wis), Swim(Str), and Tumble(Dex).

    Skill points at first level:
    (4 + Int Modifier) x 4
    Skill points at each additional level:
    4 + Int Modifier

    Description
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    A WarHound is an incredibly rare breed of warrior capable of lapsing into a berserk fury which some witnesses, the scarce few who yet live, have claimed to resemble a sort of demonic possession. WarHounds, themselves, often describe it as the relinquishing of control over one’s body to the Riastrad, as though it were an entity or persona unto itself. A WarHound’s mind under the Riastrad then becomes nothing more than a powerless observer, akin to a passenger in his own body. The WarHound suffers greatly, just as all of his kind do, from the Riastrad, which, when aroused by the WarHound's shedding of enemy blood, threatens to consume him. A conscious WarHound can not function long in combat before he must take drastic measures, like the inflicting of pain upon himself, in order to fight back the Riastrad and maintain control over his body. If a WarHound aggravates his Riastrad and he does not immediately take action in order to suppress the change, the Riastrad will seize control over him. Once the change takes hold, it cannot be reversed. A WarHound, to be freed from the Riastrad, must either be beaten unconscious, allowed many hours of time to exhaust his rage, or be killed. In exceedingly rare instances, highly intense psychological influences or trauma have been rumored to reverse a WarHound's rage. The Riastrad moves and acts like a nimble predatory beast, turning battle into a sort of terrifying dance, and seeks, exclusively, wanton and indiscriminate destruction, first slaying foes before turning on the nearest ally, bystander, animal, or even inanimate object. As exceedingly uncommon as they are, and considering their nature, it is rare to see a WarHound travelling alongside others, and almost unheard of to see one as part of a group in combat. WarHounds find it incredibly difficult to get along with others and are often feared, but are rarely hated, as even the most adamantly lawful Paladin realizes the suffering a WarHound’s curse causes him, and that the WarHound hardly welcomes the monstrous rage the Riastrad brings upon him.



    Class Features
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    All of the following are class features of the WarHound.

    Weapon and Armor Proficiency
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    A WarHound is proficient with all non-ranged simple and martial weapons, as well as his chosen weapon(s), and is proficient with light armor.


    Fey-blooded agility(Ex)
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    A WarHound’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a medium load. Apply this bonus before modifying the WarHound’s speed because of any load carried or armor worn. In addition, the WarHound is capable of utilizing acrobatic skills such as Jump/Tumble/etc. in strange ways and with increased proficiency. For more details, see the section under WarHound quirks & the Riastrad, titled, “Acrobatics”.


    Whelp’s Riastrad(Ex)
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    The WarHound’s Riastrad, in its earliest stages of progression, grants ability bonuses of +1 to Strength, +2 to Dexterity, and +1 to Constitution, as well as a bonus of +1 to Reflex and Will saves. These bonuses apply only during the Riastrad. At this stage, the nonlethal damage the WarHound must periodically inflict upon himself in order to suppress the Riastrad is 1d3.


    Uncanny dodge (Ex)
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    At 2nd level, a WarHound retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a WarHound already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.


    Trap sense (Ex)
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    Starting at 3rd level, a WarHound gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three WarHound levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.


    Battle scarred(Ex)
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    By 4th level, extreme physical punishment has caused a WarHound’s flesh to exhibit heavy scarring. His skin has taken such trauma that wooden weapons such as clubs and quarterstaffs deal exclusively nonlethal damage due to an increased pain threshold. These weapons must be unshod in any metal or they do lethal damage as usual. At the DM’s discretion, special magical woods, wooden magical weapons, or unusual wood may also do damage as usual.


    Improved uncanny dodge (Ex)
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    At 5th level and higher, a WarHound can no longer be flanked. This defense denies a rogue the ability to sneak attack the WarHound by flanking him, unless the attacker has at least four more rogue levels than the target has WarHound levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.


