Results 1 to 30 of 59
-
2010-09-17, 04:53 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Barbarian
”Scream! Scream until your heart has beat its last beat, and your voice has worn to a tiny scratch! Scream until your eyes bleed! Scream until the whole world screams! Scream at the stars! Scream at the moon! Scream at the burning sun! There is no anger, there is no pain. There is no hate, no fear, nobody who can hurt you. There is only RAGE! AAAAAAAAAAHHHHH!!!!!!!!!” – Krao’S
Civilized people call them barbarians or beserkers. They fear, and hate. They respect and warn against. They wonder aloud at their rage, but do not understand. They do not heed the call, the voices of rage. They do not understand the pain that comes with anger, the pain of action, the pain of what is to come, the pain of not understanding.
Adventures: Adventuring is a way to get rid of the pain. When in danger, one does not need to understand, to hear, to think of the future, or the anger that fills their lives. All you have to do is act. And try not to be killed of course. Adventures are places to throw away. Throw away your fear, your caution. Your life. They live in this place, this precariously balanced knife of a place, full of hate and fear. And love.
Characteristics:They fight. They fight because they know nothing else. They rage; against the law, against what is “right” against good, against evil. They know not else how. They only understand anger. It fills and permeates them, filling them with power, and yet still leaving them empty. The only way for them to deal with their problems is to become angry. They seek nature, for peace, solitude, and a sense of whole. No one can hurt them in nature, without their permission. No one can harm them, or kill them, without their allowing it.
Alignment: They hate the law. They also hate the swirling chaos of their emotions. They care not, they just hate. The law binds and seals, tears away and fills. The chaos swirls, and sucks, down beneath the roiling mass. Chaos confuses and confounds, confounds away the possibilities.
Religion: Gods do not help the pain. Anger cannot be overcome by gods alone. It permeates them, corrupts them, and sucks away their power. Gods live by belief. Anger takes the belief away, and replaces it with mistrust, confusion and doubt. When all is said and done, hate will still be there. The gods may abandon, leave to fate, or dispose. The anger will still be there, waiting. Waiting for them to come back. Back into its loving embrace.
Background: Anger does not just appear at birth. Anger must be fed, nurtured and healed, helped and harnessed. For them, it never goes away. Anger leads to hate, which leads to more anger. Anger never leaves. Anger stays. Anger never forgets. Anger lives on. Anger means that they can never forget, not until the greatest sun has gone beneath the ground for its final rest, and the last moon has left the sky forever, not until the gods themselves have gone, and the people are all dead. But even then, it will remain.
Races: The rage does not choose to whom it comes. It reaches all, with its weathered and bony fingers. It encompasses them, and leaves them wanting more. Anger is like a drug. It fills and fills, and then leaves empty. It is eternal emptiness, full of a hard and sharp silence. A silence that cuts down to the bone.
Other Classes: Their anger gets in the way of others. It tangles and messes, making obstacles and disasters. It makes it hard to speak, it chokes and twists. Anger does not want to be said. It does not want to be examined or thought of. It only wants vengeance and hatred. Anger does not seek redemption. Anger knows what it is, and what it is capable of.
Role: They stay in the thick of battle. They want to throw away; their memories, their needs, their lives. They want to throw away it all. They want to throw away their anger, and do so with battle. They throw the anger from themselves, by throwing themselves into battle.
Abilities: Strength and Constitution are important for the class’s role as a frontline fighter, and dexterity also helps on that front. A high Constitution also increases the Barbarians Rage Pool, and gives them higher hit points. Wisdom is important for several of the Barbarian’s class skills. Charisma and Intelligence are important for several Rage Abilities.
Alignment: Any.
Hit Die: d12
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4+Intelligence Modifier)x4.
Skill Points at Each Additional Level: 4+Intelligence Modifier.
Barbarian
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2| Rage Pool, Rage Ability
2nd|+2|+3|+0|+3| Frenzied Strike
3rd|+3|+3|+1|+3| Rage Ability
4th|+4|+4|+1|+4| Powerful Rage, Trap Sense +1
5th|+5|+4|+1|+4| Rage Ability
6th|+6/+1|+5|+2|+5| Uncanny Dodge
7th|+7/+2|+5|+2|+5| Rage Ability, Trap Sense +2
8th|+8/+3|+6|+2|+6| Superior Rage
9th|+9/+4|+6|+3|+6| Rage Ability
10th|+10/+5|+7|+3|+7| Trap Sense +3
11th|+11/+6/+1|+7|+3|+7| Rage Ability
12th|+12/+7/+2|+8|+4|+8| Improved Uncanny Dodge
13th|+13/+8/+3|+8|+4|+8| Rage Ability, Trap Sense +4
14th|+14/+9/+4|+9|+4|+9| Greater Rage
15th|+15/+10/+5|+9|+5|+9| Rage Ability
16th|+16/+11/+6/+1|+10|+5|+10| Tireless Rage, Trap Sense +5
17th|+17/+12/+7/+2|+10|+5|+10| Rage Ability
18th|+18/+13/+8/+3|+11|+6|+11| Endless Rage
19th|+19/+14/+9/+4|+11|+6|+11| Rage Ability, Trap Sense +6
20th|+20/+15/+10/+5|+12|+6|+12| Ultimate Rage [/table]
Weapon and Armor Proficiencies: The Barbarian is proficient with all Simple and Martial weapons, and light and medium armor. They are not proficient with shields.
Rage Pool (Ex): Whenever the Barbarian takes hit point damage, his rage pool fills with rage points equal to one-half of the damage (rounded down). His rage pool has a cap of total rage points allowed equal to his Barbarian levels, plus his constitution modifier. These rage points do not fade away unless they are used for abilities, or the encounter ends. His rage pool aumatically starts the encounter with a number of rage points equal to one fourth of his level, rounded down, minimum 1.
The Barbarian can start a rage by spending a number of rage points equal to one-fourth his Barbarian levels, rounded down (minimum 1). Each round the Barbarian must pay 1 rage point, or the rage ends. During a rage, the Barbarian gains a +4 enhancement bonus to Strength and Dexterity, a +1 competence bonus to all Strength and Dexterity based skills, and a +2 bonus to will saves. During a rage, the Barbarian is unable to use any Intelligence or Charisma based checks, excepting Intimidate. After the rage is over, the Barbarian is fatigued for 1d4 rounds. He cannot start a new rage until he is no longer fatigued, but he can use any rage abilities that require rage points as normal.
Rage Abilities (Ex): At every level described in the table, the Barbarian gains an additional rage ability (see: Rage Abilities). He must meet all prerequisites for the Rage Abilities. The Barbarian may not change rage abilities after he has chosen them. At fourth level, and once every fourth level thereafter, the Barbarian may choose to lose one Rage ability that they have chosen, and choose a single new Rage ability in its place. They must meet all of the prerequisites of the new Rage ability.
Frenzied Strike (Ex): Starting at second level, every time the Barbarian successfully hits an opponent with a melee or ranged attack, or any time he makes a successful Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder or Trip check, he gains a number of rage points equal to one fourth his Barbarian levels.
Powerful Rage (Ex): Starting at fourth level, the bonuses from rage become +6 enhancement bonus to Strength and Dexterity, +2 competency bonus to Strength and Dexterity based skill checks, and a +3 bonus to will saves.
Trap Sense (Ex): Starting at fourth level, the Barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise by +1 every three Barbarian levels thereafter (7th, 10th, 13th, 16th, and 19th level). Trap sense bonuses gained from multiple sources stack.
Uncanny Dodge (Ex): At sixth level, the Barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized.
If a Barbarian already has uncanny dodge from another source, he automatically gains improved uncanny dodge instead.
Superior Rage (Ex): Starting at Eighth level, the bonuses from rage become +8 enhancement bonus to Strength and Dexterity, +3 competency bonus to Strength and Dexterity based skill checks, and a +4 bonus to will saves.
Improved Uncanny Dodge (Ex): At level twelve and higher, the Barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has Barbarian 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.
Greater Rage (Ex): Starting at fourteenth level, the bonuses from rage become +10 enhancement bonus to Strength and Dexterity, +4 competency bonus to Strength and Dexterity based skill checks, and a +5 bonus to will saves.
Tireless Rage (Ex): Starting at level sixteen, the Barbarian no longer becomes fatigued after his rage ends.
Endless Rage (Ex): Starting at level eighteen, the Barbarian no longer must pay a rage point per round of raging; instead, he only has to pay the activation cost of the rage.
Ultimate Rage (Ex): Starting at twentieth level, the bonuses from rage become +12 enhancement bonus to Strength and Dexterity, +5 competency bonus to Strength and Dexterity based skill checks, and a +6 bonus to will saves.
Rage Abilities:
If a rage ability mentions rage pool, it is your rage pool at the time of gaining the benefit. So, if a Barbarian 12, with a Constitution of 21 is hit for 25 damage, his rage pool fills to 12 rage points. If he has the Blitz rage ability, he gains a +6 bonus to all bull rush attempts. If he activates his rage by spending 3 rage points, his pool goes down to 9, and his bonus is +4 (of course, he still gains a bonus for extra strength from rage).
Spoiler
Martial Endeavor
Prerequisites: Barbarian 1, Intelligence, Charisma or Wisdom 14
Benefits: You gain Martial Study as a bonus feat, with your initiator level equal to your Barbarian levels. You may gain this ability multiple times.
Increased Speed
Prerequisites: Barbarian 1, Dexterity 15
Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
Telling Blow
Prerequisites: Barbarian 1, Strength 13
Benefits: You may make an intimidate check against an opponent within melee range as a standard action, and that opponent must also make a check. If your check is higher, for the duration of the encounter, each round the target must try to attack you by any mean at his disposition. If they beat your check, you become shaken for 2 rounds.
Cost: 1 rage point.
