PDA

View Full Version : Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]



unosarta
2010-09-17, 04:53 PM
Barbarian

http://fc07.deviantart.net/fs32/f/2008/197/b/3/Scavenger_by_Shinsen.jpg


”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


http://fc09.deviantart.net/fs9/i/2006/048/4/8/Barbarian_by_Demacros.jpg



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.

http://fc00.deviantart.net/fs29/f/2009/239/7/0/Barbarian_by_akizhao.jpg

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).


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:

Name
Prerequisites:
Benefits:
Cost (if any):

Feat
Extra 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:
Stoneskinned (http://www.giantitp.com/forums/showthread.php?p=9387094&postcount=10)
Templar (http://www.giantitp.com/forums/showthread.php?p=9403418&postcount=14)
Bladedancer (http://www.giantitp.com/forums/showthread.php?p=9428312&postcount=27)
Silvershaft (http://www.giantitp.com/forums/showthread.php?p=9429681&postcount=33)
Axe of the Feral Gods (http://www.giantitp.com/forums/showthread.php?p=9458175&postcount=38)

Primal Fury
2010-09-17, 08:30 PM
”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

Damn dude. I like this class already. Now let's have a look at the meat of it.

unosarta
2010-09-17, 08:34 PM
Damn dude. I like this class already. Now let's have a look at the meat of it.

When I wrote that out, I imagined Krao'S breaking down into tears partway through, and then finishing it with the scream. Yeah. :smallbiggrin:

zagan
2010-09-18, 04:14 PM
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

Very good image and the quote is just cool. :smallcool:


-snip detail-

Very interesting, much darker than what I normally like but it's an original angle. It personify the anger in a weird way alsmot like a possesing spirit or something it's an interesting idea.




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.

Describe like that they look very MAD but I will see with the abilities/


Alignment: Any.

:smallconfused: Didn't this contradict the earlier fluff ?
"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

Normal.


-snip image-

Another very good one.



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.

Same skill point but more choice, hide and move silently I understand for hunting but know (local) ?


-snip table-

Full Bab and good fort save, good will less so since they also get a bonus to will save from the rage. Not sure on that, what's the resonning ?



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.


Okay.


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.

niptick: allowed equal to his barbarian level.
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.

Okay, I big NO enhancement bonus ! This mean that you can't benefit from any magic item or spell from friendly caster unless you have a very good reason, possible, I advise to change that. If you really want to give a type to the bonus moral could work but untype seem fine to me.
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.

Look promising, we'll se when we get there.
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.

Ah that help with the point.


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.

Much sooner than normal barbarian. Perhaps even too soon but it's hard to tell. Still fourth seem early to me.


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.

Okay.


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.

Standard.


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.

This seem to be a little soon too.


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.

Okay.


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.

At this level it seem almost fine but still +10.



Tireless Rage (Ex): Starting at level sixteen, the Barbarian no longer becomes fatigued after his rage ends.

Normal.


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.

Very good.


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.

At this level I have no complaint.


-snip image-

My favorite of the lot, I wonder why. :smalltongue:


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).

Okay seem clear. A few question:
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:


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.

enhcancement again ?


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.

Hum, what ?!
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.

Too long duration normal intimidate only last one round and it's a standard action and you must threaten it in melee.


Charismatic Rage
Prerequisites: Barbarian 3, Charisma 15
Benefits: During a rage, you may still use any Charisma based skill checks.

Okay.


Cunning Rage
Prerequisites: Barbarian 3, Intelligence 15
Benefits: During a rage, you may still use any Intelligence based skill checks.

Same.


Pounce
Prerequisites: Barbarian 3, Strength or Dexterity 15
Benefits: You gain pounce, as the special ability, useable with any weapon.

:smallbiggrin: Perfect and better balanced than the freaking lion totem because you can't get it at first level. Applaude !



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.

Nice.


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.

10 might be too much at this level, 5 is probably enough. i like the fact that it still allow you to to gain rage point.


Precision
Prerequisites: Barbarian 5, Dexterity 15
Benefits: You deal extra damage with all weapons (melee and ranged) equal to your dexterity modifier.

Little strong and not sure it's fitting with the barbarian fluff.


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.

Okay.



Evasion
Prerequisites: Barbarian 7, Dexterity 17
Benefits: You gain the Evasion class feature, as the rogue.

Cool.


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.

Nice too.



Blitz
Prerequisites: Barbarian 7, Strength 17
Benefits: You add ½ your rage pool to bull rush attempts.

niptick: "as a bonus on 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.

Cool, no rage point cost ? And does it stack with haste or similar ?



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.

Kay.


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.

The wording is weird, I would have gone with something like that:
"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.

Same remark as with bull-rush.



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.

Cool.


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.

kay.


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.


niptick: Just to say if they are primary or secondary.


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.

Same as with claw. Why twice str mod ? Normally if you only have one natural attack it's 1.5.


Blank Mind
Prerequisites: Barbarian 13, Wisdom 15
Benefits: You are immune to mind affecting spells and abilities while raging.

Very good.


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.

Might be a bit strong.


Regeneration
Prerequisites: Barbarian 15, Constitution 21
Benefits: You heal 1d6 damager per point of constitution modifier you have.
Cost: 6 rage points.

Good.


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

Very nice. too much ?


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.

okay.


Swiftness
Prerequisites: Barbarian 17, Dexterity 23, Superior Increased Speed
Benefits: You may make full attack actions as standard actions.

Well at this level okay.


Improved Evasion
Prerequisites: Barbarian 17, Dexterity 19, Evasion
Benefits: You gain the Improved Evasion class feature, as the rogue ability.

sure.



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.

again.


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.

At this level it's alright.


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.

Very good.




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.


You could just give martial study as a bonus feat but with an initiator level for purpose of that maneuver equal to their barbarian level.
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.

It's hard to judge the tier but it stronger than the standard barbarian that's for sure. Some abilties really need balancing but apart from that it's nice.
If i don't peach the Prc don't hesitate to send me a pm.

unosarta
2010-09-18, 05:16 PM
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. :smallbiggrin:


Very good image and the quote is just cool. :smallcool:
Thanks! I love DeviantArt. So many good images. :smallbiggrin:



Very interesting, much darker than what I normally like but it's an original angle. It personify the anger in a weird way alsmot like a possesing spirit or something it's an interesting idea.
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.




Describe like that they look very MAD but I will see with the abilities.
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.



:smallconfused: Didn't this contradict the earlier fluff ?
"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.)
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.



Normal.
OK.



Another very good one.
Thanks!



Same skill point but more choice, hide and move silently I understand for hunting but know (local) ?
Again, I wanted the Barbarian to represent more archetypes than the normal Barbarian does.



Full Bab and good fort save, good will less so since they also get a bonus to will save from the rage. Not sure on that, what's the resonning ?
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.



niptick: allowed equal to his barbarian level.
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 ?
Thanks for catching that. :smallbiggrin:
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?




Okay, I big NO enhancement bonus ! This mean that you can't benefit from any magic item or spell from friendly caster unless you have a very good reason, possible, I advise to change that. If you really want to give a type to the bonus moral could work but untype seem fine to me.
You remove the concentration limitation and the inability to cast spell, seem weird. It make perfect sense.
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.



Look promising, we'll se when we get there.
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 ?
There is no means to change them, unless you use the retraining rules. I will add that in.



Ah that help with the point.
Yup. Almost all of the prestige classes also progress Frenzied Strike as well.



Much sooner than normal barbarian. Perhaps even too soon but it's hard to tell. Still fourth seem early to me.
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?



This seem to be a little soon too.
See above.



At this level it seem almost fine but still +10.
Again, see above.



Very good.
:smallcool:



At this level I have no complaint.
OK.



My favorite of the lot, I wonder why. :smalltongue:
I love that picture too. So much epic.



Okay seem clear. A few question:
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 ?
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:




enhcancement again ?
Yup. I didn't want to have them rely on others, as I stated before. :smallwink:



Hum, what ?!
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.
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.



Too long duration normal intimidate only last one round and it's a standard action and you must threaten it in melee.
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.



:smallbiggrin: Perfect and better balanced than the freaking lion totem because you can't get it at first level. Applaude !
Thanks. :smallbiggrin:



10 might be too much at this level, 5 is probably enough. i like the fact that it still allow you to to gain rage point.
OK, 5 it is.



Little strong and not sure it's fitting with the barbarian fluff.
I wanted to make it so that ranged Barbarians were possible. I am working on the ranged Barbarian PrC now.



niptick: "as a bonus on strength check made as part of a bull-rush attempt"
OK.



Cool, no rage point cost ? And does it stack with haste or similar ?
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.



The wording is weird, I would have gone with something like that:
"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 ?
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.



Same remark as with bull-rush.
OK.



niptick: Just to say if they are primary or secondary.
OK.



Can you chose that ability multiple time or change the element ?
The first one. Added in.



Same as with claw. Why twice str mod ? Normally if you only have one natural attack it's 1.5.
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.



Very good.
Thanks!



Might be a bit strong.
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.



Very nice. too much ?
I don't think so. Also, edited in that it doesn't stack with non-Extra Attack line of rage ability extra attacks.




You could just give martial study as a bonus feat but with an initiator level for purpose of that maneuver equal to their barbarian level.
No other idea at the moment.
I guess. Probably a level 1 rage ability, able to be taken multiple times.



It's hard to judge the tier but it stronger than the standard barbarian that's for sure. Some abilties really need balancing but apart from that it's nice.
If i don't peach the Prc don't hesitate to send me a pm.
Thanks for what you have critiqued! I really appreciate it!

imp_fireball
2010-09-19, 03:54 AM
”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 like you never have before
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...

zagan
2010-09-19, 08:13 AM
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.

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.


Well yeah but that's reprsent by the bonus to will save during rage no ?


Thanks for catching that. :smallbiggrin:
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?

Thinking about it with frenzied strike it should be alright and if you gain 1 point per round the endless rage ability doesn't make sense anymore.


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 suppose.
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.

Okay, so you need to chose well.