    Pup’s Riastrad(Ex)
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    At 6th level, the WarHound’s Riastrad progresses further, the ability bonuses it grants now increasing to +2 Strength, +4 Dexterity, and +2 Constitution. The bonuses granted to saves (+1 to Reflex and Will saves), now extends to include a +1 to Fortitude saves. These bonuses apply only during the Riastrad. As the Riastrad’s predatory rage now begins growing more powerful, it also lends the WarHound Darkvision for 20 ft., though this only applies during the Riastrad. At this stage, the nonlethal damage the WarHound must periodically inflict upon himself in order to suppress the Riastrad is 1d6.


    Damage reduction(Ex)
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    At 7th level, as a WarHound’s Riastrad gradually takes a more complete hold over him, its traits begin to manifest in him even when conscious. The Riastrad’s otherworldly nature taints its host’s body with a touch of the fey, granting the WarHound a natural damage reduction. Subtract 1 from the damage the WarHound takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three WarHound 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. Attacks from Cold iron weapons/objects ignore this damage reduction and harm the WarHound normally.


    Hunter’s Riastrad(Ex)
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    At 11th level, the WarHound’s Riastrad continues to slowly consume him, growing more powerful as it steadily blurs the boundary between his conscious mind and that of the Riastrad, itself. The ability bonuses it grants now increase to +4 Strength, +6 Dexterity, and +3 Constitution. The bonuses granted to saves (+1 to Fortitude, Reflex and Will saves), now increase to +1, +2, and +2, respectively. The Riastrad also now grants a temporary movement speed bonus of +5. These bonuses apply only during the Riastrad. The Riastrad’s Darkvision now extends to 40 ft. Though this still only applies during the Riastrad, The WarHound is now capable of Darkvision when conscious, but the range of this Darkvision is, from this point onward, 20 ft. shorter than that of the Riastrad’s Darkvision. At this stage, the nonlethal damage the WarHound must periodically inflict upon himself in order to suppress the Riastrad is 2d6.


    Indomitable will (Ex)
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    While in the Riastrad, a WarHound of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the bonus on Will saves he also receives during the Riastrad.


    Wolf’s Riastrad(Ex)
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    At 16th level, the WarHound’s Riastrad has almost entirely taken dominance over his conscious self. The ability bonuses it grants now increase to +6 Strength, +8 Dexterity, and +4 Constitution. The bonuses granted to saves (+1, +2, and +2 to Fortitude, Reflex and Will saves, respectively), now increase, in kind, to +2, +2, and +3, respectively. The Riastrad’s temporary movement speed bonus of +5 does not change. These bonuses apply only during the Riastrad. The Riastrad’s Darkvision now extends to 60 ft. and the range of the WarHound’s conscious Darkvision is, as before, 20 ft. shorter than that of the Riastrad’s Darkvision. (Darkvision 40 ft. when conscious.) At this stage, the nonlethal damage the WarHound must periodically inflict upon himself in order to suppress the Riastrad is 3d6.


    Hound’s Riastrad(Ex)
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    At 20th level, the WarHound’s Riastrad crosses the barrier of the incomplete bond between it and its host, becoming suddenly more powerful, yet, at the same time, yielding to the WarHound’s will as he ceases to fear himself. The WarHound accepts the fact that he, himself, is the Riastrad, that there is no real transformation, and that he is the only one with control over his body. The ability bonuses the Riastrad grants now increase to +8 Strength, +10 Dexterity, and +6 Constitution. The bonuses granted to saves (+2, +2, and +3 to Fortitude, Reflex and Will saves, respectively), now increase, in kind, to +2, +3, and +4, respectively. As the WarHound is now slightly more comfortable with the Riastrad and no longer resists the way in which he fights during it, the Riastrad’s temporary movement speed bonus of +5 becomes +10, as it also now grants a +1 bonus to all balance, climb, jump, ride, swim, and tumble checks. These bonuses apply only during the Riastrad. The Riastrad’s Darkvision now extends to 80 ft. and the range of the WarHound’s conscious Darkvision is, as before, 20 ft. shorter than that of the Riastrad’s Darkvision. (Darkvision 60 ft. when conscious.) At this stage, the nonlethal damage the WarHound must periodically inflict upon himself in order to suppress the Riastrad is 3d8.