Intimidating Glare
Prerequisites: Barbarian 1, Charisma 13
Benefits: Make an intimidate check against one foe within 30 feet as a standard action. They must also make an intimidate check. If you beat their check, they become shaken for 1d4 rounds +1 round per every 5 points by which your check exceeds the opponents roll. If they beat your roll, you become shaken for 2 rounds.
Cost: 1 rage point.
Pain Never Forgotten
Prerequisites: Barbarian 1, Constitution 13
Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.
Martial Improvement
Prerequisites: Barbarian 3, Intelligence, Charisma or Wisdom 15, Martial Endeavor
Benefits: You gain Martial Stance as a bonus feat, with an initiator level equal to your Barbarian levels. You may gain this ability multiple times.
Charismatic Rage
Prerequisites: Barbarian 3, Charisma 15
Benefits: During a rage, you may still use any Charisma based skill checks, and you gain the bonus to Dexterity and Strength based skill checks to Charisma based skill checks as well.
Cunning Rage
Prerequisites: Barbarian 3, Intelligence 15
Benefits: During a rage, you may still use any Intelligence based skill checks, and you gain the bonus to Dexterity and Strength based skill checks to Intelligence based skill checks as well.
Pounce
Prerequisites: Barbarian 3, Strength or Dexterity 15
Benefits: You gain pounce, as the special ability, useable with any weapon.
Skirmish (1)
Prerequisites: Barbarian 5, Dexterity 15
Benefits: Whenever you move more than 10 feet in a round, you deal an extra 1d6 damage on any attacks you make, and you gain a +1 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
Stoneskin
Prerequisites: Barbarian 5, Constitution 15
Benefits: You gain Damage Reduction 7/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
Cost: 3 rage points.
Precision
Prerequisites: Barbarian 5, Dexterity 15
Benefits: You deal extra damage with all weapons (melee and ranged) equal to your dexterity modifier.
Ferocity
Prerequisites: Barbarian 7, Strength or Dexterity 17
Benefits: You deal an extra amount of damage equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Vicious.
Cost: 3 rage points.
Evasion
Prerequisites: Barbarian 7, Dexterity 17
Benefits: You gain the Evasion class feature, as the rogue.
Vicious
Prerequisites: Barbarian 7, Strength or Dexterity 17
Benefits: You gain a bonus to all attack rolls equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Ferocity.
Cost: 3 rage points.
Blitz
Prerequisites: Barbarian 7, Strength 17
Benefits: You add one-fourth your rage pool as a bonus on the strength check made as part of a bull-rush attempt.
Extra Attack
Prerequisites: Barbarian 7, Dexterity 15
Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus. This only stacks with other attacks from the Extra Attack line of rage abilities.
Anger is All That Remains
Prerequisites: Barbarian 7, Constitution 15
Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.
Superior Increased Speed
Prerequisites: Barbarian 9, Dexterity 17, Increased Speed
Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
Power-Attacking
Prerequisites: Barbarian 9, Strength 17, Vicious
Benefits: You gain power attack as a bonus feat and it's benefits are enhanced. You deal an extra 2 damage per -1 penalty taken. If you use a two handed weapon with this ability, instead you deal 3 damage per -1 penalty. This does not stack with any other power attack enhancing effects, such as the Improved Power Attack and Supreme Power Attack class abilities of the Frenzied Berserker.
Plunge
Prerequisites: Barbarian 9, Dexterity or Strength 17
Benefits: You gain a bonus equal to one-fourth of your rage pool as a bonus on strength checks made as part of a trip attempt.
Guarded Stance
Prerequisites: Barbarian 9, Dexterity and Constitution 16
Benefits: You gain a dodge bonus to Armor Class equal to one half of your rage pool for a number of rounds equal to your Constitution modifier.
Cost: 3 rage points.
Tackle
Prerequisites: Barbarian 9, Strength 16
Benefits: Whenever you successfully bull rush an opponent and push them back against a solid surface, they take 2d4 damage per 5 feet they do not move from the solid object. They must make a Reflex save afterward (DC 10 + 1/2 ECL + Strength modifier) or fall prone.
Skirmish (2)
Prerequisites: Barbarian 11, Dexterity 17, Skirmish (1)
Benefits: Whenever you move more than 10 feet in a round, you deal an extra 2d6 damage on any attacks you make, and you gain a +2 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
Ferality (Claws)
Prerequisites: Barbarian 11, Strength or Dexterity 17
Benefits: You gain 2 claw attacks. They deal 1d6 damage plus your strength modifier. They are secondary natural weapons, and you are proficient with them.
Elemental Rage
Prerequisites: Barbarian 11, Intelligence 15
Benefits: Choose an element (fire, cold, electricity, acid, or sonic). You deal an extra 1d6 damage per 4 rage points in your rage pool during a rage.
Special: You may take this ability multiple times, each time choosing a new element.
Crash
Prerequisites: Barbarian 11, Strength 15, Blitz
Benefits: Whenever you successfully bull rush an opponent, you may make a single melee attack at your highest attack bonus against that opponent. That counts as your attack of opportunity for the round.
Ferality (Bite)
Prerequisites: Barbarian 13, Strength or Dexterity 17, Ferality (Claws)
Benefits: You gain a bite attack. It deals 1d8 damage plus twice your strength modifier. It is a natural weapon, and you are proficient with it.
Blank Mind
Prerequisites: Barbarian 13, Wisdom 15
Benefits: You are immune to mind affecting spells and abilities while raging.
Intimidating Roar
Prerequisites: Barbarian 13, Charisma 15, Intimidating Glare
Benefits: You roar as a standard action, and all enemies within 30 feet must make a will save (DC 10 + 1/2 barbarian levels + Charisma modifier) or be panicked for 1d4+1 rounds.
Cost: 5 rage points.
Agony Eternal
Prerequisites: Barbarian 13, Constitution 17
Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.
Regeneration
Prerequisites: Barbarian 15, Constitution 21
Benefits: You heal 1d6 damager per point of constitution modifier you have. Using this ability is a swift action.
Cost: 5 rage points.
Improved Extra Attack
Prerequisites: Barbarian 15, Dexterity 19, Extra Attack
Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus. This only stacks with other attacks from the Extra Attack line of rage abilities.
Skirmish (3)
Prerequisites: Barbarian 17, Dexterity 19, Skirmish (2)
Benefits: Whenever you move more than 10 feet in a round, you deal an extra 3d6 damage on any attacks you make, and you gain a +3 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
Swiftness
Prerequisites: Barbarian 17, Dexterity 23, Superior Increased Speed
Benefits: You may make full attack actions as standard actions.
Improved Evasion
Prerequisites: Barbarian 17, Dexterity 19, Evasion
Benefits: You gain the Improved Evasion class feature, as the rogue ability.
Smash
Prerequisites: Barbarian 17, Strength 19
Benefits: Your next Bull Rush attempt gains a +4 bonus to the Strength check, and you need not enter their space in order to initiate it, simply make a melee attack against them, which deals no damage, and provokes no attacks of opportunity from any opponents.
Cost: 4 rage points.
Greater Improved Speed
Prerequisites: Barbarian 19, Dexterity 21, Superior Improved Speed
Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
Ironskin
Prerequisites: Barbarian 19, Constitution 21
Benefits: You gain Damage Reduction 20/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
Cost: 5 rage points.
Killing Blow
Prerequisites: Barbarian 19, Strength 21
Benefits: You deal bonus damage equal to the number of rage points in your rage pool (before activating this ability) times three on all attacks in the round of activation. Activating this ability is a swift action.
Cost: All rage points.
Enmity Forever
Prerequisites: Barbarian 19, Constitution 19
Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.
Template:
Spoiler[size=3][b]Name[/b][/size]
[b]Prerequisites:[/b]
[b]Benefits:[/b]
[b]Cost (if any):[/b]
Feat
SpoilerExtra Rage Ability
Prerequisites: Rage Pool class feature
Benefits: You gain an additional Rage Ability. You must qualify for this rage ability in order to gain it's benefits.
Special: This ability may be taken multiple times.
I would love any new Rage Abilities you happen to think of or want to homebrew! I have about 32 right now and any new ones would be greatly appreciated! Also, I was trying to make a couple that gave ToB maneuvers (like the martial study and martial stance feats), but didn’t know how to word them.
This is roughly made for Tier 3, for those who care. I understand that not necessarily all of the stuff that it has allows for that kind of flexibility, but that is also why I really want more Rage Abilities. I have several PrCs already made, but I want to “test the waters” so to speak, and see how this class is seen first.
Index:
Last edited by unosarta; 2011-11-08 at 11:31 PM.
-
2010-09-17, 08:30 PM (ISO 8601)
- Join Date
- Jan 2008
- Location
- In the heart of the beast
- Gender
Re: Roar and the World Roars With You [3.5, Base Class]
-
2010-09-17, 08:34 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class]
-
2010-09-18, 04:14 PM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Very good image and the quote is just cool.
-snip detail-
Abilities: Strength and Constitution are important for the class’s role as a frontline fighter, and dexterity also helps on that front. A high Constitution also increases the Barbarians Rage Pool, and gives them higher hit points. Wisdom is important for several of the Barbarian’s class skills. Charisma and Intelligence are important for several Rage Abilities.
Alignment: Any.
"They hate the law. They also hate the swirling chaos of their emotions. They care not, they just hate."
If they hate both law and chaos, neutral would make sense, but chaos seem to fit best still.
That said i don't much like alignement restriction on base class so i'm fine with any. (particulary because it cut of on some potentially nice multiclass option.)
Hit Die: d12
-snip image-
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4+Intelligence Modifier)x4.
Skill Points at Each Additional Level: 4+Intelligence Modifier.
-snip table-
Weapon and Armor Proficiencies: The Barbarian is proficient with all Simple and Martial weapons, and light and medium armor. They are not proficient with shields.