Yup. Almost all of the prestige classes also progress Frenzied Strike as well.

Kay.


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?

But this also mean that they have more money for other thing, they just have more choice. it's not a bad thing but they will still lit like christmas tree under detect magic so they're still dependdant on magic item just different one and perhaps more or them.



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.

Okay.

Continued in the 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.

The new version seem fine. Action need for the check ?
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.

Way better now, standard action ?


I wanted to make it so that ranged Barbarians were possible. I am working on the ranged Barbarian PrC now.

In that case perhaps limit it to range weapon ?



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.

Good.



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.

New wording is much better.



The first one. Added in.

Great.



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.


Miss that requirement, it's fine then.



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.

Okay.



I don't think so. Also, edited in that it doesn't stack with non-Extra Attack line of rage ability extra attacks.

Good.




I guess. Probably a level 1 rage ability, able to be taken multiple times.


Yeah.



Thanks for what you have critiqued! I really appreciate it!

My pleasure. I've taken a look at your class in the next prc contect and whoa you work fast. Still look promising.

unosarta
2010-09-19, 09:36 AM
As is it's alright, because you select your rage ability depending on your score.
Yeah.



Well yeah but that's reprsent by the bonus to will save during rage no ?
I guess I can change it.



Thinking about it with frenzied strike it should be alright and if you gain 1 point per round the endless rage ability doesn't make sense anymore.
OK.



I suppose.
I also mentionned the concentration skill and spellcasting what's the reasoning for that ?
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!" :smallannoyed:



Okay, so you need to chose well.
Yeah.



But this also mean that they have more money for other thing, they just have more choice. it's not a bad thing but they will still lit like christmas tree under detect magic so they're still dependdant on magic item just different one and perhaps more or them.
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:




The new version seem fine. Action need for the check ?
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.
Added in the action, and the wording.
I guess I can understand that.



Way better now, standard action ?
I suppose that does make sense.



In that case perhaps limit it to range weapon ?
Well, I could, but that would limit those who wanted to play a more dexterous melee fighter.





Yeah.
OK, added in.



My pleasure. I've taken a look at your class in the next prc contect and whoa you work fast. Still look promising.
:smallbiggrin: Heh, when I have inspiration, and it is late at night? Yes I do.

unosarta
2010-09-19, 09:38 AM
First prestige class!

Stoneskinned

http://fc04.deviantart.net/fs15/f/2007/098/0/9/A_GARGOYLE_by_P01s0n.jpg

”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.

zagan
2010-09-19, 02:58 PM
First prestige class!

Stoneskinned

-snip image and fluff-

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

I'm not sure on jump as prereq I understand it's to imitate flying but once you gain the fly speed it become useless. Perhaps hide instead ? gargoyles can hide pretty well.


-snip skill-

nice list


-HD, Bab, save-

Fine.


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.

Normal.



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.

Make sense too.


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).

Good but may end up counterproductive because, the higher your AC is the less often you take damage and your rage pool doesn't regenerate. But it's not a huge deal.


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).

Why that much damage and not based on size ? The bonus on attack and damge is untyped ?


At seventh level, he gains wings, and gains a fly speed of 5 times his Stoneskinned levels in feet, with a maneuverability of average.

Fine.


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.

Gargoyles don't have a burrow speed why give one ? Note it's flavorfull so i have nothing against it but it's curious.


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.


Can you be in stone rage and standard rage at the same time ? (the str bonus don't stack but you get the str, dex and con that way plus the other bonus.) Not overporewerd but you need to say if it's possible.


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.

Weird name. Fine otherwise.


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.

30 seem like a lot, even adamantine only have 20. For the damage do you count only the damage dealt after applying the hardness or total ?



Granite Rage (Ex): The bonuses from Stone Rage become +8 enhancement bonus to Constitution and Strength, and a +4 bonus to fortitude saves.

Fine.

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.

unosarta
2010-09-19, 03:07 PM
Concept look interesting, image not terrible but it fit.
It is pretty hard to find a good gargoyle image. :smalltongue:



I'm not sure on jump as prereq I understand it's to imitate flying but once you gain the fly speed it become useless. Perhaps hide instead ? gargoyles can hide pretty well.
I guess hide works.



Why that much damage and not based on size ? The bonus on attack and damge is untyped ?
It was a number I just kind of chose. I can have it based on size.



Gargoyles don't have a burrow speed why give one ? Note it's flavorfull so i have nothing against it but it's curious.
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.


Can you be in stone rage and standard rage at the same time ? (the str bonus don't stack but you get the str, dex and con that way plus the other bonus.) Not overporewerd but you need to say if it's possible.

I am thinking no.


Weird name. Fine otherwise.
Heh, it was originally Claws of Death, which was just a terrible name, so I certainly like this better.



30 seem like a lot, even adamantine only have 20. For the damage do you count only the damage dealt after applying the hardness or total ?
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.



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.
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.

zagan
2010-09-19, 03:18 PM
It is pretty hard to find a good gargoyle image. :smalltongue:

Yeah.



It was a number I just kind of chose. I can have it based on size.

I think it would be better.



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.

True.



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.


20 should work it's powerfull but it fine the theme really well.
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.

Okay, it's D&d after all so it's not too out there.

unosarta
2010-09-19, 03:23 PM
20 should work it's powerfull but it fine the theme really well.
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 ?
I guess I can use that wording.



Okay, it's D&d after all so it's not too out there.
Yeah, some of the stuff D&D has kind breaks the verisimilitude. But at least it looks cool!

unosarta
2010-09-22, 09:06 AM
Templar. :smallbiggrin:
No, this is definitely not a bump. Definitely not.

Templar

http://th07.deviantart.net/fs31/PRE/i/2008/188/8/5/Templar_by_neisbeis.jpg

”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


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


Name
Prerequisites:
Benefit:
Cost:

zagan
2010-09-22, 10:45 AM
Templar
-snip-

Image doesn't show.



”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.

Nice fluff.



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.

Okay.


-snip skill-

Seem fine, note on formating you've skipped line for no reason.


-snip table-

hd and Bab seem fine.


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.

same question as stone child can you use both this and standard rage ?


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.

Normal.



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.

Does the attack is an immediate action or only spending the point to affect the next attack ? You need to clarify that.



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.

We'll se when we get there. Formating niptick: you skip two line betwen that and next ability. :smalltongue:



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.

Does it stack with paladin ability ?



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.

Very good ! :smallsmile: What action is need to activate it ?



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.

Nice but it seem to also affect ally. is that normal ?



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.


Very good capstone but at this level it's correct.

Continuing in the spoiler:

[QUOTE]Detect Evil
Prerequisites: Templar 3, Wisdom 14, Sense Motive 11 ranks
Benefit: You constantly benefit from the Detect Evil spell.

Need if you don't want to make an error.



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.


Seem strong at first glance but with the limit of your templar level is should be alright. The mount might even end up be too fragile. perhaps templar level plus half other level ?



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.

Fine.



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.

Interesting, cast as a standard action ?



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.


Caster level ? (frequenntly need to remove curse)



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.

Good.



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:

The cost line is empty, do you intend to add a rage point cost ? And if so how does it work with the 10 minute ritual ?



Holy Sword
Prerequisites: Templar 9, Charisma 19, Strength 19, Protection From Evil
Benefit: You cast the Holy Sword spell.
Cost: 5 rage points.

Good, caster level ?


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.

peterpaulrubens
2010-09-22, 12:21 PM
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.

unosarta
2010-09-22, 04:13 PM
Image doesn't show.
It does for me, right now. Maybe you have a problem with DeviantArt showing on your computer? I have had that happen.




Seem fine, note on formating you've skipped line for no reason.
I guess I could fix it. It sort of seemed rather minor.




same question as stone child can you use both this and standard rage ?
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.




Does the attack is an immediate action or only spending the point to affect the next attack ? You need to clarify that.
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.



We'll se when we get there. Formating niptick: you skip two line betwen that and next ability. :smalltongue:
Oops. :smallwink:



Does it stack with paladin ability ?

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).



Very good ! :smallsmile: What action is need to activate it ?
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.



Nice but it seem to also affect ally. is that normal ?
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).



Very good capstone but at this level it's correct.
Thanks.

Continuing in the spoiler:




Need if you don't want to make an error.
Yup. Also, it is like the signature move of Paladins, and by that thread, Templars.



Seem strong at first glance but with the limit of your templar level is should be alright. The mount might even end up be too fragile. perhaps templar level plus half other level ?
I like that idea.



Interesting, cast as a standard action ?
Yes. Will be added.



Caster level ? (frequenntly need to remove curse)
Equal to your hitdice. Will be added.




The cost line is empty, do you intend to add a rage point cost ? And if so how does it work with the 10 minute ritual ?
No. Sorry, formatting error. :smallbiggrin:



Good, caster level ?
Hitdice, again. Will be added.



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*
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.


Good work once again.
Thank you! :smallbiggrin:


RE: the Stoneskin PrC:
"Steelskin" seems oddly named. I think steelskin would be better as granite skin to match the rest of the powers.
Thanks, I like that name.


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!!"
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 do like the capstone though, brings to mind the archangel Tyrael from Diablo 2.

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.

zagan
2010-09-23, 08:21 AM
It does for me, right now. Maybe you have a problem with DeviantArt showing on your computer? I have had that happen.

Yes, it's working now.


I guess I could fix it. It sort of seemed rather minor.

It is. :smalltongue: But I like nipticking.



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.


You would also get the +3 competence bonus to attack and damage roll. It's not overpowered to allow the use of both seeing the cost but personally if able i would always use both.



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.

Good



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).

I asked because often with ability like that it's mentionned that it doesn't stack.



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.

That work.


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).

Okay.

Continuing in the spoiler:



I like that idea.

Great. :smallsmile:


No. Sorry, formatting error. :smallbiggrin:

No prob.



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.

Your right.

peterpaulrubens
2010-09-23, 11:50 AM
Thanks, I like that name.