    {table=head]Level|
    Base Attack[br]Bonus
    |
    Fort Save
    |
    Ref Save
    |
    Will Save
    |Special

    1st|
    +1
    |
    --
    |
    +2
    |
    +2
    |Fey-blooded agility, Whelp's Riastrad

    2nd|
    +2
    |
    --
    |
    +3
    |
    +3
    |Uncanny dodge

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Trap sense +1

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Battle-scarred

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Improved uncanny dodge

    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +5
    |Trap sense +2, Pup's Riastrad

    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +5
    |Damage reduction 1/Cold iron

    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +6
    |

    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +6
    |Trap sense +3

    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +7
    |Damage reduction 2/Cold iron

    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +7
    |Hunter's Riastrad

    12th|
    +12/+7/+2
    |
    +4
    |
    +8
    |
    +8
    |Trap sense +4

    13th|
    +13/+8/+3
    |
    +4
    |
    +8
    |
    +8
    |Damage reduction 3/Cold iron

    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +9
    |Indomitable will

    15th|
    +15/+10/+5
    |
    +5
    |
    +9
    |
    +9
    |Trap sense +5

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +10
    |Damage reduction 4/Cold iron, Wolf's Riastrad

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Class Ability

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Trap sense +6

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Damage reduction 5/Cold iron

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Hound's Riastrad[/table]


    WarHound quirks & the Riastrad

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    Weapons
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    A WarHound, from the very beginning of his career as an adventurer, possesses a weapon1 to which he is powerfully, sentimentally bound. This heartbound weapon may be of any type, simple/martial/exotic/etc., but can not be a ranged weapon2, a shield, or his bare fists. This heartbound weapon is absolutely unique and cannot be replaced, even by an absolutely identical item. When not in the throes of his Riastrad, a WarHound character is, as per normal, proficient with any and all weapons which his class or classes indicate, as well as his heartbound weapon. For a WarHound’s class-given weapon proficiencies, see the above section under Class Features, titled “Weapon and Armor Proficiency”. During the Riastrad, a WarHound is considered non-proficient with all weapons aside from his temporary natural weapons3 and his heartbound weapon, also negating weapon proficiencies granted by his other classes as well as bonuses granted by feats like weapon finesse, weapon focus, weapon specialization, etc., unless these feats’ specified weapon type is that of his heartbound weapon. In addition to these impediments, a WarHound, during his Riastrad, must wield his heartbound weapon and no other, not even in his off-hand with his heartbound in his primary, otherwise he will not gain the Strength bonus from his Riastrad and will not have access to his temporary natural weapons. During the Riastrad, any attempts to disarm a WarHound must be treated as though any hand(s) the WarHound is using to grip his heartbound weapon were actually locked gauntlets.

    Armor
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    A WarHound, when not in the throes of the Riastrad, is proficient, as per normal, with all light armor. During his Riastrad, if a WarHound is wearing anything other than no armor or light armor, he does not gain either the Riastrad’s Dexterity bonus or its movement speed bonus.4

    The Riastrad
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    Entering the Riastrad:
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    After 7 rounds during which the conscious WarHound physically connects with a hostile action of any type meant to cause damage, whether or not any damage is successfully caused, The Riastrad threatens to emerge of its own accord.5 At the end of the 7th round, the WarHound must immediately decide whether or not to suppress the change. If he decides not to suppress it, he undergoes the Riastrad at that moment. If he does decide to suppress the change, he spends his next turn doing so, forgoing all movement and free/swift/immediate actions during his turn, performing a full-round action consisting of attacking himself with one of his inherent or Riastrad-granted natural weapons in order to deal nonlethal damage denoted by the current stage of his Riastrad. After suppressing the Riastrad, the 7-point counter is reset as though the WarHound has yet to perform a single hostile action. The WarHound can, at any time, so long as it is his turn, choose to suppress his Riastrad in this fashion. A WarHound can also willingly summon the Riastrad at any time as a swift action.