Rage Pool (Ex): Whenever the Barbarian takes hit point damage, his rage pool fills with rage points equal to one-half of the damage (rounded down). His rage pool has a cap of total rage points allowed of his Barbarian levels, plus his constitution modifier. These rage points do not fade away unless they are used for abilities, or the encounter ends.
I don't much like the need to take damage to gain point, in some encounter where the enemy use save or suck abilities it could mean that you must deal with only your non rage ability. Perhaps giving a few point at the start of en encounter, not much but just enough to start with ?
The Barbarian can start a rage by spending a number of rage points equal to one-fourth his Barbarian levels, rounded down (minimum 1). Each round the Barbarian must pay 1 rage point, or the rage ends. During a rage, the Barbarian gains a +4 enhancement bonus to Strength and Dexterity, a +1 competence bonus to all Strength and Dexterity based skills, and a +2 bonus to will saves. During a rage, the Barbarian is unable to use any Intelligence or Charisma based checks, excepting Intimidate. After the rage is over, the Barbarian is fatigued for 1d4 rounds. He cannot start a new rage until he is no longer fatigued, but he can use any rage abilities that require rage points as normal.
You remove the concentration limitation and the inability to cast spell, seem weird. It make perfect sense.
Rage Abilities (Ex): At every level described in the table, the Barbarian gains an additional rage ability (see: Rage Abilities). He must meet all prerequisites for the Rage Abilities.
Do you gain all the ability you qualify for or do you need to learn them like spell or invocation and if so they're no mean to change them later ?
Frenzied Strike (Ex): Starting at second level, every time the Barbarian successfully hits an opponent with a melee or ranged attack, he gains a number of rage points equal to one fourth his Barbarian levels.
Powerful Rage (Ex): Starting at fourth level, the bonuses from rage become +6 enhancement bonus to Strength and Dexterity, +2 competency bonus to Strength and Dexterity based skill checks, and a +3 bonus to will saves.
Trap Sense (Ex): Starting at fourth level, the Barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise by +1 every three Barbarian levels thereafter (7th, 10th, 13th, 16th, and 19th level). Trap sense bonuses gained from multiple sources stack.
Uncanny Dodge (Ex): At sixth level, the Barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized.
If a Barbarian already has uncanny dodge from another source, he automatically gains improved uncanny dodge instead.
Superior Rage (Ex): Starting at Eighth level, the bonuses from rage become +8 enhancement bonus to Strength and Dexterity, +3 competency bonus to Strength and Dexterity based skill checks, and a +4 bonus to will saves.
Improved Uncanny Dodge (Ex): At level twelve and higher, the Barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has Barbarian 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.
Greater Rage (Ex): Starting at fourteenth level, the bonuses from rage become +10 enhancement bonus to Strength and Dexterity, +4 competency bonus to Strength and Dexterity based skill checks, and a +5 bonus to will saves.
Tireless Rage (Ex): Starting at level sixteen, the Barbarian no longer becomes fatigued after his rage ends.
Endless Rage (Ex): Starting at level eighteen, the Barbarian no longer must pay a rage point per round of raging; instead, he only has to pay the activation cost of the rage.
Ultimate Rage (Ex): Starting at twentieth level, the bonuses from rage become +12 enhancement bonus to Strength and Dexterity, +5 competency bonus to Strength and Dexterity based skill checks, and a +6 bonus to will saves.
-snip image-
Rage Abilities:
If a rage ability mentions rage pool, it is your rage pool at the time of gaining the benefit. So, if a Barbarian 12, with a Constitution of 21 is hit for 25 damage, his rage pool fills to 12 rage points. If he has the Blitz rage ability, he gains a +6 bonus to all bull rush attempts. If he activates his rage by spending 3 rage points, his pool goes down to 9, and his bonus is +4 (of course, he still gains a bonus for extra strength from rage).
Do you need to spend the rage point for the ability each round of the rage in addition to the one to maintain it or does it last until the end of the rage.
If you don't need to spend point on the ability do you gain the benefit even when not raging ?
Continu in the spoiler:
Spoiler
Increased Speed
Prerequisites: Barbarian 1, Dexterity 15
Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
Telling Blow
Prerequisites: Barbarian 1, Strength 13
Benefits: You make a melee touch attack. If it is successful, the target must attack you for the duration of the encounter.
Cost: 1 rage point.
That's way too strong for a first level ability.
No save ? no skill check even ?
Can the creature do other thing other than attack, like heal itself or an ally, can it chose any mean of attack ? Must it be melee attack ?
You need to work on that one, look at the knight in the PHBII. it's is main class feature and it's not as strong.
Intimidating Glare
Prerequisites: Barbarian 1, Charisma 13
Benefits: Make an intimidate check against one foe within 30 feet as a swift action. If you beat their check, they become shaken for 2d6 rounds.
Cost: 1 rage point.
Charismatic Rage
Prerequisites: Barbarian 3, Charisma 15
Benefits: During a rage, you may still use any Charisma based skill checks.
Cunning Rage
Prerequisites: Barbarian 3, Intelligence 15
Benefits: During a rage, you may still use any Intelligence based skill checks.
Pounce
Prerequisites: Barbarian 3, Strength or Dexterity 15
Benefits: You gain pounce, as the special ability, useable with any weapon.
Skirmish (1)
Prerequisites: Barbarian 5, Dexterity 15
Benefits: Whenever you move more than 10 feet in a round, you deal an extra 1d6 damage on any attacks you make, and you gain a +1 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
Stoneskin
Prerequisites: Barbarian 5, Constitution 15
Benefits: You gain Damage Reduction 10/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
Cost: 3 rage points.
Precision
Prerequisites: Barbarian 5, Dexterity 15
Benefits: You deal extra damage with all weapons (melee and ranged) equal to your dexterity modifier.
Ferocity
Prerequisites: Barbarian 7, Strength or Dexterity 17
Benefits: You deal an extra amount of damage equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Vicious.
Cost: 4 rage points.
Evasion
Prerequisites: Barbarian 7, Dexterity 17
Benefits: You gain the Evasion class feature, as the rogue.
Vicious
Prerequisites: Barbarian 7, Strength or Dexterity 17
Benefits: You gain a bonus to all attack rolls equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Ferocity.
Cost: 4 rage points.
Blitz
Prerequisites: Barbarian 7, Strength 17
Benefits: You add ½ your rage pool to bull rush attempts.
Extra Attack
Prerequisites: Barbarian 7, Dexterity 15
Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus.
Superior Increased Speed
Prerequisites: Barbarian 9, Dexterity 17, Increased Speed
Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
Power-Attacking
Prerequisites: Barbarian 9, Strength 17, Vicious
Benefits: Whenever you take a penalty to attack rolls with the Power-attack feat, you deal an extra 2 damage per -1 penalty taken. This does not stack with any other Power-attack enhancing effect. If you did not have the Power-attack feat before taking this ability, you gain it. If you did, it instead provides 3 damage per -1 penalty. It still does not stack with other enhancing effects.
"You gain power attack as a bonus feat and it's benefit are enhance, you deal an extra 2 damage per -1 penalty taken. If you already add the feat before gaining this ability this instead increase to 3 damage per - penality"
Or something like that, but the second part is still probably too much.
a bonus feat (even a little late) and an increase in effect is probably enough.
Also what happen if you wield a two hand weapon ?
Plunge
Prerequisites: Barbarian 9, Dexterity or Strength 17
Benefits: You gain a bonus all trip attempts equal to one-half your rage pool.
Guarded Stance
Prerequisites: Barbarian 9, Dexterity and Constitution 16
Benefits: You gain a dodge bonus to Armor Class equal to one half of your rage pool for a number of rounds equal to your Constitution modifier.
Cost: 4 rage points.
Skirmish (2)
Prerequisites: Barbarian 11, Dexterity 17, Skirmish (1)
Benefits: Whenever you move more than 10 feet in a round, you deal an extra 2d6 damage on any attacks you make, and you gain a +2 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
Ferality (Claws)
Prerequisites: Barbarian 11, Strength or Dexterity 17
Benefits: You gain 2 claw attacks. They deal 1d6 damage plus your strength modifier. They are natural weapons, and you are proficient with them.
Elemental Rage
Prerequisites: Barbarian 11, Intelligence 15
Benefits: Choose an element (fire, cold, electricity, acid, or sonic). You deal an extra 1d6 damage per 4 rage points in your rage pool during a rage
Can you chose that ability multiple time or change the element ?
Ferality (Bite)
Prerequisites: Barbarian 13, Strength or Dexterity 17, Ferality (Claws)
Benefits: You gain a bite attack. It deals 1d8 damage plus twice your strength modifier. It is a natural weapon, and you are proficient with it.
Blank Mind
Prerequisites: Barbarian 13, Wisdom 15
Benefits: You are immune to mind affecting spells and abilities while raging.
Intimidating Roar
Prerequisites: Barbarian 13, Charisma 15, Intimidating Glare
Benefits: You roar as a standard action, and all enemies within 30 feet must make a will save (DC 10 + 1/2 barbarian levels + Charisma modifier) or be panicked for 1d4+1 rounds.
Cost: 5 rage points.
Regeneration
Prerequisites: Barbarian 15, Constitution 21
Benefits: You heal 1d6 damager per point of constitution modifier you have.
Cost: 6 rage points.
Improved Extra Attack
Prerequisites: Barbarian 15, Dexterity 19, Extra Attack
Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus. This stacks with Extra Attac
Skirmish (3)
Prerequisites: Barbarian 17, Dexterity 19, Skirmish (2)
Benefits: Whenever you move more than 10 feet in a round, you deal an extra 3d6 damage on any attacks you make, and you gain a +3 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
Swiftness
Prerequisites: Barbarian 17, Dexterity 23, Superior Increased Speed
Benefits: You may make full attack actions as standard actions.