You still have "Steelskin" in your table.

unosarta
2010-09-23, 03:51 PM
Yes, it's working now.
Sweet. :smallbiggrin:



It is. :smalltongue: But I like nipticking.
Well, I fixed it anyway. :smalltongue:



You would also get the +3 competence bonus to attack and damage roll. It's not overpowered to allow the use of both seeing the cost but personally if able i would always use both.
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. :smallwink:



I asked because often with ability like that it's mentionned that it doesn't stack.
Well, Divine Grace stacks with most everything anyway. And honestly, I do not want to screw over paladins that much.



Okay.
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. :smallfrown:

Continuing in the spoiler:


Great. :smallsmile:
:smallbiggrin:



You still have "Steelskin" in your table.

Oops. :smallbiggrin:

Bhu
2010-09-24, 01:22 AM
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 :smallsmile:

unosarta
2010-09-24, 07:19 AM
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 :smallsmile:

Thanks.

Speaking of which, I actually think I need to go make an Orc only Barbarian PrC soon.

Bhu
2010-09-25, 02:15 AM
Thanks.

Speaking of which, I actually think I need to go make an Orc only Barbarian PrC soon.

Ooh! Ooh! There's a thread for that! :smallwink:

unosarta
2010-09-25, 02:36 AM
Ooh! Ooh! There's a thread for that! :smallwink:

I know. :smallwink:
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. :smallbiggrin:

Bhu
2010-09-26, 03:38 AM
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...

unosarta
2010-09-26, 09:24 AM
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...

This actually sounds like an amazing idea. What is the Orc pantheon?

Oh man, I am so glad I made a forum code template for Vestiges for the last contest. This is going to be so much easier. :smallwink:

unosarta
2010-09-26, 11:23 AM
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. :smallsigh:

Bladedancer

http://th05.deviantart.net/fs21/PRE/i/2007/240/e/0/Sahrrihne_the_Dancer__colored__by_A_Nessessary_Stu dio.jpg

http://th03.deviantart.net/fs70/PRE/i/2010/024/0/6/overkill_by_animot.jpg

http://fc00.deviantart.net/images3/i/2005/153/7/8/The_Blade_Dancer_by_TwoGunMojo.jpg



”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:


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


Name
Prerequisites:
Benefits:
Cost:

zagan
2010-09-26, 11:49 AM
-snip-

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.

Seem fine. Any specific reason a minimum 8 level entry ?


-snips skill-

Fine list.


-snip hd and table-

d8, 3/4 bab and good ref save fit.



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.

okay.



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.

Another type of ability no problem.


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.

You spend rage point equal to half your level. So the higher your level the more it cost you ? Also if it was intend you need to pecise minimum 1.



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.

Five bonus attack (at 10, ECL 17), wow, it seem strong but thinking about it, it's probably alright.
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.

Okay.



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.

Always nice.


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.

"increase her speed to incredible speeds" ???
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.

:smallconfused: Need work in the wording, I think you mean for the dancer to count as being in an adjacent square for the purpose of determining flanking but only for an allie and not herself ? Yeah, it need to be clarified.


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.

A fine captsone.

Dance Abilities:




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.

Cool.



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.

Nice.



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.

Interesting idea.


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.

classic but nice.


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.

Okay.


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.

okay.


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.


Very original. Does the enemy movement provoq Aoo (from your allie for example) ?


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.

Still okay.


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.

Again.


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.

And again.


Nice class, at high level it will probably deal very high amount of damage with the amount of attack it can make and skirmish.

unosarta
2010-09-26, 12:38 PM
Seem fine. Any specific reason a minimum 8 level entry ?
Actually, it is a minimum level 7 entry.



You spend rage point equal to half your level. So the higher your level the more it cost you ? Also if it was intend you need to pecise minimum 1.
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.



Five bonus attack (at 10, ECL 17), wow, it seem strong but thinking about it, it's probably alright.
Also usual question can I rage and dance at the same time, not much benefit I know but I need to ask.
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.)



"increase her speed to incredible speeds" ???
Increadible level no ?
Otherwise fine.
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. :smallconfused:



:smallconfused: Need work in the wording, I think you mean for the dancer to count as being in an adjacent square for the purpose of determining flanking but only for an allie and not herself ? Yeah, it need to be clarified.
Oh, yeah. I suppose I could base it off of the Shadow Hand stance, Island of Blades.

Dance Abilities:



Very original. Does the enemy movement provoq Aoo (from your allie for example) ?
No. It is forced movement, so that wouldn't make all that much sense.



Nice class, at high level it will probably deal very high amount of damage with the amount of attack it can make and skirmish.
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?

zagan
2010-09-26, 01:17 PM
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?

I've never played to that high level so I can't really give a fair evaluation but you could probably do comparable damage with an optimize totemist or a good glaivelock. Plus skirmish count as precision damage so that contribute to limiting it.

unosarta
2010-09-26, 02:17 PM
I've never played to that high level so I can't really give a fair evaluation but you could probably do comparable damage with an optimize totemist or a good glaivelock. Plus skirmish count as precision damage so that contribute to limiting it.

Probably. Well, I limited it anyway, it seems to make more sense this way
(there is not other class that gets over (+5d6/+5) skirmish). Also, I can believe the totemist, but glaive-lock? They deal like 30d6 damage on a full attack, IIRC. Well, either way, this guy is probably dealing upwards of 40d6 damage, if he goes the skirmish route.

zagan
2010-09-26, 03:13 PM
Probably. Well, I limited it anyway, it seems to make more sense this way
(there is not other class that gets over (+5d6/+5) skirmish). Also, I can believe the totemist, but glaive-lock? They deal like 30d6 damage on a full attack, IIRC. Well, either way, this guy is probably dealing upwards of 40d6 damage, if he goes the skirmish route.

I believe optimize glaivelock can go well above 30d6, you need a magic item to boost your eldritch blast damage, plusof the top of my head something like assasin stance but i'm not an expert.

Anyway what's the Silvershaft about and when do you expect to post it ?

unosarta
2010-09-26, 03:25 PM
I believe optimize glaivelock can go well above 30d6, you need a magic item to boost your eldritch blast damage, plusof the top of my head something like assasin stance but i'm not an expert.
Ah yes, Chausable of Fell Power. That would net about 6d6 more damage, and then another 6d6 from SA ends up with just around the damage of a Skirmishing Bladedancer.


Anyway what's the Silvershaft about and when do you expect to post it ?
The Silvershaft is the ranged attacker of the Barbarian PrCs, with small hints of Bard Mixed in. I can post it up right now, actually.

Silvershaft

http://www.ubiquitouspitt.hypermart.net/veils/tolk/tanglinna.jpg

”Fear the Knights of night, and the children of the mother moon. Fear their arrows, made of the tears of truth. Fear their bows, which feel no remorse. Feel the fear that comes with their presence. Fear us. Fear the children of the mother moon.” Shippou Gin, Knight of Night.

The Silvershaft are those who fight monsters of the night,

BECOMING A SILVERSHAFT
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Spot 10 ranks
Feat: Point Blank Shot
Special: Rage Pool class feature; Precision rage ability

Class Skills
The Silvershaft's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge
(geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int)
Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+2| Rage Pool, Silvershot

2nd|
+2|
+3|
+0|
+3| Shaft Ability

3rd|
+3|
+3|
+ 1|
+3| Alchemical

4th|
+4|
+4|
+1|
+4| Shaft Ability

5th|
+5|
+4|
+1|
+4| Argent Smite

6th|
+6/+1|
+5|
+2|
+5| Shaft Ability

7th|
+7/+2|
+5|
+2|
+5| Silversnipe

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

9th|
+9/+4|
+6|
+3|
+6| Argent Shot

10th|
+10/+5|
+7|
+3|
+7| Silver Rain, Shaft Ability[/table]

Weapon Proficiencies: The Silvershaft is proficient with all ranged weapons, and one martial weapon of his choice.

Rage Pool: The Silvershaft’s class levels and barbarian levels stack for determining:
The size of the Silvershaft's rage pool.
The rage points gained from Frenzied Strike.

Silvershot (Ex): The Silvershaft may start a Silvershot rage, gaining him a +6 bonus to Dexterity and Constitution, as well as a +3 bonus to all ranged attack and damage rolls. The Silvershaft must spend a number of rage points equal to one half his level in order to activate his Silvershot rage (minimum 1), and must spend one point per round in order to keep it activated.

Shaft Ability(Ex): At every level described in the table, the Silvershaft gains an additional shaft ability (see: Shaft Abilities). He must meet all prerequisites for the Shaft Abilities. He may not trade in a Shaft Ability.

Alchemical (Ex): Starting at level two all weapons the Silvershaft uses count as silver for the purposes of damage reduction and regeneration, and the Silvershaft adds his class levels to all damage rolls against creatures that are vulnerable to silver.

Argent Smite (Ex): Starting at level five, you may make a smite, by spending 2 rage points, and a swift action, and all attacks for the next round become smite. When using a smite, the Silvershaft adds his Charisma modifier to the attack roll, and his class level to the attack and damage rolls.

Silversnipe (Ex): Starting at level seven, the range of all ranged attacks you make is doubled.

Argent Shot (Ex): Starting at level nine, if a Silvershaft makes a Spot check, equal to the Hit Dice of a single opponent plus ten, he can ignore all damage reduction that creature possess. This does not function against those who are immune to precision damage. Using this ability costs 2 rage points in order to reduce a single creatures damage reduction, and lasts for the rest of the encounter.

Silver Rain (Ex): Starting at level ten, the Silvershaft may make ranged full attacks as standard actions, instead of full round ones.

Shaft Abilities

Silvered
Prerequisites: Silvershaft 2, Wisdom and Dexterity 15
Benefits: You may make a single ranged attack as a standard action, and if the attack hit, the opponent takes a -2 sacred penalty to all rolls and checks for a number of rounds equal to your wisdom modifier, or the end of the encounter, whichever comes first.
Cost: 2 rage points.