    During the Riastrad:
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    While in the throes of the Riastrad, a WarHound screams and roars constantly. A WarHound in his Riastrad may choose to roar with focused intent, as a free action coinciding with his turn’s normal actions, in an attempt to terrify those around him. When he chooses to roar, creatures/characters within (10 + (WarHound.ClsLvl / 2)) ft. must succeed on a will save with a DC of (5 + WarHound.ClsLvl + WarHound.StrMod) or be shaken. A WarHound may not roar in this manner more than once every 4 turns. WarHounds are also completely incapable of communicating, using magic, using ranged attacks or taking any action which requires thought or reason while in their Riastrad, unless that action is a means of sowing further destruction. WarHounds, during their Riastrad, are absolutely incapable of any defensive or cautious action, as well as choosing to deal nonlethal damage . The WarHound is immune to all types of fear, fatigue/exhaustion, and confusion/daze/dazzle effects while in the Riastrad. Any spell or skill which might discern the WarHound’s thoughts yields only the sounds of grinding steel, frenzied crows, and the blood roaring in the WarHound’s ears, regardless of how deeply the seer delves. If a WarHound in his Riastrad is still conscious at the moment the last foe is defeated, he is forced by the Riastrad to then turn on the nearest animate being, whether friend or third-party, and attack them full force. The player has no control over this, and is obligated to attack his new targets with every ounce of force and ruthlessness his WarHound possesses.

    Ending the Riastrad:
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    The Riastrad can only end when one of three things occurs: The WarHound is evaded and left to wander alone for (WarHound.ClsLvl x 2.4) hours until the Riastrad exhausts itself and he is left conscious but entirely immobile; The WarHound is beaten unconscious; or The WarHound is killed.

    Aftermath of the Riastrad:
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    If the WarHound is alive after his Riastrad has ended, and after he awakens from unconsciousness, if he was beaten into submission, he is left physically immobile and entirely helpless. In addition to the damage done to his body, his constant, deafening roaring has left him able to speak only in extremely faint, pained whispers. After receiving one full night’s sleep, he is able to stand and to move at half his normal speed, but absolutely incapable of combat or any strenuous physical actions such as jumping, balancing, tumbling, climbing, and swimming. He may ride a mount if assisted onto it, but cannot handle the mount at anything more than a gentle pace. He can now speak in loud whispers which can carry across a reasonably quiet room. After two full nights’ rest, he is no longer helpless in combat, can move at full speed and can perform strenuous physical actions, though he, at all times, suffers a penalty of -2 to Strength, Dexterity, and Constitution. His voice is hoarse and slightly hushed, but clear enough to carry a conversation in a tavern. After three full nights’ sleep, he can function perfectly well in all respects. Though, no matter how helpless a WarHound may seem, so long as he is even partially conscious, the spirit of the Riastrad will seek to preserve its host and the WarHound may choose to summon it in defense of himself, even as soon as immediately after it has ended. However, a Riastrad undergone from a weakened state, (fewer than two nights’ rest) once faded, leaves the WarHound as helpless as usual, only his HP is also left at 0. His rate of recovery after this Riastrad is ½ normal. If he again summons the Riastrad without ample rest after having just recently done so, he is left with -9 HP afterward and his recovery will occur at ⅓ the normal rate. If before resting sufficiently, he once more summons the Riastrad, it will kill him when it ends. Death caused in this manner is absolutely unavoidable, there are no exceptions. However, it may be reversed in the same manner as any other complete death.