Improved Evasion
Prerequisites: Barbarian 17, Dexterity 19, Evasion
Benefits: You gain the Improved Evasion class feature, as the rogue ability.
Greater Improved Speed
Prerequisites: Barbarian 19, Dexterity 21, Superior Improved Speed
Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
Ironskin
Prerequisites: Barbarian 19, Constitution 21
Benefits: You gain Damage Reduction 20/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
Cost: 5 rage points.
Killing Blow
Prerequisites: Barbarian 19, Strength 21
Benefits: You deal bonus damage equal to the number of rage points in your rage pool (before activating this ability) times three on all attacks in the round of activation. Activating this ability is a swift action.
Cost: All rage points.
I would love any new Rage Abilities you happen to think of or want to homebrew! I have about 32 right now and any new ones would be greatly appreciated! Also, I was trying to make a couple that gave ToB maneuvers (like the martial study and martial stance feats), but didn’t know how to word them.
No other idea at the moment.
This is roughly made for Tier 3, for those who care. I understand that not necessarily all of the stuff that it has allows for that kind of flexibility, but that is also why I really want more Rage Abilities. I have several PrCs already made, but I want to “test the waters” so to speak, and see how this class is seen first.
If i don't peach the Prc don't hesitate to send me a pm.Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-18, 05:16 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
I suppose I should have mentioned this as a foreword or an afterthought; this class is meant to represent anyone who feels some sort of rage or anger, and then uses it in order to fight. For instance, one prestige class I made was the Templar, who channels his rage into destroying the evil and impure. This could be a soldier with PTSD, a constable who's family was killed, a scout who can't control his anger; anyone. As the barbarian is currently, it really doesn't do that all that well, and sort of fails to represent varied archetypes, and doesn't even manage to make very different characters crunch-wise, and that is always something that has been sort of a disappointment for me.
Anyway.
Thanks! I love DeviantArt. So many good images.
Yeah, well, that was sort of to show exactly how twisted having so much anger and rage makes a person. Living, fighting, and dying based solely on anger, and for some characters to the point of excluding all other emotions, does not, a healthy psyche make.
Yeah, I didn't want to make them completely physical abilities only. They get even more MAD with the prestige classes, but then they also start to not care so much about other secondary scores. Hopefully it evens out.
Anger doesn't define itself along the axes of law and chaos. I would argue that anger supersedes them. To be sure, neutral would probably be better, but like you said yourself; I dislike alignment restrictions a lot. And a knight who channels his anger into protecting others, often to the point of racism and exclusion if he feels that others might harm a member of his "group" or be evil, is a pretty interesting character.
OK.
Thanks!
Again, I wanted the Barbarian to represent more archetypes than the normal Barbarian does.
Their minds steel themselves against outside forces by channeling their anger. Also happens to be the reasoning for them gaining the Mindblank rage ability. Also, a good reflex doesn't make sense mechanically for someone who is actually sort of intent on having damage dealt to them. For the prestige classes that are more skirmisher/scouts, those gain a better reflex save, so I figure it all evens out.
Thanks for catching that.
This is alleviated by the Frenzied Strike class ability, the Evasion rage ability (if they decide to get it). Maybe. I was thinking that at higher levels, the Barbarian might gain a set number of rage points per round, probably like 1. Thoughts?
Actually, that was my exact thinking. It makes almost no sense at all that someone so focused on rage and anger, which is an entirely personal and self centered concept, would have to rely on magical items. The rage ability progression was sped up because of that.
There is no means to change them, unless you use the retraining rules. I will add that in.
Yup. Almost all of the prestige classes also progress Frenzied Strike as well.
Again, this is mostly because the Barbarian does not have access to normal magical items with an enhancement bonus. Actually, this Barbarian is worse off in that sense; if you think about it, at level 20, the WotC version has a +8 bonus to Strength, and if he buys a manual and belt, he has a +19 to Strength, plus his normal level increases, plus his base. So, that is at the very least 42 strength while raging. Compare that to this Barbarian. He only has level based, plus manual, plus rage. That is a total of 12+5+5, plus his base. So, during a rage, he has 40 strength. He can use a belt, for out of combat purposes, but he gains no use for it in combat, which makes sense, because if a barbarian is using anger and rage, why would he want to rely on something besides himself during combat?
See above.
Again, see above.
OK.
I love that picture too. So much epic.
If a rage ability does not have a cost, it is permanent, and always in function. some depend on rage pool, which is always your current rage pool.
Continued in the spoiler:
Spoiler
Yup. I didn't want to have them rely on others, as I stated before.
Hurgh, I knew I should have read through that ability. Basically, I wanted some way for it to make sure that it takes damage all encounter. Maybe they must make an intimidate check, and if they succeed, the target must attack them, choosing the method, but must attack? And the knight is just a bad class. Honestly. Almost every creature by level 8 will have Mind-blank, and their almost only class ability has just been negated. Yippee. Also, not too many early monsters have an intelligence of more than 4, and those who appear later on usually have mindblank, or immunity to mind-affecting abilities.
It was based on the beta Pathfinder Barbarian rage power. I have it changed now, 1d4 rounds, plus 1 round per 5 DC you beat your opponents check by.
Thanks.
OK, 5 it is.
I wanted to make it so that ranged Barbarians were possible. I am working on the ranged Barbarian PrC now.
OK.
Yup. Any ability that doesn't have a rage cost is always active. And no, I forget to add it in, it does not stack.
OK. I will add that in. I based it on the improved power attack class ability of the Frenzied Berserker, and it has no clause. Maybe get rid of the second part of yours, and add in a clause that states that it is 3 per penalty if it is utilized with two handed weapons.
OK.
OK.
The first one. Added in.
Well, the fact that bite attacks in D&D are always .5 if you have multiple always struck me as stupid, considering how insanely powerful some creature's bites are. Also, by that point, the Barbarian must have the Ferality (Claws) rage ability in order to have the (Bite) rage ability, so they already have two natural attacks.
Thanks!
At that level, 5 rage points is probably 1/4 of their total rage pool, and they must take 10 points of damage in order to use it, or hit at least twice, and if they did that, they wouldn't be able to use their rage unless they got hit, or hit again, and considering a large part of their attack modifier comes from their rage, it doesn't seem that bad to me.
I don't think so. Also, edited in that it doesn't stack with non-Extra Attack line of rage ability extra attacks.
I guess. Probably a level 1 rage ability, able to be taken multiple times.
Thanks for what you have critiqued! I really appreciate it!
-
2010-09-19, 03:54 AM (ISO 8601)
- Join Date
- Jul 2008
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
”Scream! Scream until your heart has beat its last beat, and your voice has worn to a tiny scratch! Scream until your eyes bleed! Scream until the whole world screams! Scream at the stars! Scream at the moon! Scream at the burning sun! There is no anger, there is no pain. There is no hate, no fear, nobody who can hurt you. There is only RAGE! AAAAAAAAAAHHHHH!!!!!!!!!” – Krao’S
Scream, scream till you can't scream anymore
Scream, scream like your throat is bleeding
Scream, scream till your heart stops beating
Scream for me
Hm...
-
2010-09-19, 08:13 AM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
As is it's alright, because you select your rage ability depending on your score.
Their minds steel themselves against outside forces by channeling their anger. Also happens to be the reasoning for them gaining the Mindblank rage ability. Also, a good reflex doesn't make sense mechanically for someone who is actually sort of intent on having damage dealt to them. For the prestige classes that are more skirmisher/scouts, those gain a better reflex save, so I figure it all evens out.
Thanks for catching that.
This is alleviated by the Frenzied Strike class ability, the Evasion rage ability (if they decide to get it). Maybe. I was thinking that at higher levels, the Barbarian might gain a set number of rage points per round, probably like 1. Thoughts?
Actually, that was my exact thinking. It makes almost no sense at all that someone so focused on rage and anger, which is an entirely personal and self centered concept, would have to rely on magical items. The rage ability progression was sped up because of that.
I also mentionned the concentration skill and spellcasting what's the reasoning for that ?
There is no means to change them, unless you use the retraining rules. I will add that in.
Yup. Almost all of the prestige classes also progress Frenzied Strike as well.
Again, this is mostly because the Barbarian does not have access to normal magical items with an enhancement bonus. Actually, this Barbarian is worse off in that sense; if you think about it, at level 20, the WotC version has a +8 bonus to Strength, and if he buys a manual and belt, he has a +19 to Strength, plus his normal level increases, plus his base. So, that is at the very least 42 strength while raging. Compare that to this Barbarian. He only has level based, plus manual, plus rage. That is a total of 12+5+5, plus his base. So, during a rage, he has 40 strength. He can use a belt, for out of combat purposes, but he gains no use for it in combat, which makes sense, because if a barbarian is using anger and rage, why would he want to rely on something besides himself during combat?
If a rage ability does not have a cost, it is permanent, and always in function. some depend on rage pool, which is always your current rage pool.
Continued in the spoiler:
Spoiler
Hurgh, I knew I should have read through that ability. Basically, I wanted some way for it to make sure that it takes damage all encounter. Maybe they must make an intimidate check, and if they succeed, the target must attack them, choosing the method, but must attack? And the knight is just a bad class. Honestly. Almost every creature by level 8 will have Mind-blank, and their almost only class ability has just been negated. Yippee. Also, not too many early monsters have an intelligence of more than 4, and those who appear later on usually have mindblank, or immunity to mind-affecting abilities.
Wording a little vague, how about:
"If your check is higher, for the duration of the duration of the encounter, each round the target must try to attack you by any mean at his disposition."
Also can they still do AOO against other creature ?
The shaken on your part is nice, probably won't come up often but it's a good balancing mecanique.
And yes the knight is not a great class but if yours replace it with one ability it's just really bad form.
It was based on the beta Pathfinder Barbarian rage power. I have it changed now, 1d4 rounds, plus 1 round per 5 DC you beat your opponents check by.