Sing to the Moon
Prerequisites: Silvershaft 2, Charisma 15
Benefits: All allies within 30 feet gain a bonus to all attack and damage rolls against enemies that are vulnerable to silver equal to your Charisma modifier. For a number of rounds equal to your Charisma modifier.
Cost: 3 rage points.


Slice the Heavens
Prerequisites: Silvershaft 2, Intelligence and Dexterity 15
Benefits: You deal an extra +2d6 damage on all attacks against those who are vulnerable to silver. This is not precision damage.


Bleed the Alchemical
Prerequisites: Silvershaft 4, Wisdom, Charisma or Intelligence 15
Benefits: You may make a ranged attack as a move action, and if it hits, the opponent must make a Will save (10 + Silvershaft levels + Your highest mental score modifier), or become vulnerable to silver for the rest of the encounter (E.G., if they have regeneration, its weakness now becomes silver, until the end of the encounter).
Cost: 1 rage point.


Howl at the Stars
Prerequisites: Silvershaft 4, Charisma 16
Benefits: As a standard action, you may force all opponents within 20 to make a will save (DC 10 + Silvershaft levels + Charisma modifier), or be Shaken for 3 rounds. This is a mindaffecting ability.
Cost: 4 rage points.


Pierce the Reflection
Prerequisites: Silvershaft 4, Wisdom 15, Spot 14 ranks
Benefits: You may ignore the miss chance of an opponent for the rest of the encounter if you make a Spot check with a DC equal to (10 + ½ of their Hit Dice + 1/10 their miss chance).


Slice to the Heart
Prerequisites: Silvershaft 6, Intelligence and Dexterity 17
Benefits: You deal an extra 2d6 damage on all attacks against those who are vulnerable to silver. This ability stacks with Slice the Heavens, and Pierce the Heavens!. This is not precision damage.


Weaken
Prerequisites: Silvershaft 6, Charisma 17
Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier), or be fatigued for 2d6 rounds. If they fail the save by 5 or more, they are instead exhausted for 2d6 rounds. This is a mindaffecting ability.
Cost: 7 rage points.


Arrows of the Argent Quiver
Prerequisites: Silvershaft 6, Wisdom 15
Benefits: As a move action, you may conjure 20 arrows made out of pure silver. They have an enhancement bonus equal to one half your Silvershaft levels, and they have the returning enhancement. If they ever leave your possession, they disappear. They disappear at the end of your current encounter, or if you start a new encounter.


Cull the Frail
Prerequisites: Silvershaft 8, Charisma 17
Benefits: you may make a ranged attack as a standard action, and if the opponent is fatigued, and the attack hits, they take double damage from it. If they are exhausted, they must make fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die.
Cost: Half of your total rage pool (effective barbarian levels + Constitution modifier).


Heart of Silver
Prerequisites: Silvershaft 8, Charisma 15
Benefits: All allies within 20 feet gain the benefit of your rage and/or Silvershot, but you must pay the cost to keep it activated (1 rage point per round, per person). You may not keep this activate for longer than a number of rounds equal to your Constitution modifier. You do not have to pay for the activation of each person, and using this ability is a move action.
Cost: 4 rage points.


Eyes of Gold
Prerequisites: Silvershaft 8, Wisdom or Intelligence 15
Benefits: You may make a gaze attack as a standard action. Creatures hit must make a will save (DC 10 + Silvershaft levels + Intelligence or Wisdom modifier, whichever is higher) or become panicked for 2d6 rounds. If they make the save, they become shaken for 2d6 rounds. This is a mindaffecting ability.
Cost: 8 rage points.


Pierce the Heavens!
Prerequisites: Silvershaft 10, Intelligence and Dexterity 19
Benefits: you deal an extra +2d6 damage against those who are vulnerable to silver. This stacks with Slice the Heavens, and Slice to the Heart. This is not precision damage.


Sight of the Alchemical Goddess
Prerequisites: Silvershaft 10, Wisdom 19, Spot 20 ranks.
Benefits: As a swift action, you may gain True Seeing, as the spell, for a number of rounds equal to your Wisdom modifier, with a caster level equal to your Hit Dice.
Cost: 8 rage points.


Stop the Heart
Prerequisites: Silvershaft 10, Charisma 19
Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die. If they make the save, they are stunned for 2d6 rounds.
Cost: Your entire rage pool (effective barbarian levels + Constitution modifier).



Template
Name
Prerequisites:
Benefits:
Cost:

Epic Silvershaft

{table=head]Level|Abilities

11th|Bonus Feat

12th|Shaft Ability

13th|Silver Flow

14th|Shaft Ability

15th|Bonus Feat

16th|Shaft Ability

17th|Greater Silvershot

18th|Shaft Ability

19th|Bonus Feat

20th|Silver Hurricane, Shaft Ability[/table]

Bonus Feats: At every level listed on the table, the Silvershaft gains a bonus feat from the following list: Point Blank Shot, Shot on the Run, Meditation, Psionic Shot, Greater Psionic Shot, Fell Shot, Return Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Augmented Alchemy, Dodge, Mobility, Combat Archery, Distant Shot, or any Shifter feat. The Silvershaft must meet all prerequisites for a feat in order to gain it.

Shaft Abilities: At 12nd level, and every other level thereafter (24th, 26th, etc etc), the Silvershaft gains one an additional Shaft Ability, chosen from the Epic Shaft Ability list, below, or two shaft abilities from the non-epic Shaft ability list.

Silver Flow (Su): Starting at 13rd level, the Silvershaft becomes able to control the direction and flow of his arrows. Whenever the Silvershaft make a ranged attack, he may, as a free action, change the target of the ranged attack, as long as it is before the ranged attack has resolved. He takes no penalty for this effect, and uses the attack roll that he first made, against the opponent's armor class. Any targets after the first target must be within 20 feet per Silvershaft level the Silvershaft possesses of the original target.

Greater Silvershot (Ex): Starting at 17th level, the Silvershaft's Silvershot rage becomes more powerful. While in a Silvershot rage, the Silvershaft gains a +12 enhancement bonus to Dexterity and Constitution, and the highest Mental ability score the Silvershaft possesses. In addition, she gains a +6 Insight bonus to all ranged attack and damage rolls, as well as Spot checks. The Silvershaft must spend a number of rage points equal to one half of his Silvershaft levels in order to activate his Silvershot rage, but need not pay any further rage points after that point.

Silver Hurricane (Ex): Starting at 20th level, the Silvershaft may, as a full round action, make a single ranged attack roll, at her highest attack bonus. All enemies within 300 feet of the Silvershaft compare this to their armor class. If the attack roll equals or exceeds their armor class, they are hit by a ranged attack made by the Silvershaft. The Silvershaft counts any creature hit in this way to be vulnerable to silver for the attack, and for the rest of the encounter.

Epic Shaft Abilities
Argent Dance
Prerequisites: Silvershaft level 12
Benefits: The Silvershaft may, as a move action, cast the Dimension Door spell, with a caster level equal to his effective Barbarian level. When he uses this ability, his turn does not automatically end.
Cost: 3 Rage Points.


Tears of the Moon
Prerequisites: Silvershaft level 12
Benefits: As a standard action, the Silvershaft may spray quicksilver within 60 feet of himself. All creatures within the area affected must make a Reflex save (DC 10 + Silvershaft levels + highest mental ability score modifier) or take 3d6 acid damage per Silvershaft level the Silvershaft possesses. The area within 60 feet of the Silvershaft is coated in quicksilver, dealing 9d6 Acid damage to any who move more than 5 feet through the area, and forcing them to make a Balance check (DC 10 + Silvershaft levels + 1/2 the Silvershaft's current rage pool + highest mental ability score modifier) or fall prone.
Cost: 5 Rage Points.


Alchemical Parry
Prerequisites: Silvershaft level 14
Benefits: As an Immediate action, the Silvershaft may create a shield of alchemical liquid, stopping an attack in its tracks. The Silvershaft makes a ranged attack at his highest attack bonus, and if it is higher than an attack that has not yet resolved within 30 feet, that attack fails, and the attacker takes 6d6 Acid damage.
Cost: 5 Rage Points.


Silver Shafts
Prerequisites: Silvershaft level 14, Quiver of Argent Arrows
Benefits: The Silvershaft may, as a free action once per round, create an arrow made of quicksilver. The arrows have an enhancement bonus equal to the Silvershaft's Silvershaft levels, and deal an extra 2d6 Acid damage, or 1d6 piercing damage per three silvershaft levels the silvershaft possesses, the Silvershaft's choice upon firing the arrows. They automatically return to the Silvershaft's grasp after being fired, but only 5 may ever exist at a time.
Cost: None.


Moonsoak
Prerequisites: Silvershaft level 16
Benefits:
Cost:


Shoot at the Sun
Prerequisites: Silvershaft level 16
Benefits:
Cost:


Blot Out
Prerequisites: Silvershaft level 18
Benefits:
Cost:


Double Helix of the Ageless Lake
Prerequisites: Silvershaft level 18
Benefits:
Cost:


The Moon Goddess Smiles
Prerequisites: Silvershaft level 20
Benefits:
Cost:


Lay the Abominations Low
Prerequisites: Silvershaft level 20
Benefits:
Cost:

Bhu
2010-09-26, 03:46 PM
This actually sounds like an amazing idea. What is the Orc pantheon?

Oh man, I am so glad I made a forum code template for Vestiges for the last contest. This is going to be so much easier. :smallwink:

It's in the Faerun book on religion. If you don't have it I can tell you the basics.

unosarta
2010-09-26, 04:05 PM
It's in the Faerun book on religion. If you don't have it I can tell you the basics.

I think I found it online. (http://en.wikipedia.org/wiki/Bahgtru#Bahgtru)

zagan
2010-09-26, 04:06 PM
The Silvershaft is the ranged attacker of the Barbarian PrCs, with small hints of Bard Mixed in. I can post it up right now, actually.

Excellent. :smallsmile:



Silvershaft

-snip-

as usual good image and quote.


BECOMING A SILVERSHAFT
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Spot 10 ranks
Feat: Point Blank Shot
Special: Rage Pool class feature; Precision rage ability


Make perfect sense.