    Side notes
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    1A WarHound’s heartbound weapon may, instead, be a set of weapons, in which case the WarHound must wield all weapons in the set simultaneously, or he will be considered to be wielding none of them and suffer the same penalties to his Riastrad as he would, were his heartbound weapon a single item. A WarHound's heartbound weapon, as well as all natural weapons grow in power as the WarHound does, each gaining a bonus to attack and damage equal to one-half the WarHound's class level, rounded down. If wielded by another, the heartbound weapon maintains this bonus.

    2The only exception is an exotic melee weapon with a secondary, ranged component. (ex. A pole-axe whose shaft doubles as a simple, black-powder firearm.) It is at the DM’s discretion, whether or not a weapon of this type is allowed, and whether or not its ranged component is truly secondary or a ‘novelty’. If a WarHound’s heartbound weapon is of this type, attacks with the ranged component made during the Riastrad do not benefit from the Riastrad’s Dexterity bonus.

    3The Riastrad grants temporary access to no more than two natural weapons which may vary depending upon the race/physiology of the WarHound. (ex. A human WarHound may gain bite and claw, whereas, if of a race which has a tail, he might choose sting and bite.) These natural weapons are chosen at character creation and cannot be changed afterward, however, their power grows with the WarHound’s. These temporary natural weapons cannot increase the number of natural weapons the WarHound possesses beyond 2. If, for whatever reason, a WarHound has 1 natural weapon unrelated to the Riastrad, he is granted only 1 temporary natural weapon. If he possesses 2 or more natural weapons unrelated to the Riastrad, he gains none.

    4This burden and its exact accompanying penalties are also incurred if the WarHound is carrying a medium load or greater.

    5The target of the type of hostile action mentioned here need not be animate. During an encounter, striking an inanimate object constitutes one of these actions.



    Acrobatics
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    WarHounds are capable of stunning agility which allows them to jump higher and further, as well as numerous other things. None of the following acrobatics are possible unless the WarHound is wearing no armor or light armor, is carrying less than a medium load, possesses the Run, Acrobatic, and Agile feats, and has a minimum of 5 ranks in any skills chiefly involved the selected maneuver.

    Jumping:
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    A WarHound, when performing any jump, requires 10 ft. fewer in order to gain a running start and is considered to have automatically landed on his feet in any instance where he successfully grasps an object or ledge and would have had to pull himself up aside from when a save is required to salvage a failed jump; in this latter case, he gains a +2 bonus to that save.

    Tumbling:
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    A WarHound can perform a whirling, tumbling jump by passing a DC 15 Tumble check (DC ignores obstructed/slippery surface modifiers) after the normal jump check. If the Tumble check is failed, the WarHound must re-roll and succeed on the jump check with an additional +10 to its DC in order to perform a normal jump instead or else stumble 5 ft. forward and end his current move action. This maneuver can only be attempted after a running start. With a tumbling jump, the WarHound does not need to perform tumble checks for passing over enemy occupied spaces unless the enemy is physically tall enough to obstruct the jump path or flying at the same altitude as the WarHound. If the WarHound is in his Riastrad, any non-blinded enemy the WarHound soars over must pass a will save with a DC equivalent to the DC of the WarHound’s jump, (not including the 15 DC of the Tumble check) or else be dazed. A tumbling jump must include the tumbling aspect from its beginning; a WarHound cannot begin to tumble partway through a normal jump.