I wanted to make it so that ranged Barbarians were possible. I am working on the ranged Barbarian PrC now.
Yup. Any ability that doesn't have a rage cost is always active. And no, I forget to add it in, it does not stack.
OK. I will add that in. I based it on the improved power attack class ability of the Frenzied Berserker, and it has no clause. Maybe get rid of the second part of yours, and add in a clause that states that it is 3 per penalty if it is utilized with two handed weapons.
The first one. Added in.
Well, the fact that bite attacks in D&D are always .5 if you have multiple always struck me as stupid, considering how insanely powerful some creature's bites are. Also, by that point, the Barbarian must have the Ferality (Claws) rage ability in order to have the (Bite) rage ability, so they already have two natural attacks.
At that level, 5 rage points is probably 1/4 of their total rage pool, and they must take 10 points of damage in order to use it, or hit at least twice, and if they did that, they wouldn't be able to use their rage unless they got hit, or hit again, and considering a large part of their attack modifier comes from their rage, it doesn't seem that bad to me.
I don't think so. Also, edited in that it doesn't stack with non-Extra Attack line of rage ability extra attacks.
I guess. Probably a level 1 rage ability, able to be taken multiple times.
Thanks for what you have critiqued! I really appreciate it!Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-19, 09:36 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Yeah.
I guess I can change it.
OK.
Oh, well, if the Barbarian is actually channeling his anger, that would require a lot of focus and concentration. And to be honest, not being able to doesn't make much sense. "Oh man, he is so angry that he can't even concentrate on anything!"
Yeah.
I understand that, but Strength is like an integral thing to most warriors. It is how powerful you are, how strong you are. Using magic for other things, I can see. Using it for something like your ability, your base, doesn't make much sense to me.
Continued in the spoiler:
Spoiler
OK, added in.
Heh, when I have inspiration, and it is late at night? Yes I do.
-
2010-09-19, 09:38 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
First prestige class!
Stoneskinned
”Stone is hard, and unforgiving. Stone remembers. Stone cannot forget.”
The Stoneskinned is a martial warrior who has dedicated their lives to channeling their rage into a shield, around them, and their minds. They protect themselves by hating everything. Most try to emulate the gargoyle, one who has become completely stone, and who still can move. They try to turn their hatred into a stone skin. Those who master the ways succeed.
BECOMING A STONESKINNED
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Hide 8 ranks
Special: Rage Pool class feature; Stoneskin rage ability
Class Skills
The Class Name's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2| DR 2/--, Stoneskin (Hardened Skin), Rage Pool
2nd|+2|+3|+0|+3| Stone Rage
3rd|+3|+3|+1|+3| DR 4/--
4th|+4|+4|+1|+4| Stoneskin (Claws)
5th|+5|+4|+1|+4| DR 6/--
6th|+6/+1|+5|+2|+5| Sever the Cord
7th|+7/+2|+5|+2|+5| DR 8/--
8th|+8/+3|+6|+2|+6| Graniteskin
9th|+9/+4|+6|+3|+6| DR 10/--, Granite Rage
10th|+10/+5|+7|+3|+7| Stoneskin (Full Transformation)[/table]
Weapon Proficiencies: The Stoneskinned does not gain any proficiencies.
Rage Pool: The Stoneskin’s class levels and barbarian levels stack for determining:
- Rage Pool size
- Rage Abilities gained
Damage Reduction (Ex): The Stoneskinned gains damage reduction 2/-- at first level, which increases by 2 every other level afterward (4/-- at level 3, 6/-- at level 5, and so on). Every point of damage reduce by damage reduction gains the Stoneskinned 1 rage point.
Stoneskin (Ex): The Stoneskinned slowly becomes like those it emulates, the gargoyles, over his career. At first level the Stoneskinned’s skin hardens, granting him a natural armor bonus to his Armor Class equal to one half of his Stoneskinned levels (minimum 1). At fourth level, he gains claws made of stone. They deal 1d10 damage plus his strength modifier, and gain a bonus to attack and damage rolls equal to one half of his Stoneskinned levels (rounded down). At seventh level, he gains wings, and gains a fly speed of 5 times his Stoneskinned levels in feet, with a maneuverability of average. At tenth level, he completes the full transformation. He becomes immune to poison and petrification. He gains the earth subtype, and a burrow speed of 20 feet per round. His claw attacks now deal 2d6 damage plus his strength modifier.
Stone Rage (Ex): Starting at level two, the Stoneskinned can activate his stone rage by spending rage points equal to one half his Stoneskinned levels, as a swift action. During his rage, the Stone Stoneskinned gains extra damage reduction (stacks with all other forms of damage reduction) of Constitution modifier/Adamantine. He also gains a +6 enhancement bonus to Constitution and Strength, as well as a +3 bonus to fortitude saves. It costs 1 rage point per round in order to maintain the stone rage, and the Stoneskinned is fatigued for 2d4 rounds after his rage ends. He cannot start a stone rage while he is fatigued. The Stoneskinned may not use the standard Barbarian rage while using stone rage.
Sever the Cord (Ex): Starting at sixth level, the Stoneskinned may, as a swift action, spend 4 rage points in order to have their next attack this turn deal 2d4 constitution damage, in addition to the normal damage.
Graniteskin (Ex): Starting at level eight, by spending 6 rage points, the Stoneskinned gains hardness 20 for a number of rounds equal to his Constitution modifier. This ability may only be used 1 per encounter. Each point of damage negated by this ability adds one rage point to the Stoneskinned’s rage pool. If the Stoneskinned is killed while under the effect of this ability he can only be ressurect using a True Resurrection, Wish, or Miracle Spell.
Granite Rage (Ex): The bonuses from Stone Rage become +8 enhancement bonus to Constitution and Strength, and a +4 bonus to fortitude saves.Last edited by unosarta; 2010-09-27 at 05:34 PM.
-
2010-09-19, 02:58 PM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Concept look interesting, image not terrible but it fit.
BECOMING A STONESKINNED
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Jump 8 ranks
Special: Rage Pool class feature; Stoneskin rage ability
-snip skill-
-HD, Bab, save-
Rage Pool: The Stoneskinned’s levels stack with his Barbarian levels for determining his barbarian level for rage abilities, his rage pool cap, and when he gets rage abilities. So, a Barbarian 5/Stoneskinned 6 gains a rage ability that level, and has 6 rage abilities in total.
Damage Reduction (Ex): The Stoneskinned gains damage reduction 2/-- at first level, which increases by 2 every other level afterward (4/-- at level 3, 6/-- at level 5, and so on). Every point of damage reduce by damage reduction gains the Stoneskinned 1 rage point.
Stoneskin (Ex): The Stoneskinned slowly becomes like those it emulates, the gargoyles, over his career. At first level the Stoneskinned’s skin hardens, granting him a natural armor bonus to his Armor Class equal to one half of his Stoneskinned levels (minimum 1).
At fourth level, he gains claws made of stone. They deal 1d10 damage plus his strength modifier, and gain a bonus to attack and damage rolls equal to one half of his Stoneskinned levels (rounded down).
At seventh level, he gains wings, and gains a fly speed of 5 times his Stoneskinned levels in feet, with a maneuverability of average.
At tenth level, he completes the full transformation. He becomes immune to poison and petrification. He gains the earth subtype, and a burrow speed of 20 feet per round. His claw attacks now deal 2d6 damage plus his strength modifier.
Stone Rage (Ex): Starting at level two, the Stoneskinned can activate his stone rage by spending rage points equal to one half his Stoneskinned levels, as a swift action. During his rage, the Stone Stoneskinned gains extra damage reduction (stacks with all other forms of damage reduction) of Constitution modifier/Adamantine. He also gains a +6 enhancement bonus to Constitution and Strength, as well as a +3 bonus to fortitude saves. It costs 1 rage point per round in order to maintain the stone rage, and the Stoneskinned is fatigued for 2d4 rounds after his rage ends. He cannot start a stone rage while he is fatigued.
Sever the Cord (Ex): Starting at sixth level, the Stoneskinned may, as a swift action, spend 4 rage points in order to have their next attack this turn deal 2d4 constitution damage, in addition to the normal damage.
Steelskin (Ex): Starting at level eight, by spending 6 rage points, the Stoneskinned gains hardness 30 for a number of rounds equal to his Constitution modifier. This ability may only be used 1 per encounter. Each point of damage negated by this ability adds one rage point to the Stoneskinned’s rage pool. If the Stoneskinned takes damage equal to his total hit points while this ability is in effect, he shatters, breaking into thousands of tiny fragments, and cannot be resurrected by normal means, only by a True Resurrection, Wish, or Miracle Spell.
Granite Rage (Ex): The bonuses from Stone Rage become +8 enhancement bonus to Constitution and Strength, and a +4 bonus to fortitude saves.
A nice Prc with an interesting flavor, a little more fluff on how you just transformed into a gargoyles might be nice but it's fine otherwise.Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-19, 03:07 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
It is pretty hard to find a good gargoyle image.
I guess hide works.
It was a number I just kind of chose. I can have it based on size.
Mostly because like every other creature with the Earth subtype does have it, and it never made sense for me that the Gargoyle doesn't.
I am thinking no.
Heh, it was originally Claws of Death, which was just a terrible name, so I certainly like this better.
I can lower it. After applying the hardness. Anything negated by the hardness doesn't actually deal any damage, so it wouldn't matter. Basically, what I was saying is, if they die while this is in effect, it is pretty hard to bring them back.
Hum. The idea was that they simply harden their skin after years and years of practice. They noticed the Gargoyles, who have naturally harder skin, and try to emulate them. Their focus brought about their own transformation.
-
2010-09-19, 03:18 PM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Yeah.
It was a number I just kind of chose. I can have it based on size.
Mostly because like every other creature with the Earth subtype does have it, and it never made sense for me that the Gargoyle doesn't.