Skills

Good too.


Hd, Bab, save

No problem.



Weapon Proficiencies: The Silvershaft is proficient with all ranged weapons, and one martial weapon of his choice.

Any reason for the bonus martial weapon ?


Rage Pool: The Silvershaft’s 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 Silvershaft levels.

After reading multiple of your barbarian Prc one thing about the rage pool progression is beginning to bother me.
Each time you call it rage pool, but for each Prc it progress a different set of ability be it the rage pool itself, the rage ability and/or frenzied strike. It's not big put personaly I would either list them separatly or call it barbarian abilities and list what it progress such as:

Barbarian ability: X Prc level stack with barbarian level for the purpose of determining:
-rage pool
-rage ability
-frenzied strike.

It need more detail of course but I think that something like that would be clearer. *shrug*


Silvershot (Ex): The Silvershaft may start a Silvershot rage, gaining him a +6 bonus to Dexterity and Constitution, as well as a +3 bonus to all ranged attack and damage rolls. The Silvershaft must spend a number of rage points equal to one half his level in order to activate his Silvershot rage (minimum 1), and must spend one point per round in order to keep it activated.

Okay.


Shaft Ability(Ex): At every level described in the table, the Silvershaft gains an additional shaft ability (see: Shaft Abilities). He must meet all prerequisites for the Shaft Abilities. He may not trade in a Shaft Ability.

It's become standard. :smallwink:


Alchemical (Ex): Starting at level two all weapons the Silvershaft uses count as silver for the purposes of damage reduction and regeneration, and the Silvershaft adds his class levels to all damage rolls against creatures that are vulnerable to silver.

I like the fact that you include regeneration as being bypass its too often forgotten, nearly always in fact particulary in official product.


Argent Smite (Ex): Starting at level five, you may make a smite, by spending 2 rage points, and a swift action, and all attacks for the next round become smite. When using a smite, the Silvershaft adds his Charisma modifier to the attack roll, and his class level to the attack and damage rolls.

Affecting all attack for the round is an original idea.


Silversnipe (Ex): Starting at level seven, the range of all ranged attacks you make is doubled.

okay.


Argent Shot (Ex): Starting at level nine, if a Silvershaft makes a Spot check, equal to the Hit Dice of a single opponent plus ten, he can ignore all damage reduction that creature possess. This does not function against those who are immune to precision damage. Using this ability costs rage points in order to reduce a single creatures damage reduction, and lasts for the rest of the encounter.

How many rage point ?


Silver Rain (Ex): Starting at level ten, the Silvershaft may make ranged full attacks as standard actions, instead of full round ones.

Very good that.

Shaft Abilities


Silvered
Prerequisites: Silvershaft 2, Wisdom and Dexterity 15
Benefits: You may make a single ranged attack as a standard action, and the opponent takes a -2 sacred penalty to all rolls and checks for a number of rounds equal to your wisdom modifier, or the end of the encounter, whichever comes first.
Cost: 2 rage points.

You need to add "...and if the attack hit and deal damage the opponent...."
Otherwise even if you miss the target get the penality.


Sing to the Moon
Prerequisites: Silvershaft 2, Charisma 15
Benefits: All allies within 30 feet gain a bonus to all attack and damage rolls against enemies that are vulnerable to silver equal to your Charisma modifier. For a number of rounds equal to your Charisma modifier.
Cost: 3 rage points.

Situational but interesting.


Slice the Heavens
Prerequisites: Silvershaft 2, Intelligence and Dexterity 15
Benefits: You deal an extra +2d6 damage on all attacks against those who are vulnerable to silver.

Does it count as precision damage ?


Bleed the Alchemical
Prerequisites: Silvershaft 4, Wisdom, Charisma or Intelligence 15
Benefits: You may make a ranged attack as a move action, and if it hits, the opponent must make a Will save (10 + Silvershaft levels + Your highest mental score modifier), or become vulnerable to silver for the rest of the encounter.
Cost: 1 rage point.

Very nice, but what do you mean by vulnerable to silver ? If he got DR it is now bypass by silver ? same thing for regeneration ? Other thing ?


Howl at the Stars
Prerequisites: Silvershaft 4, Charisma 16
Benefits: As a standard action, you may force all opponents within 20 must make a will save (DC 10 + Silvershaft levels + Charisma modifier), or be Shaken for 3 rounds.
Cost: 4 rage points.

"all opponents within 20ft to make...."

It's mind affecting ? Fear effect, as shaken is a fear condition, always are I believe. (Rules compendium p53)


Pierce the Reflection
Prerequisites: Silvershaft 4, Wisdom 15, Spot 14 ranks
Benefits: You may ignore the miss chance of an opponent for the rest of the encounter if you make a Spot check with a DC equal to (10 + ½ of their Hit Dice + 1/10 their miss chance).

Interesting mechanic.


Slice to the Heart
Prerequisites: Silvershaft 6, Intelligence and Dexterity 17
Benefits: You deal an extra 2d6 damage on all attacks against those who are vulnerable to silver. This ability stacks with Slice the Heavens, and Pierce the Heavens!.

Okay, same question as previous one.


Weaken
Prerequisites: Silvershaft 6, Charisma 17
Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier), or be fatigued for 2d6 rounds. If they fail the save by 5 or more, they are instead exhausted for 2d6 rounds.
Cost: 7 rage points.

Very good.


Arrows of the Argent Quiver
Prerequisites: Silvershaft 6, Wisdom 15
Benefits: As a swift action, you may conjure 20 arrows made out of pure silver. They have an enhancement bonus equal to one half your Silvershaft levels, and they have the returning enhancement. If they ever leave your possession, they disappear.

I would make it standard action or even full round if thet don't have a limit on duration because nothing stopping you from conjuring them every morning, multiple time even so the swift action is useless. And you can always go back to normal arrow if you run out after all you just lose a little enchantment bonus (because your weapon count as silver already)


Cull the Frail
Prerequisites: Silvershaft 8, Charisma 17
Benefits: you may make a ranged attack as a standard action, and if the opponent is fatigued, and the attack hits, they take double damage from it. If they are exhausted, they must make fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die.
Cost: Half of your total rage pool (effective barbarian levels + Constitution modifier).

Awesome combo with the arlier ability but at this level it's fine.


Heart of Silver
Prerequisites: Silvershaft 8, Charisma 15
Benefits: All allies within 20 feet gain the benefit of your rage and/or Silvershot, but you must pay the cost to keep it activated (1 rage point per round, per person). You may not keep this activate for longer than a number of rounds equal to your Constitution modifier. You do not have to pay for the activation of each person, and using this ability is a move action.
Cost: 4 rage points.

Could get costly in rage point but the image is nice.


Eyes of Gold
Prerequisites: Silvershaft 8, Wisdom or Intelligence 15
Benefits: You may make a gaze attack as a standard action. Creatures hit must make a will save (DC 10 + Silvershaft levels + Intelligence or Wisdom modifier, whichever is higher) or become panicked for 2d6 rounds. If they make the save, they become shaken for 2d6 rounds.
Cost: 8 rage points.

As earlier, Mind affecting ?



Pierce the Heavens!
Prerequisites: Silvershaft 10, Intelligence and Dexterity 19
Benefits: you deal an extra +2d6 damage against those who are vulnerable to silver. This stacks with Slice the Heavens, and Slice to the Heart.

see above


Sight of the Alchemical Goddess
Prerequisites: Silvershaft 10, Wisdom 19, Spot 20 ranks.
Benefits: You gain True Seeing, as the spell, for a number of rounds equal to your Wisdom modifier.
Cost: 8 rage points.

action used ? and caster level (in case of dispel)


Stop the Heart
Prerequisites: Silvershaft 10, Charisma 19
Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die. If they make the save, they are stunned for 2d6 rounds.
Cost: Your entire rage pool (effective barbarian levels + Constitution modifier).

Awesome ! :smallbiggrin:


Another very good class.

unosarta
2010-09-26, 04:30 PM
Excellent. :smallsmile:
I like getting my finished products up as fast as possible. Which reminds me, I have like 3 base and/or prestige classes that I have finished and have yet to post. :smallsigh:


Any reason for the bonus martial weapon ?
Variety. For most of these classes, they do not get any more proficiencies than those gained from being a barbarian, and I wanted a) to spice it up and b) to represent their increased training.



After reading multiple of your barbarian Prc one thing about the rage pool progression is beginning to bother me.
Each time you call it rage pool, but for each Prc it progress a different set of ability be it the rage pool itself, the rage ability and/or frenzied strike. It's not big put personaly I would either list them separatly or call it barbarian abilities and list what it progress such as:

Barbarian ability: X Prc level stack with barbarian level for the purpose of determining:
-rage pool
-rage ability
-frenzied strike.

It need more detail of course but I think that something like that would be clearer. *shrug*
For a couple it is a balance thing, such as with the Stoneskin. For them, they do not gain frenzied strike progression because they gain so much rage from damage reduction anyway, if an opponent is hitting them, they will not run out of rage points. For the others, especially those who grant more rage abilities, it is for variety. For instance, the Bladedancer doesn't really have any activated or on-command dance abilities, so I decided that she would also be able to gain those abilities that a Barbarian gets. For these guys, they do not gain more rage abilities because their abilities are already fairly active. I guess I could do something like what you suggest.



It's become standard. :smallwink:
Heh, just a little bit. :smallwink:



I like the fact that you include regeneration as being bypass its too often forgotten, nearly always in fact particulary in official product.
Yeah, I mostly realized this after making my entry for this months PrC contest, and I realized that all of the fiends with regeneration have silver as a weakness.



How many rage point ?
2. Will be edited in.

Shaft Abilities




You need to add "...and if the attack hit and deal damage the opponent...."
Otherwise even if you miss the target get the penality.
Oh, thanks for catching that.