    Balancing:
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    When balancing, if a WarHound falls (fails a check by 5 or more) He is allowed to attempt a reflex save with a DC equal to that of the failed Balance check + the amount past 5 by which it was failed. If successful, the WarHound remains balanced and terminates the current move action. Accepting the -5 penalty to the balance check in order to move at full speed across a narrow surface, if successful, allows the WarHound to run as though on solid ground and also (at a +5 DC penalty to Jump checks) jump as normal, even utilizing a running start, so long as the path of the jump is parallel to the narrow surface. The WarHound is capable of jumping in any other direction as well, but cannot utilize the effect of a running start in this case, incurring all the appropriate Jump check penalties. The tumbling aspect of a tumbling jump executed from a narrow surface has a DC of 20, not 15 as though executed from solid ground. If this Tumble check is failed, the re-rolled Jump check in order to salvage the maneuver has a DC of the original + 15. If this re-rolled Jump check succeeds, a normal jump is performed, if it does not, the WarHound falls. (However, he retains the ability to perform a reflex save and remain balanced but stationary.)

    Climbing:
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    A WarHound may attempt any climb action (aside from actions which are physically impossible without both hands, such as catching another climber) without using one of his hands by accepting a +10 increase to the DC of the Climb check. If successful, the climb is, in every other way, treated as normal, except that the WarHound has full use of one hand. If a WarHound begins to fall while climbing, after any allowed saving Climb check has been failed, he is allowed a Reflex save in order to once more attempt to stop himself from falling. This Reflex save has a DC equal to that of the failed Climb check + the amount past 5 by which it was failed. This “second chance” Reflex save is not allowed when attempting to catch oneself as one is already falling. Attacking while climbing with one hand requires the WarHound to pass a climb check with a DC equal to that of the wall’s one-handed climb check +5. Attacks made in this fashion can be made only once per turn, a single strike counting as a full attack. An attack made while climbing suffers a -4 penalty to its attack roll and -3 penalty to its damage roll. A WarHound can also jump from a vertical surface by passing a Climb check with a DC of 15 (which, if failed, requires a second DC 15 Climb check to remain climbing and end the move action), and accepting a +10 increase to the DC of the Jump check. Both long jumps and high jumps can be made in this fashion, but all horizontal and vertical distances covered by such a jump are halved. The tumbling aspect of a tumbling jump made from a climbing position has a Tumbling check with a DC of 20. When hanging from/climbing on a horizontal surface (ceiling, overhang, etc.), a WarHound may, with a Climb check of 30, vault downward from the surface. In this case, it is treated as an intentional/controlled fall from twice the height of the actual surface. If he fails this Climb check, he is not allowed a Climb-based save or Reflex save and suffers an uncontrolled/unintentional fall from the actual height of the surface.

    Acrobatic Attacks
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    These acrobatic maneuvers may be combined with each other and/or an attack action. Acrobatic attacks provoke no attacks of opportunity and can only be delivered when correctly and exclusively wielding one’s heartbound weapon in its entirety.

    Tumbling attack:
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    The WarHound may attack as he tumbles into range by passing a second Tumble check at the end of the tumble, this one having a base DC of 15. The attack is launched even on a failure, but the attack roll suffers a penalty of the failed check’s DC – the amount by which it was failed. If the Tumble check was successful, the target is caught flat-footed and without any dodge bonus to its AC.