I can lower it. After applying the hardness. Anything negated by the hardness doesn't actually deal any damage, so it wouldn't matter. Basically, what I was saying is, if they die while this is in effect, it is pretty hard to bring them back.
Also if your intend is to make it hard for them to be ressurect if kill in this state you need to change the wording to make it clear, such as.
"If the Stoneskinned is killed while under the effect of this ability he can only be ressurect using ...."
Also I forget to ask but does the DR still apply ?
Hum. The idea was that they simply harden their skin after years and years of practice. They noticed the Gargoyles, who have naturally harder skin, and try to emulate them. Their focus brought about their own transformation.Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-19, 03:23 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
-
2010-09-22, 09:06 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Templar.
No, this is definitely not a bump. Definitely not.
Templar
”Bow beneath the weight of judgment, and pray that the light does not eat you, filth of evil!” Soncrux, Templar of the northern wastes.
The Templar is a holy warrior who focuses his rage into a divine area, using extreme discipline instead of raw fury. The Templar exists as a beacon of zealotry and good, fighting evil wherever it is found. They tend to work alone, fighting crime and villains as if they were above the law, to the consternation of local police forces.
BECOMING A TEMPLAR
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +6
Alignment: Lawful Good
Special: Rage Pool class feature; Telling Blow and Charismatic Rage rage abilities.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skills Points at Each Level: 4 + int
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2| Crusade, Rage Pool
2nd|+2|+3|+0|+3| Focused Smite
3rd|+3|+3|+1|+3| Crusade Ability
4th|+4|+4|+1|+4| Cloak of Faith
5th|+5|+4|+1|+4| Crusade Ability
6th|+6/+1|+5|+2|+5| Aura of Zealotry
7th|+7/+2|+5|+2|+5| Crusade Ability
8th|+8/+3|+6|+2|+6| No Rest For the Wicked
9th|+9/+4|+6|+3|+6| Crusade Ability
10th|+10/+5|+7|+3|+7|Divine Form[/table]
Weapon Proficiencies: The Templar does not gain any proficiencies.
Crusade (Ex): The Templar can focus his anger against the impure and evil as a swift action by spending rage points equal to one half his Templar levels (minimum 1). He gains a +6 enhancement bonus to strength, and a +3 competency bonus to attack and damage rolls, and a +5 bonus to Sense Motive, Diplomacy, Intimidate and Bluff checks.
Rage Pool (Ex): The Templar’s class levels and barbarian levels stack for determining:
- Rage Pool size
- Frenzied Strike progression
Focused Smite (Ex): Starting at second level, the Templar may spend 2 rage points, as an immediate action, and his next melee or ranged attack is a smite. The attack roll for that attack gains a bonus to it equal to the Templar’s Charisma modifier. The smite deals extra damage depending on the alignment of the opponent. If the opponent is not evil, the smite deals 1d6 damage per two Templar levels. If they are evil, it deals 1d6 damage per Templar level. If they are a non-evil outsider, it deals 1d6 damage per Templar level, and if they are an evil outsider, it deals 2d6 damage per Templar level.
Crusade Ability (Ex): At every level described in the table, the Templar gains an additional crusade ability (see: Crusade Abilities). He must meet all prerequisites for the crusade Abilities.
Cloak of Faith (Ex): Starting at fourth level, the Templar adds his Charisma modifier to his saving throws and Armor Class, as a sacred bonus.
Aura of Zealotry (Ex): Starting at level six, the Templar can activate an Aura of Zealotry, by spending 4 rage points and spending his move action, which has a radius of 20 feet, and gives all good creatures in the area a sacred bonus to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. Neutral creatures gain no benefit, and evil creatures take a sacred penalty to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. This effect lasts a number of rounds equal to the Templar’s Charisma modifier, and may only be activated once per encounter.
No Rest For the Wicked (Ex): Starting at level 8, as a full round action, the templar can release his righteous anger in a mighty blow to all those within 20 feet. The Templar must spend all rage points to use this ability, and it deals damage to all those within 20 feet equal to 1d6 per 2 points of rage used (rounded down), and the targets must make a fortitude save (DC 10 + Templar levels + Charisma modifier) or be stunned for 2d6 rounds.
Divine Form (Ex): At level ten, the templar becomes a supreme being of good and law. He becomes and outsider with the Good, Law, and Native subtypes. He gains a fly speed of 60 feet (Perfect), as giant billowing wings spring from his shoulders, and he constantly has an Aura of Truth, as the Zone of Truth spell, with a caster level equal to his hitdice. All attacks he makes are infused with holy fire, and deal damage equal to his rage pool plus his Templar levels, half of which is fire damage, and half of which is holy damage.
Crusade Abilities
Spoiler
Detect Evil
Prerequisites: Templar 3, Wisdom 14, Sense Motive 11 ranks
Benefit: You constantly benefit from the Detect Evil spell.
Templar Mount
Prerequisites: Templar 3, Charisma 15, Handle Animal 11
Benefit: You gain a special mount, exactly as the paladin special ability. For this effect, your effective Paladin levels are equal to your Templar levels plus one half of your non-Templar levels. If you also have any levels in Paladin, your Paladin and Templar levels stack for the purposes of the abilities and bonuses your mount gains.
Lay on Hands
Prerequisites: Templar 5, Wisdom 15, Heal 13 ranks
Benefit: You gain a pool of healing equal to twice (your level + your Charisma modifier). You may split this healing up over the period of one day, or use it all at once. This is positive energy, healing the living, and harming the undead.
Protection From Evil
Prerequisites: Templar 5, Charisma or Wisdom 15
Benefit: You cast the Protection From Evil spell, with a caster level equal to your hit dice, as a standard action.
Cost: 5 rage points.
Purify
Prerequisites: Templar 7, Wisdom 17, Heal 15 ranks, Lay on Hands
Benefit: You may spend 15 points of healing order to cast a Cure Disease or Remove Curse spell on one ally with a touch, with a caster level equal to your hitdice.
Turn Undead
Prerequisites: Templar 7, Charisma 17
Benefit: You gain Turn Undead, as the Cleric ability, with an effective turn level equal to your Templar levels.
Resurrection
Prerequisites: Templar 9, Wisdom 19, Heal 17 ranks, Purify
Benefit: You may, as a 10 minute ritual, raise someone from the dead, as the Raise Dead spell, by spending 40 points of healing.
Holy Sword
Prerequisites: Templar 9, Charisma 19, Strength 19, Protection From Evil
Benefit: You cast the Holy Sword spell, with a caster level equal to your hit dice.
Cost: 5 rage points.
Template
Spoiler
[b][size=3]Name[/size][/b]
[b]Prerequisites:[/b]
[b]Benefit:[/b]
[b]Cost:[/b]
Last edited by unosarta; 2010-09-27 at 05:35 PM.
-
2010-09-22, 10:45 AM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
[QUOTE=unosarta;9403418]
Templar
-snip-
”Bow beneath the weight of judgment, and pray that the light does not eat you, filth of evil!” Soncrux, Templar of the northern wastes.
The Templar is a holy warrior who focuses his rage into a divine area, using extreme discipline instead of raw fury. The Templar exists as a beacon of zealotry and good, fighting evil wherever it is found. They tend to work alone, fighting crime and villains as if they were above the law, to the consternation of local police forces.
BECOMING A TEMPLAR
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +6
Alignment: Lawful Good
Special: Rage Pool class feature; Telling Blow and Charismatic Rage rage abilities.
-snip skill-
-snip table-
Crusade (Ex): The Templar can focus his anger against the impure and evil as a swift action by spending rage points equal to one half his Templar levels (minimum 1). He gains a +6 enhancement bonus to strength, and a +3 competency bonus to attack and damage rolls, and a +5 bonus to Sense Motive, Diplomacy, Intimidate and Bluff checks.
Rage Pool (Ex): The Templars class levels and barbarian levels stack for determining the size of their rage pool. They do not gain rage abilities unless they take more levels in barbarian, though. This ability also advances the rage points he gets from Frenzied Strike, as if he had more barbarian levels equal to his Templar levels.
Focused Smite (Ex): Starting at second level, the Templar may spend 2 rage points, as an immediate action, in order to smite an opponent as a melee or ranged attack. The attack roll for that attack gains a bonus to it equal to the Templar’s Charisma modifier. The smite deals extra damage depending on the alignment of the opponent. If the opponent is not evil, the smite deals 1d6 damage per two Templar levels. If they are evil, it deals 1d6 damage per Templar level. If they are a non-evil outsider, it deals 1d6 damage per Templar level, and if they are an evil outsider, it deals 2d6 damage per Templar level.
Crusade Ability (Ex): At every level described in the table, the Templar gains an additional crusade ability (see: Crusade Abilities). He must meet all prerequisites for the crusade Abilities.
Cloak of Faith (Ex): Starting at fourth level, the Templar adds his Charisma modifier to his saving throws and Armor Class, as a sacred bonus.
Aura of Zealotry (Ex): Starting at level six, the Templar can activate an Aura of Zealotry, by spending 4 rage points, which has a radius of 20 feet, and gives all good creatures in the area a sacred bonus to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. Neutral creatures gain no benefit, and evil creatures take a sacred penalty to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. This effect lasts a number of rounds equal to the Templar’s Charisma modifier, and may only be activated once per encounter.
No Rest For the Wicked (Ex): Starting at level 8, as a full round action, the templar can release his righteous anger in a mighty blow to all those within 20 feet. The Templar must spend all rage points to use this ability, and it deals damage to all those within 20 feet equal to 1d6 per 2 points of rage used (rounded down), and the targets must make a fortitude save (DC 10 + Templar levels + Charisma modifier) or be stunned for 2d6 rounds.