Does it count as precision damage ?
No. It is more like, the Silvershaft fills themselves with anger against those who are weak to the moon, and the attacks against them become more powerful. Or something like that. :smallwink:



Very nice, but what do you mean by vulnerable to silver ? If he got DR it is now bypass by silver ? same thing for regeneration ? Other thing ?
Maybe for regeneration. The other ability that the Silvershaft gets that allows him to ignore DR makes that worthless, but I like the idea of him getting rid of regeneration.



"all opponents within 20ft to make...."

It's mind affecting ? Fear effect, as shaken is a fear condition, always are I believe. (Rules compendium p53)
Yes. I will clarify.



Okay, same question as previous one.
Again, yes, I will clarify.



I would make it standard action or even full round if they don't have a limit on duration because nothing stopping you from conjuring them every morning, multiple time even so the swift action is useless. And you can always go back to normal arrow if you run out after all you just lose a little enchantment bonus (because your weapon count as silver already)
Shoot, I forgot to mention that you could only have 20 at a time. But it is meant to only last until the end of the encounter. I might bump it up to a move action to conjure them.



Could get costly in rage point but the image is nice.
Well, it should be. If you are granting all of your allies a +6 to either Dexterity and Strength and various other things, or +6 to Dexterity and Constitution, it should cost a bit.



As earlier, Mind affecting ?
Yes.



action used ? and caster level (in case of dispel)
Swift action, HD. Will be clarified.



Awesome ! :smallbiggrin:
Thanks. :smallbiggrin:



Another very good class.

Thank you!

unosarta
2010-09-30, 09:15 PM
Axe of the Feral Gods

http://th07.deviantart.net/fs36/PRE/i/2008/255/4/3/Orc_Champion_by_bukulima.jpg

”Scream with Bahgtru! Fight with Ilneval! Nurture the warriors with Luthic! Hide in the shadows with Shargaas! Seek the stench of death with Yurtrus! Destroy those who would destroy us with GRUUMSH! KILL THEM ALL!” –Grotklor Sikisikla, Axe of the Feral Gods, and war thane.

An Axe of the Feral Gods is someone who allows the gods of the orcs to fill them with power, and take on aspects of the gods themselves. He uses his power in order to help his orcish bethren, and to protect the honor and power of his gods.

BECOMING AN AXE OF THE FERAL GODS
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +8
Skills: Knowledge (the Planes) 5 ranks, Intimidate 11 ranks
Race: Orc
Feats: Knowledge Devotion
Special: Rage Pool class feature; Ferocity and Vicious rage abilities

Class Skills
The Class Name's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), 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: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0|
+0|
+0|
+2| Bind the Gods (One Vestige), Bind Baghtru, Rage Pool|0|-|-|-

2nd|
+1|
+0|
+0|
+3| Totem +1|1|-|-|-

3rd|
+2|
+1|
+1|
+3| Bind Ilneval|2|0|-|-

4th|
+3|
+1|
+1|
+4| Aspect|2|1|-|-

5th|
+3|
+1|
+1|
+4| Bind Luthic, Totem +2|3|2|0|-

6th|
+4|
+2|
+2|
+5|Bind the Gods (Two Vestiges)|3|2|1|-

7th|
+5|
+2|
+2|
+5| Bind Shargaas|4|3|2|0

8th|
+6/+1|
+2|
+2|
+6| Totem +3|4|3|3|1

9th|
+6/+1|
+3|
+3|
+6| Bind Yurtrus|4|4|4|2

10th|
+7/+2|
+3|
+3|
+7| Bind Gruumsh, Transcend|4|4|4|3[/table]

Weapon Proficiencies: The Axe of the Primal Gods gains proficiency with all weapons with the word “Orc” or “Orcish” in their title. They do not gain proficiency with any armor or Shields.

Bind the Gods (Ex): Through special methods known only to Axes of the Feral Gods, the Axe of the Feral Gods can contact the Orcish pantheon and make a pact with them. At 1st level, hecan make a pact with one vestige at a time. At level six, he can form and maintain pacts with two vestiges simultaneously. He must complete the summoning and binding process with each separately, so each has its normal chance to influence him. He bears the physical sign of binding for each one. Prestige classes that progress binder level can also progress this ability, but cannot progress it past level 10.

To contact a vestige, the Axe of the Feral Gods must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and he must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16). Once the seal is drawn, he must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, he must touch the seal and call out to the vestige using both its name and its title. The ritual fails if he cannot be heard (for example, if he is within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as he finishes the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but the Axe of the Feral Gods. If he fail to address it within 1 round, it disappears. The vestige speaks in whatever language used to call it.

To make a pact with the summoned vestige, the Axe of the Feral Gods must make a binding check (1d20 + his effective Axe of the Feral Gods level + his Cha modifier). This process requires 1 minute, but he can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). The Axe of the Feral Gods must make his perilous pact alone; others cannot aid him in any way. Whether the binding check succeeds or fails, he gain the powers granted by the vestige for 24 hours. During that time, he cannot rid himself of the vestige unless he possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If the Axe of the Feral Gods fails the binding check, the vestige influences his personality and his actions, and he is said to have made a poor pact. (Specifically, the vestige’s presence changes his general demeanor, and it can force him to perform or refrain from certain actions.) If his binding check is successful, the vestige has no control over his actions and does not influence his personality. In this case, he are said to have made a good pact. While under the influence of a vestige, he must adhere to its requirements to the best of his ability. If the Axe of the Feral Gods is conscious and free-willed, and he encounters a situation in which he cannot or will not refrain from a prohibited action or perform a required one, he takes a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves him. If he is influenced by more than one vestige, he must act according to all their influences. If he fails to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack. As long as he is bound to a vestige, he manifests a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. He can hide a sign by mundane or magical means without penalty, or he can prevent it from appearing at all if he have the suppress sign ability.

Vestiges are bound to his soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 his effective Axe of the Feral level + his Cha modifier.


Spellcasting: An Axe of the Feral Gods casts divine spells. Unlike most divine casters, he knows any spell that is on the spell list of his chosen deity of the day, and can cast any spell he knows spontaneously. His caster level is equal to his effective binder level.

To cast a spell, an Axe of the Feral Gods must have an ability score, depending on his chosen deity, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is (10 + the spell level + the Axe of the Feral Gods’s ability modifier).
The table for which god uses which ability score is as follows;

{table=head]God|Ability Score

Bahgtru|Strength

Ilneval|Dexterity

Luthic|Wisdom

Sharagass|Charisma

Yurtrus|Intelligence

Gruumsh|Constitution[/table]

Like other spellcasters, an Axe of the Feral Gods can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high pertinent ability score.

He must choose which god he represents at the beginning of the day, and his spell list changes to the spell list of the chosen god. He may choose any deity of the Orcish pantheon.

Bind Bahgtru (Ex): The Axe of the Primal Gods gains access to the Bahgtru vestige.

Rage Pool: The Axe of the Feral Gods’s class levels and barbarian levels stack for determining:
The size of the Axe of the Feral Gods's rage pool.
The rage points gained from Frenzied Strike.

Totem (Su): Starting at level two, the Axe of the Feral Gods may draw a totem on the ground, channeling the power of his gods through it, empowering allies. He does so as a standard action, and he must spend 2 rage points in order to use this ability. The totem affects all allies within 30 feet. The totem lasts 5 rounds. Anyone may snuff the totem out by spending a standard action that provokes attacks of opportunity.

The Totem bonus is equal to the bonus on the class table.
{table=head]Totem Name|Totem Bonus

Wolf| +[Totem Bonus] to all opposed strength checks in order to trip an opponent.

Bear| +[Totem Bonus] to all opposed strength checks in order to start or maintain a grapple.

Panther|+[Totem Bonus] to Hide and Move Silently.

Horse|+([Totem Bonus]*5) to base land speed.

Fire|+[Totem Bonus] to damage rolls.

Water|+[Totem Bonus] to Escape Artist and Tumble checks.

Earth|+[Totem Bonus] to Constitution and Concentration checks.

Air|+[Totem Bonus] as a dodge bonus to Armor Class.

Monkey|+[Totem Bonus] to Climb and Sleight of Hand checks.

Unicorn|+[Totem Bonus] to Sense Motive and Diplomacy checks.

Dragon|+[Totem Bonus] to rolls made to confirm critical hits.

Ox|+[Totem Bonus] to opposed strength checks as part of a bull rush attempt.[/table]

You may only know one totem at level 1. You learn an additional totem every two levels thereafter (two totems at level 3, 3 at level 5, 4 at level 7, and 5 at level 9). The totem affects all allies within 30 feet, as well as the Axe of the Feral Gods.

Bind Ilneval (Ex): Starting at third level, the Axe of the Primal Gods gains access to the Ilneval vestige.

Aspect (Ex): Starting at level four, the Axe of the Feral Gods gain benefits based on the god that he chooses to represent each day for spells.


Bahgtru: +2 to Strength and Constitution. He gains the benefit of the power attack feat, and when he uses power attack, he may take an additional -2 penalty to the attack roll, and gain a +2 bonus to the damage.

Ilneval: +2 to Strength and Dexterity. He may take an additional five foot step as a swift action.

Luthic: +2 to Wisdom and Constitution. He may heal an ally as a touch attack that is a swift action, healing them for a number of hit points equal to his Wisdom modifier. This does not harm undead.

Sharagass: +2 to Dexterity and Intelligence. He may add his Intelligence modifier to all damage rolls that are made against flanked or flatfooted opponents.

Yurtrus: +2 to Charisma and Intelligence. He may deal negative energy damage with a touch attack, as a swift action. It deals a number of negative energy damage equal to the Axe of the Feral Gods’ Charisma modifier. This damage heals undead.

Gruumsh: +2 to Constitution and Charisma. He may instill fear in an opponent as a touch attack that uses a swift action. They must make a will save (DC 10 + Axe of the Feral Gods’ levels + Constitution modifier) or become frightened for 2 rounds. If they make the save, they are shaken for the same amount of time.

Bind Luthic (Ex): Starting at level five, the Axe of the Primal Gods gains access to the Luthic vestige.