    Jumping attacks:
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    A WarHound may also perform a variety of jump attacks. At any time during a successful jump, the WarHound is able to strike a foe within a spherical range around himself which has a radius of 3 ft. + his weapon’s reach. A midair attack of this type does not interrupt or shorten the WarHound’s jump and, if it strikes a flying opponent, deals extra damage equal to ½ the jump’s DC in addition to pulling the opponent to the ground. If the flying opponent is capable of hovering (good/perfect flight maneuverability), it may attempt a Fortitude save with a DC equal to the damage dealt to it by the jump attack. If successful in this Fortitude save, the opponent remains aloft. The WarHound may, in a single jump, deliver one mid-air attack for every 5 ranks he has in the jump skill, but may not strike the same opponent twice during a jump. The WarHound may also utilize one of his mid-air attacks (if he still has at least one available for that jump) at the end of his jump. This can be done in one of two ways. This first is an option only if his weapon is capable of bludgeoning/slashing damage; in this manner of “pounce” attack, the WarHound lands just in front of the target, taking appropriate fall damage and slashing/swinging downward as he does so, dealing extra damage equal to the jump’s peak height. If the landing point of the jump falls short of the target, so long as the reach of the WarHound’s weapon would allow him to strike the enemy from that point, the jump can still be ended with a pounce attack of this type. The second type of pounce attack is only an option if the WarHound’s weapon is capable of dealing piercing damage. Unlike the first type, this manner of pounce attack’s jump must have the WarHound land in the target’s space, no matter the reach of his weapon. This pounce attack deals extra damage equal to 1½ the jump’s peak height and, so long as its attack roll is successful and the target is at least of the same size category as the WarHound, negates up to 40 ft. of fall damage which the WarHound would have suffered. All mid-air and pounce attacks can be used in an intentional/controlled fall and can also be used during a tumbling jump, in which case, they are handled as though they were also a tumbling attack, losing no aspect of the jump attack. If a WarHound launches at least one attack while jumping, he is considered to have just taken a full attack action once the jump has ended. Any Acrobatic attack (per strike) counts as 2 hostile actions toward the Riastrad’s 7-point counter.



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    Last edited by Sciath; 2010-05-25 at 10:08 AM. Reason: Formatting, spoilerizing for convenience.

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    Default Re: 3.5 Homebrew Class - WarHound

    A lot of people are leery about downloading files to review (myself included). You'll likely get more feedback if you actually post the class, rather than a link to the class.
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    Default Re: 3.5 Homebrew Class - WarHound

    Quote Originally Posted by Melayl View Post
    A lot of people are leery about downloading files to review (myself included). You'll likely get more feedback if you actually post the class, rather than a link to the class.
    Yeah, I figured as much. How do I create tables, then?

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    Post Re: 3.5 Homebrew Class - WarHound

    Quote Originally Posted by Sciath View Post
    Yeah, I figured as much. How do I create tables, then?
    This thread has all the info and table templates you may ever need. By the most awesome Fax Celestis.
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    Default Re: 3.5 Homebrew Class - WarHound

    Quote Originally Posted by ScIaDrd View Post
    This thread has all the info and table templates you may ever need. By the most awesome Fax Celestis.
    Thanks a million, will start filling out an actual table right now.

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    Default Re: 3.5 Homebrew Class - WarHound

    BUMP

    Actually put the whole document in the post now.

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    Default Re: 3.5 Homebrew Class - WarHound

    Haven't read very far, but absolutely irreplacable weapons are likely to be a problem... For one thing, if you can't afford the 300 gp to make them masterwork at 1st level then you will never be able to enchant them. And eventually you are probably going to want some sort of special material.
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    Default Re: 3.5 Homebrew Class - WarHound

    Quote Originally Posted by DracoDei View Post
    Haven't read very far, but absolutely irreplacable weapons are likely to be a problem... For one thing, if you can't afford the 300 gp to make them masterwork at 1st level then you will never be able to enchant them. And eventually you are probably going to want some sort of special material.
    Have it be a Granted Weapon or whatever @ lv1 (like Samurai)

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    Pixie in the Playground
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    Default Re: 3.5 Homebrew Class - WarHound

    Quote Originally Posted by Machiavellian View Post
    Have it be a Granted Weapon or whatever @ lv1 (like Samurai)
    Precisely the way I ran it. I should include that in the doc though. (My WarHound started the campaign with a 36 lb., 12 ft. long halberd, with which he could perform both reach and melee attacks. 1d12 damage die and x3 crit.) I'm gonna have to get down a concrete system for negotiating the heartbound weapon's stats.

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    Default Re: 3.5 Homebrew Class - WarHound

    I know this is not entirely the most helpful comment, but personally I find CamelCase really jarring, immersion-breaking, and kinda unprofessional in a fantasy setting (despite my username, which I'd never actually use in character). Warhound or War Hound both seem like much better names to me.

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