Divine Form (Ex): At level ten, the templar becomes a supreme being of good and law. He becomes and outsider with the Good, Law, and Native subtypes. He gains a fly speed of 60 feet (Perfect), as giant billowing wings spring from his shoulders, and he constantly has an Aura of Truth, as the Zone of Truth spell, with a caster level equal to his hitdice. All attacks he makes are infused with holy fire, and deal damage equal to his rage pool plus his Templar levels, half of which is fire damage, and half of which is holy damage.
Continuing in the spoiler:
Spoiler
Detect Evil
Prerequisites: Templar 3, Wisdom 14, Sense Motive 11 ranks
Benefit: You constantly benefit from the Detect Evil spell.
Templar Mount
Prerequisites: Templar 3, Charisma 15, Handle Animal 11
Benefit: You gain a special mount, exactly as the paladin special ability. For this effect, your effective Paladin levels are equal to your Templar levels.
Lay on Hands
Prerequisites: Templar 5, Wisdom 15, Heal 13 ranks
Benefit: You gain a pool of healing equal to twice (your level + your Charisma modifier). You may split this healing up over the period of one day, or use it all at once. This is positive energy, healing the living, and harming the undead.
Protection From Evil
Prerequisites: Templar 5, Charisma or Wisdom 15
Benefit: You cast the Protection From Evil spell, with a caster level equal to your hit dice.
Cost: 5 rage points.
Purify
Prerequisites: Templar 7, Wisdom 17, Heal 15 ranks, Lay on Hands
Benefit: You may spend 15 points of healing order to cast a Cure Disease or Remove Curse spell on one ally with a touch.
Turn Undead
Prerequisites: Templar 7, Charisma 17
Benefit: You gain Turn Undead, as the Cleric ability, with an effective turn level equal to your Templar levels.
Resurrection
Prerequisites: Templar 9, Wisdom 19, Heal 17 ranks, Purify
Benefit: You may, as a 10 minute ritual, raise someone from the dead, as the Raise Dead spell, by spending 40 points of healing.
Cost:
Holy Sword
Prerequisites: Templar 9, Charisma 19, Strength 19, Protection From Evil
Benefit: You cast the Holy Sword spell.
Cost: 5 rage points.
My only problem is that it replace the paladin almost completly and does it better. But the paladin isn't great to begin with so. *shrug*
Good work once again.Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-22, 12:21 PM (ISO 8601)
- Join Date
- Nov 2009
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
RE: the Stoneskin PrC:
"Steelskin" seems oddly named. I think steelskin would be better as granite skin to match the rest of the powers.
RE: the Templar:
I like the end product but it seems like an odd progression from "I fight because i RAGE" to "I fight for the holyness and the light! WITH RAGE!!"
I do like the capstone though, brings to mind the archangel Tyrael from Diablo 2.The Good Reverend
Just call me PPR, no need to type the whole thing.
-
2010-09-22, 04:13 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
It does for me, right now. Maybe you have a problem with DeviantArt showing on your computer? I have had that happen.
I guess I could fix it. It sort of seemed rather minor.
Well, they are both enhancement bonuses, so they wouldn't stack, and you would have to pay the rage point cost per round, and all you would get would be a bonus to skills, a bonus to dexterity, and a rather minor bonus to will saves.
I will clarify. It was meant to be that by spending the rage points, you also sacrifice and immediate action, and your next melee or ranged attack is a smite.
Oops.
Sacred bonuses do not stack with each other, but the Paladin ability is an untyped bonus, and stacks with all other bonuses that are not from the same source (I.E. doesn't stack with divine grace).
Move, methinks. He honestly doesn't gain very much use for them, except for moving, and I want him to try to spread his actions out.
Yup. The barbarian, and the Templar, tend to be more solo powered. They can function with others, but it tends to get dangerous. This is sort of different for the Stoneskinned and Silvershaft, who actually do better with allies (and partially with the Bladedancer, but they benefit from allies in the same way that a scout does).
Thanks.
Continuing in the spoiler:
Spoiler
Yup. Also, it is like the signature move of Paladins, and by that thread, Templars.
I like that idea.
Yes. Will be added.
Equal to your hitdice. Will be added.
No. Sorry, formatting error.
Hitdice, again. Will be added.
Yeah, that is a problem I have with paladins in general, but with all of the other Paladin fixes on this forum, it doesn't seem all that bad.
Thank you!
Thanks, I like that name.
Well, it is less "for the holiness and the light" and more "because I am afraid of what I do not understand, and I hide behind that fear with a holy aura of holiness, and because it would break my world view if those I thought were 'evil' turned out to not really be quite so... evil."
Also, it is entirely possible with the barbarian class to have a character who "fights for the holiness and the light" while still being a barbarian, so for most characters, it won't necessarily be that gradual, this class will just provide them with actual mechanical representations of that piousness.
I really need to go play Diablo. I have heard some great things about it, and played the beginning, but never all the way through.
-
2010-09-23, 08:21 AM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Yes, it's working now.
I guess I could fix it. It sort of seemed rather minor.
Well, they are both enhancement bonuses, so they wouldn't stack, and you would have to pay the rage point cost per round, and all you would get would be a bonus to skills, a bonus to dexterity, and a rather minor bonus to will saves.
I will clarify. It was meant to be that by spending the rage points, you also sacrifice and immediate action, and your next melee or ranged attack is a smite.
Sacred bonuses do not stack with each other, but the Paladin ability is an untyped bonus, and stacks with all other bonuses that are not from the same source (I.E. doesn't stack with divine grace).
Move, methinks. He honestly doesn't gain very much use for them, except for moving, and I want him to try to spread his actions out.
Yup. The barbarian, and the Templar, tend to be more solo powered. They can function with others, but it tends to get dangerous. This is sort of different for the Stoneskinned and Silvershaft, who actually do better with allies (and partially with the Bladedancer, but they benefit from allies in the same way that a scout does).
Continuing in the spoiler:
Spoiler
I like that idea.
No. Sorry, formatting error.
Yeah, that is a problem I have with paladins in general, but with all of the other Paladin fixes on this forum, it doesn't seem all that bad.Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-23, 11:50 AM (ISO 8601)
- Join Date
- Nov 2009
- Gender
-
2010-09-23, 03:51 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Sweet.
Well, I fixed it anyway.
I guess I could make them incompatible. Of course, that would be a serious rage point drain if you did try to keep them both up, and still use your abilities.
Well, Divine Grace stacks with most everything anyway. And honestly, I do not want to screw over paladins that much.
Which reminds me, seeing as I only have 2 dance abilities left, the Bladedancer will be up soon. I have all of the Silvershaft written out, but not on my computer.
Continuing in the spoiler:
Oops.Last edited by unosarta; 2010-09-23 at 03:52 PM.
-
2010-09-24, 01:22 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
I don't have the time to PEACH properly, but as a huge fan of crazy people who go psycho and smash stuff, I must approve of this
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2010-09-24, 07:19 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
-
2010-09-25, 02:15 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2010-09-25, 02:36 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
I know.
I am not really sure how to take it though. I mean, I was originally planning to make a shifter, not an orc, and those do not really mesh very well. Maybe something like "single minded fury, who blocks out everything else because he is afraid of what he doesn't know"? Sort of sounds orc, with the same psychological struggles the normal Barbarian brings. I will think about it.
-
2010-09-26, 03:38 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
You could do a shamanic Orc Binder/Barbarian cross that gains specific powers from worshiping gods
oc course you'd have to do teh Orc Pantheon as Vestiges...Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2010-09-26, 09:24 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
-
2010-09-26, 11:23 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Now seems like a good time to post up the next prestige class. I have the Silvershaft completely written out and on my computer and coded, but I want reactions to this guy first. And then I have to go finish the Axe of the Feral Gods.
Bladedancer
Spoiler
Spoiler
”Fly like the wind, singing and swinging through the trees. But always remember; death is not and never will be a game. Death is a dance, a slow waltz danced to the tune of a slicing blade.” Soccia Farok, to her pupil.
BECOMING A BLADEDANCER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Perform (Dance) 5 ranks, Tumble 10 ranks
Special: Rage Pool class ability; Increased Speed, Extra Attack, and the Skirmish (1) or Precision rage abilities.
Class Skills
The Bladedancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+0| Rage Pool, Dance Ability
2nd|+1|+3|+3|+0| Dance of Blades
3rd|+2|+3|+3|+1| Dance Ability
4th|+3|+4|+4|+1| Whirl of Blades
5th|+3|+4|+4|+1| Dance Ability
6th|+4|+5|+5|+2| Ghostly Speed
7th|+5|+5|+5|+2| Dance Ability
8th|+6/+1|+6|+6|+2| Walk the Air
9th|+6/+1|+6|+6|+3| Dance Ability
10th|+7/+2|+7|+7|+3| Steel Waltz[/table]
Weapon Proficiencies: The Bladedancer does not gain proficiency with any armor or weapons.
Rage Pool (Ex): The Bladedancer’s class levels and barbarian levels stack for determining:
- Rage Pool size
- Frenzied Strike progression
- Rage Abilities
Dance Ability: At every level described in the table, the Bladedancer gains an additional Dance Ability (see: Dance Abilities). She must meet all prerequisites for the Dance Abilities.
Dance of Blades (Ex): Starting at second level, the Bladedancer may, as a swift action, become a veritable whirlwind of blades and arrows, by spending rage points equal to one half her Bladedancer levels. She gains a +6 enhancement bonus to Dexterity, a +3 competency bonus to all attack rolls, and a +5 competency bonus to all Strength and Dexterity based skill checks. During the dance, the Bladedancer must move at least 10 feet per round, or her dance immediately ends. She also gains an additional attack at her highest bonus, per 5 points of Base Attack Bonus she possess. These extra attacks do not stack with other extra attacks, excepting those gained from a high base attack bonus. She must spend a rage point per round in order to keep the dance in effect, and once it ends, she becomes fatigued for 2d4 rounds. A Bladedancer cannot activate her dance ability while fatigued.