Bind Sharagass (Ex): Starting at level seven, the Axe of the Primal Gods gains access to the Sharagass vestige.

Bind Yurtrus (Ex): Starting at level nine, the Axe of the Primal Gods gains access to the Yurtrus vestige.

Bind Gruumsh (Ex): Starting at level ten, the Axe of the Primal Gods gains access to the Gruumsh vestige.

Transcend (Ex): Starting at level ten, the Axe of the Primal Gods transcends his mortality, and becomes the purest servant of his gods that he can be. He becomes an outsider with the native subtype. He gains all abilities and features associated with that type, however unlike other outsiders, he can still be brought back from the dead as if he were a member of her previous creature type. He grants all orcs within 30 feet the benefits of his totem ability constantly, but he must choose which totem, and can only have one totem active at a time. Switching totems is a swift action. He must lay down an actual totem in order to allow other allies the benefit, and when he both affects orcs with the physical totem as well as the constant effect, they do not stack, and he must choose which to affect orcs with. Whenever he casts a spell that has a duration longer than instantaneous and is beneficial, he may share than spell with one orcish ally within 30 feet. Beneficial spells are those that do not prevent or cause the target to be less able to do, an action or actions. Hit point damage counts as a non-beneficial effect. All orcish allies within 30 feet gain the passive benefits of the Axe of the Primal Gods’ current orcish god vestige, passive being any effect that does not require an action in order to start or have any benefit from. If he does not have an orcish god bound to his vestige, they gain no benefit.


Vestiges

Bahgtru

Bahgtru
Vestige Level: 3th
Binding DC: 19
Special Requirements: Yes

Legend: Gruumsh's son is a the god of mindless brutality. Other deities think Bahgtru slow and stupid, an appellation that drives him into a fury but is none the less correct. Bahgtru values nothing more than pure physical might and distains anyone who he feels is weaker (which is just about everyone else). Despite his stupidity and general distain for others, Bahgtru is fanatically loyal to his father. By extension, he expects his clerics to follow the orders of their chieftains unquestioningly. This philosophy has earned him the position as the orcish god of loyalty as well as strength.

Special Requirements: You must place a small weight, similar in shape to an hourglass, in the center of the rune.

Manifestation: The small weight hovers, and then spins. It spins incredibly fast, and in the reflection, you can see a giant, burly orc, who has large red streaks painted on his face and on his forearms.

Sign: You gains streaks of a red substance upon your face, and as stripes all over your body. It does not wash off.

Influence: If you have a chance to prove your strength (if by a contest of arms, a chance to prove your ability in weight lifting, etc), you must take it.

Granted Abilities: Bahgtru grants you strength and determination enough to protect your people. He gives you strength in and out of battle, and the ability to fly into a rage.

Brutality of the God of Strength: You gain a +2 sacred bonus to all damage rolls with weapons with the name “Orc” or “Orcish” in their title, as well as the spiked gauntlet.

Fear the Arm: You gain a +2 bonus to all intimidate checks.

Bloodthirsty Rage: As a move action you may enter into a Bloodthirsty Rage, granting you a +4 bonus to Strength and Constitution, as well as a +2 bonus to all will saves, for a number of rounds equal to your modified Constitution modifier. Once the rage ends you are fatigued for 3 rounds and you must wait 5 rounds before using this ability again.

Battle Frenzy: You may make an additional attack on the end of a charge per 2 rage points spent, to a maximum of the number of attacks you gain through a high Base Attack Bonus. Using this ability is an immediate action.

Physical Might: You gain a +2 bonus to all Strength checks.


Ilneval

Ilneval
Vestige Level: 4th
Binding DC: 22
Special Requirements: Yes


Legend: As Gruumsh's chief lieutenant, Ilneval holds a prominent position in orcish life. Unlike Bahgtru, Ilneval teaches that strength is not only in the arm but in the mind as well. He is an ambitious deity with eyes for the throne of Gruumsh. Ilneval would never betray the orc race however, no matter how strong his ambition. When the chieftains call for war, it is the clerics of Ilneval who marshal the forces and lead the battles. His favored weapon is the Longsword.

Special Requirements: You must place a small talisman in the shape of a silver longsword in the center of the rune.

Manifestation: The longsword extends and grows, bleeding the silvery substance, and then morphs into the shape of a large orc. He seems wiry and strong, and he grins at you, his lips cracked and the scars on his face stretching.

Sign: Your face becomes lined with scars and cracks.

Influence: If you have a chance to protect your allies or any friendly orcs who are in harm, or who may soon become so, you must take it. It does not necessarily have to be combat related, but it probably might be.

Granted Abilities: Ilneval grants you grace and power in battle.

Cunning of the War God: You gain a +2 sacred bonus to damage rolls with any weapon with “Orc” or “Orcish” in their title, as well as with the longsword.

Grace: You gain a +2 bonus to all Balance and Tumble checks.

Change the Flow: You gain the Improved Bullrush feat. You may not use this feat in order to qualify for other feats or classes.

Whirlwind: You may attack all enemies within 10 feet as a full round action. You may only make one attack per enemy, and only eight attacks in total. After using this ability, you must wait 5 rounds before using it again.

Stand the Tide: If you don’t move during a round, you gain a +1 bonus to all melee attack rolls. This bonus increases by +1 for each round you do not move. If you ever move, you lose this bonus. This bonus may not rise above a number equal to one half the Axe of the Feral Gods' class levels, rounded up.


Luthic

Luthic
Vestige Level: 5th
Binding DC: 25
Special Requirements: Yes


Legend: Luthic is the consort of Gruumsh and mother of Bahgtru. She represents the subservience of orc femailes and is associated with fertility, healing, and caverns. Her clerics tend to the wounded from battles, care for children, and attend childbirths. It is her clergy which more than any other that ensures the continual survival of the orc species by ensuring a steady supply of young to replace the dying. She teaches that life springs from the earth and to the earth all must return. She also teaches that each orc must know their place in the grand workings of the tribe.

Special Requirements: You must place a bundle of protective herbs on the rune.

Manifestation: The herbs burns slowly, and the smoke reaches upward. It eventually condense into a sort of black liquid, and on the reflection of that, you can see a matronly orc, who holds a baby and a great club. Her features are fierce and wrathful.

Sign: Streaks of red appear all across your face, in strange patterns.

Influence: If you have the chance to heal or tend to an injured ally or comrade, you must take it.

Granted Abilities: Luthic grants you the natural abilities of a healer, and a mother.

Wisdom of the Matron Goddess: You gain a +2 bonus to Heal, Survival, and Diplomacy checks.

Heal the Wounds: You may heal one target with a touch. You may touch one target, and make a Heal check. You heal the target that much health, plus your Axe of the Feral Gods levels. After using this ability, you must wait 5 rounds before using it again.

Protect the Children: You may change to target one attack that is targeting an ally within 10 feet of you to yourself, as an immediate action, and by spending 3 rage points. You may only use this ability once every 2 rounds.


Sharagass

Sharagass
Vestige Level: 6th
Binding DC: 26
Special Requirements: Yes


Legend: Sharagass is the orc patron of silent death. A cruel and secretive deity, he is favored by those who work in the shadows, especially assassins and thieves. Clerics of Shargass are a secretive lot hiding themselves within the tribe to cull the weak with stealth and cunning. Orcs who live in the ever-present dark of Traykon's underworld revere him as their patron even above Gruumsh. A fact that angers the Orc-Father but there is little he can do without risking a war that could jeopardize his own power.

Special Requirements: You must have absolute silence within the area that the binding is to happen.

Manifestation: Shadows twist and swirl around the rune, and a twisted dagger rises from the center. In its reflection, you can see a pale orc, who appears to be spattered in blood. The knife flashes a blinding white, and then fades, both the shadows and the knife gone.

Sign: Shadows slightly swirl about your feet, especially so when you move.

Influence: When you are offered a wager or bet, you cannot back down from it, while under Sharagass’ influence.

Granted Abilities: Sharagass allows you to hide in the shadows, and kill from the darkness, as well as manipulate those who oppose you.

Silence of the Nightlord You gain a +2 bonus to Hide, Move Silently, Bluff, and Forgery checks.

Shadow of the Assassin: You may gain Hide In Plain Sight for 2 rounds, as a swift action. After this effect ends, you must wait 5 rounds before using it again.

Vital Spot: You gain +1d6 Sneak Attack damage per two levels in the Axe of the Feral Gods levels. So, for a level 7 Axe of the Feral Gods, he would have +3d6 Sneak Attack damage dice when he has Sharagass bound.


Yurtrus

Yurtrus
Vestige Level: 7th
Binding DC: 29
Special Requirements: Yes


Legend: Yurtrus represents the fearful and superstitious nature of orcs as the bringer of disease and misfortune. Yurtrus does not communicate with other deities or even with his own clerics and is feared rather than worshiped. Although few in numbers, clerics of Yurtrus act as mediators for their tribes to help appease the deity's wrath when pestilence strikes. His clergy also dispose of the dead, a duty which no other orcs will perform for fear of drawing Yurtrus' attention.

Special Requirements: You must place a small white clay replica of a hand inside the rune.

Manifestation: The hand shakes, and levitates up. It appears to be able to move, despite being clay, and creates an “o” with its thumb and forefinger, and a small mirror appears there. In it, you can see a completely white orc. He stands on a field of corpses, and is looking down. He looks up and you, and you can see his pupils are red.

Sign: A large white handprint appears on your face.

Influence: You may not leave a body unburied or left a lone; you must either bury it or do its final rights. If you do not have the time in your current location, you must take the corpse with you.

Granted Abilities: Yurtrus gives you powers of death and the knowledge of a necromancer.

Stop the Heart: As a touch attack, you make force an opponent to make a Fortitude save (DC 10 + Axe of Feral Gods levels + your Intelligence modifier), or take 3 Constitution damage. They take no damage on a successful save. You must pay 3 rage points in order to use this ability, and you must wait 5 rounds after using it before you are able to use it again.