Whirl of Blades (Ex): Starting at level 4, the Bladedancer gain the Spring Attack feat, even if she does not qualify for it. If she already has the Spring Attack feat, she gains a bonus feat of her choice that she qualifies for.
Ghostly Speed (Ex): Starting at level 6, the Bladedancer may increase her speed to incredible speeds, by spending 5 rage points, as a swift action. Her base land speed quadruples for a number of rounds equal to her Wisdom modifier. If she uses the run action, her move speed is 7 times the normal base land speed, and if she has the Run feat, 8 times her base land speed.
Walk the Air (Ex): Starting at level 8, by spending 4 rage points, as a swift action, If both the Bladedancer and an ally are adjacent to the same creature, they both gain the benefit of flanking against that target. The Bladedancer and her allies can gain this benefit against multiple enemies, if they meet the conditions required. This ability lasts for a number of rounds equal to her Charisma modifier.
Steel Waltz (Ex): Starting at level 10, the Bladedancer may make full attacks while using the spring attack feat, instead of only one single attack.
Dance Abilities:
Spoiler
Metal Marimba
Prerequisites: Bladedancer 1, Dexterity 15
Benefits: You gain Skirmish (+1d6). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
Break-Neck Break Dance
Prerequisites: Bladedancer 1, Dexterity or Strength 15
Benefits: You may add one half of your rage pool to all strength checks to initiate and maintain a grapple as a competency bonus.
Boogaloo Blade
Prerequisites: Bladedancer 3, Dexterty or Strength 15, Break-Neck Break Dance
Benefits: You may make a single attack while maintaining a grapple, as a swift action.
Cost: 2 rage points.
Ferrous Foxtrot
Prerequisites: Bladedancer 3, Wisdom 15
Benefits: You may add your Wisdom modifier to your Armor Class. This effect does not function when you are immobile or unable to react.
Silent Salsa
Prerequisites: Bladedancer 5, Dexterity 17, Metal Marimba
Benefits: You gain Skirmish (+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
Sizzling Sevillana
Prerequisites: Bladedancer 5, Dexterity 15
Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
Cutlass Calypso
Prerequisites: Bladedancer 7, Dexterity or Strength 17, Boogaloo Blade
Benefits: You may make grapple attempts when using the Spring Attack feat. When you move, after the grapple, the opponent must make an opposed Escape Artist check against your grapple check, or be moved the same number of feet as the Bladedancer. If they make the check, they are not moved, but the Bladedancer still moves. The Bladedancer does not provoke an attack of opportunity from this action.
Shim Sham Shank
Prerequisites: Bladedancer 7, Dexterity 17, Sizzling Sevillana
Benefits: You base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
Ballet of Blades
Prerequisites: Bladedancer 9, Dexterity 19, Silent Salsa
Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
Timely Twist
Prerequisites: Bladedancer 9, Dexterity 19, Shim Sham Shank
Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
Template
Spoiler
[b][size=3]Name[/size][/b]
[b]Prerequisites:[/b]
[b]Benefits:[/b]
[b]Cost:[/b]
Last edited by unosarta; 2011-11-08 at 11:37 PM.
-
2010-09-26, 11:49 AM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Nice image and quote.
BECOMING A BLADEDANCER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Perform (Dance) 5 ranks, Tumble 10 ranks
Special: Rage Pool class ability; Increased Speed, Extra Attack, and the Skirmish (1) or Precision rage abilities.
-snips skill-
-snip hd and table-
Rage Pool (Ex): The Bladedancer’s levels stack with her Barbarian levels for determining her barbarian level for rage abilities, her rage pool cap, and when she gets rage abilities, as well as how many rage points her Frenzied Strike class ability adds to her rage pool. So, a Barbarian 5/Bladedancer 6 gains a rage ability that level, and has 6 rage abilities in total.
Dance Ability: At every level described in the table, the Bladedancer gains an additional Dance Ability (see: Dance Abilities). She must meet all prerequisites for the Dance Abilities.
Dance of Blades (Ex): Starting at second level, the Bladedancer may, as a swift action, become a veritable whirlwind of blades and arrows, by spending rage points equal to one half her Bladedancer levels.
She gains a +6 enhancement bonus to Dexterity, a +3 competency bonus to all attack rolls, and a +5 competency bonus to all Strength and Dexterity based skill checks. During the dance, the Bladedancer must move at least 10 feet per round, or her dance immediately ends. She also gains an additional attack at her highest bonus, per two Bladedancer levels.
Also usual question can I rage and dance at the same time, not much benefit I know but I need to ask.
These extra attacks do not stack with other extra attacks, excepting those gained from the extra attack line of rage abilities, and extra attacks gained from a high base attack bonus. She must spend a rage point per round in order to keep the dance in effect, and once it ends, she becomes fatigued for 2d4 rounds. A Bladedancer cannot activate her dance ability while fatigued.
Whirl of Blades (Ex): Starting at level 4, the Bladedancer gain the Spring Attack feat, even if she do not qualify for it. If she already has the Spring Attack feat, she gains a bonus feat of her choice that she qualifies for.
Ghostly Speed (Ex): Starting at level 6, the Bladedancer may increase her speed to incredible speeds, by spending 5 rage points, as a swift action. Her base land speed quadruples for a number of rounds equal to her Wisdom modifier. If she uses the run action, her move speed is 7 times the normal base land speed, and if she has the Run feat, 8 times her base land speed.
Increadible level no ?
Otherwise fine.
Walk the Air (Ex): Starting at level 8, by spending 4 rage points, as a swift action, the Bladedancer counts as if she flanking an opponent as if she were in another square within 1 square of her, for the purposes of gaining flanking benefits from allies, for a number of rounds equal to her Charisma modifier.
Steel Waltz (Ex): Starting at level 10, the Bladedancer may make full attacks while using the spring attack feat, instead of only one single attack.
Dance Abilities:
Spoiler
Metal Marimba
Prerequisites: Bladedancer 1, Dexterity 15
Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
Break-Neck Break Dance
Prerequisites: Bladedancer 1, Dexterity or Strength 15
Benefits: You may add one half of your rage pool to all strength checks to initiate and maintain a grapple as a competency bonus.
Boogaloo Blade
Prerequisites: Bladedancer 3, Dexterty or Strength 15, Break-Neck Break Dance
Benefits: You may make a single attack while maintaining a grapple, as a swift action.
Cost: 2 rage points.
Ferrous Foxtrot
Prerequisites: Bladedancer 3, Wisdom 15
Benefits: You may add your Wisdom modifier to your Armor Class. This effect does not function when you are immobile or unable to react.
Silent Salsa
Prerequisites: Bladedancer 5, Dexterity 17, Metal Marimba
Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
Sizzling Sevillana
Prerequisites: Bladedancer 5, Dexterity 15
Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
Cutlass Calypso
Prerequisites: Bladedancer 7, Dexterity or Strength 17, Boogaloo Blade
Benefits: You may make grapple attempts when using the Spring Attack feat. When you move, after the grapple, the opponent must make an opposed Escape Artist check against your grapple check, or be moved the same number of feet as the Bladedancer. If they make the check, they are not moved, but the Bladedancer still moves. The Bladedancer does not provoke an attack of opportunity from this action.
Shim Sham Shank
Prerequisites: Bladedancer 7, Dexterity 17, Sizzling Sevillana
Benefits: You base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
Ballet of Blades
Prerequisites: Bladedancer 9, Dexterity 19, Silent Salsa
Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
Timely Twist
Prerequisites: Bladedancer 9, Dexterity 19, Shim Sham Shank
Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
Nice class, at high level it will probably deal very high amount of damage with the amount of attack it can make and skirmish.Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.
-
2010-09-26, 12:38 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Minneapolis
- Gender
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Actually, it is a minimum level 7 entry.
Oh, good point. And yes, that is how all of the rage abilities work, 1/2 the prestige class level in order to start the rage. For the regular rage, it is 1/4 the barbarian level in order to start it.
Yeah, that is the main mechanical benefit gained from this class. And yes you can, but it costs quite a bit (you have to pay for the activation for both, and the round by round cost.)
Well, what can I say, it is fluff. And actually, consider what would happen with only the prerequisites and this ability. 40 base land speed, and if she runs, and has the run feat, that is 320 feet in a round. Compare that to the normal humans base land speed, times four if they had the run feat, which would be 120. So, she can run almost three times faster than any normal human. Now, consider it with the rage abilities. Her base land speed at level 10 is 30+60, or 90. 90 times 8 is 720 feet. That is a full six times faster than any human being. That is the equivalent of running the 100 meter dash in
(3.280839895 feet in a meter, therefore the 100 meter dash is 328.0839895 feet. 720/328.0839895=) 2.19456000000877824 seconds. That is so fast that a normal person's flesh would come off of their bones, and their joints would literally break.
Oh, yeah. I suppose I could base it off of the Shadow Hand stance, Island of Blades.
Dance Abilities:
Spoiler
Yeah, this class is meant to be the Skirmisher. Also, notice; he gains 5 attacks at his highest bonus, plus four attacks for having a highish BAB. He gains Skirmish +6d6/+6. That is only 54d6 damage, plus Strength or Dexterity, if he hits on every attack. He will most likely miss on 2, leaving him with 42d6, and this is only at level 18 or 19, in which casters are doing far, far more damage, creating planes, and destroying entire civilizations. To me, it doesn't seem all that bad.
I could be wrong of course, and if that is the case, I will adjust this. I noticed that the Bladedancer could do 200+ damage per round, and that felt out of line. Maybe I should tone it down, and have it be an extra attack per 5 points of BAB they possess? One less skirmish ability? What do you think?
-
2010-09-26, 01:17 PM (ISO 8601)
- Join Date
- Jul 2007
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.
My homebrewer's Extended Signature
My character :
Spoiler
Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
Other Character.