Bleed: Any opponent that you hit with an attack when they are flatfooted or flanked takes a number of damage equal to your Intelligence modifier or 3, whichever is lower, the next round. Multiple hits in a round do not make the target take more damage.

Deathblow: You gain the Death Blow (Complete Adventurer) feat. You may not use this feat in order to qualify for feats and prestige classes.

Knowledge of the White Hand: You gain a +2 bonus to all Knowledge (Religion), and Craft (Poisonmaking) checks.


Gruumsh

Gruumsh
Vestige Level: 8th
Binding DC: 32
Special Requirements: Yes


Legend: As the father of orcs and the leader of the orcish pantheon, Gruumsh is a fearsome and terrible god. He exhorts his followers to great acts of savagery and bloodshed, teaching that only by taking what they want from those weaker than themselves may they prove their superiority above the other races. He calls no one friend who is not an orc and holds a special hatred for elves and especially Corellon Larethian for an ancient grudge. His preferred weapon is the Longspear.

Special Requirements: You must have torn out your eye at some point in your life, in service to Gruumsh. You must place a small figure of a longspear in the rune.

Manifestation: The longspear extends and loops around, in a huge circle. In the center of that circle, a huge eye appears. In the reflection of the eye, you can see a huge orc, who looks sidelong at you, and then disappears. The eye pops, and the longspear returns to its regular size.

Sign: You constantly bleed tears of blood from the eye that you have torn out.

Influence: If you have the chance to use intimidate against a helpless target who is aware of you, and able to be effected by the intimidate, you must do so.

Granted Abilities: Gruumsh gives you power against his foes, and non-orcs.

Eyes of the All-Seer: You gain See Invisibility as the spell as a swift action, with caster level equal to your hit dice, for 2 rounds, by spending 3 rage points as swift. After using this ability, you must wait 2 rounds before doing so again.

Smite the Infidels: You may make a melee attack against a non-orc and add your effective binder level to the attack and damage rolls, and you charisma modifier to the attack roll, as a standard action. You must wait 5 rounds after using this ability before using it again.

All-Father’s Fury: You gain a +3 sacred bonus to attack and damage rolls with weapons with “Orc” or “Orcish” in their titles, or that are of orcish manufacture, and Longspears.

Seek the Enemies: You gain a +2 bonus to Spot, Listen and Sense Motive checks.

Fear from the Watcher: You gain a +3 bonus to Intimidate checks against non-orcs, and a +2 bonus to Diplomacy with orcs.



Spell List


Bahgtru

1st—Enlarge Person, Divine Favor, Entangle, Jump, Magic Fang, and Endure Elements.
2nd—Bull’s Strength, Darkvision, Barkskin, Rage, Shatter, and Align Weapon.
3rd—Magic Vestment, Haste, Greater Magic Fang, Protection from Energy, and Invisibility Purge.
4th—Righteous Might, Mass Enlarge Person, Spell Immunity, and Song of Discord.


Ilneval

1st—Magic Weapon, Longstrider, True Strike, Divine Favor, Virtue, and Bane.
2nd—Spiritual Weapon, Cat’s Grace, Flame Blade, Blur, Heroism, and Alter Self.
3rd—Magic Vestment, Displacement, Blink, Keen Edge, Greater Magic Weapon, and Flame Arrow.
4th—Divine Power, Dimension Door, Weapon of the Deity (CDiv), and Prayer.


Luthic

1st—Cure Light Wounds, Bless, Remove Fear, Sanctuary, Shield of Faith, and Alarm.
2nd—Cure Medium Wounds, Shield Other, Lesser Restoration, Aid, Calm Emotions, and Delay Poison.
3rd—Cure Serious Wounds, Good Hope, Create Food and Water, Remove Disease, Prayer, and Protection from Energy.
4th—Cure Critical Wounds, Spell Immunity, Restoration, Detect Scrying, Leomund’s Secure Shelter, and Repel Vermin.


Sharagass

1st—Disguise Self, Comprehend Languages, Charm Person, Expeditious Retreat, Silent Image, and Sleep.
2nd—Invisibility, Alter Self, Fox’s Cunning, Darkness, Silence, and Blur.
3rd—Nondetection, Glibness, Crushing Despair, Blindness, Deafness, and Invisibility Sphere.
4th—Confusion, Freedom of Movement, Poison, Zone of Silence, Greater Invisibility, Tongues, and Hallucinatory Terrain.



Yurtrus

1st—Cause Fear, Doom, Detect Undead, Deathwatch, Hide from Undead, and Chill Touch.
2nd—Death Knell, Desecrate, Gentle Repose, Command Undead, and False Life.
3rd—Animate Dead, Bestow Curse, Speak with Death, Halt Undead, Vampiric Touch, and Contagion.
4th—Death Ward, Blight, Enervation, and Fear.


Gruumsh

1st—Inflict Light Wounds, Command, Protection from Good, Cause Fear, Summon Monster I, and Protection from Law.
2nd—Shatter, Bear’s Endurance, Undetectable Alignment, Scare, and Tasha’s Hideous Laughter.
3rd—Contagion, Suggestion, Hold Person, Magic Circle against Good, Magic Circle against Law, and Invisibility Purge.
4th—Inflict Critical Wounds, Dismissal, Dominate Person, Hold Monster, Fear, and Dominate Person.

Bhu
2010-09-30, 11:23 PM
Can I link to this?

unosarta
2010-10-01, 09:17 AM
Can I link to this?

I was planning on posting it up there, but if you want to, go ahead. The I pretty much have the aspect thingy done, I don't know what to do for Transcend (I was thinking become a sort of orcish paragon, including turning the Axe into an outsider that gives bonuses to all orcs within the area,) and the spell list won't be all that hard. But yes, if you want to, go ahead.

zagan
2010-10-01, 01:14 PM
Very impressive class, I'll comment more when it's finished but still very good work.

Aran Banks
2010-10-01, 01:45 PM
Axe of the Feral Gods... everyone will take Dragon. Change that totem ability.

unosarta
2010-10-01, 02:45 PM
Axe of the Feral Gods... everyone will take Dragon. Change that totem ability.

Hm. Maybe the bonus is to melee attack rolls? Also, I would like to make sure that you understand that the bonus is, at a maximum, +3, at 17 level. But yeah. I suppose it would be pretty good. I will change it.

Realms of Chaos
2010-10-01, 03:36 PM
Hmmm...
I'm going to echo one of the earlier comments and say that this rage doesn't seem particularly rage-ish.

You've claimed earlier that stopping spellcasting just seems odd to you. If this is the case, though, why even stop them from using intelligence- or charisma-based skills? Whether you view rage as a mad blindness that blocks out tactics or as a focusing force that makes one hyper-aware, at least 90% of rage distracts one from matters beyond the target of your agression. This is part of what categorizes rage as rage.

I'll grant you that a focused rage might allow a barbarian/wizard to continue casting magic missiles, mage armors, and such. On the other hand, the thought of a person in a degree of rage strong enough to empower their physical body being able to cast charm person, ventriloquism, or create food and drink kind of makes no sense regardless of what type of rage we are discussing here. Even if you don't ban spellcasting, you may want to restrict it somewhat so that things make sense.

On another note, regaining the ability to use Charisma- and Intelligence-based checks through selected abilities kind of removes the entire point of being a barbarian, doesn't it? Again, though combat bluffing (feinting), diplomacy, and knowledge checks to learn about your foes make sense, having the presence of mind to stop any sort of rage and start dancing via the perform skill is just kind of crazy. Without those vestigial "weaknesses", there is nothing that marks your character as a bad-tempered scout/PTSD soldier/normal barbarian/etc. rather than just some random strong guy.

In the end, the rage ability has apparently been demoted from some degree of fury inherent in the mechanics to a random self-buff that you could potentially role-play as being rage. Is there any reason for the move in this direction?

unosarta
2010-10-01, 06:51 PM
Hmmm...
I'm going to echo one of the earlier comments and say that this rage doesn't seem particularly rage-ish.
How so?


You've claimed earlier that stopping spellcasting just seems odd to you. If this is the case, though, why even stop them from using intelligence- or charisma-based skills? Whether you view rage as a mad blindness that blocks out tactics or as a focusing force that makes one hyper-aware, at least 90% of rage distracts one from matters beyond the target of your agression. This is part of what categorizes rage as rage.
Exactly what categorizes rage in a certain way? Is this personal opinion or actual fact? I understand where you are coming from, but it sounds a lot like personal opinion, which is great, and I really appreciate it, but not necessarily all terms of "rage" are the same. Let us consider the Dictionary.com definition:

http://dictionary.reference.com/browse/rage

[reyj] Show IPA
noun, verb, raged, rag·ing.
–noun
1.
angry fury; violent anger.
2.
a fit of violent anger.
3.
fury or violence of wind, waves, fire, disease, etc.
4.
violence of feeling, desire, or appetite: the rage of thirst.
5.
a violent desire or passion.
6.
ardor; fervor; enthusiasm: poetic rage.
7.
the object of widespread enthusiasm, as for being popular or fashionable: Raccoon coats were the rage on campus.
8.
Archaic . insanity.

Really, any of those definitions could fit this rage, as well as many others. Rage is not one definition of one single specific emotion, especially in this case, where it does not represent an actual "hate" or "anger" driven power, but something driven from many possible forms, that takes one single outlet. The Templar could have the #6 definition, or ardor or fervor against those who are evil, or he could have the #1 definition of anger or hate against evil. Both stem from different sources, but both mechanically are represented the same. I suppose that I could stop the spellcasting, but for me personally, the only way for it to make sense would be to stop prepared spellcasting, where one memorizes the actions and movements required in order to channel the energy properly and cast the spell. But what of spontaneous spellcasting? They do not memorize, or focus on the spell for it to happen. The magic is ingrained in their thoughts, their will, their very being. A spontaneous spellcasting doesn't just channel the power into some vessel in order to bring the spell forth; they channel their being. It just doesn't make sense to me that a prepared spellcaster and a spontaneous spellcaster both are unable to use their abilities, and just having one unable to use it doesn't necessarily make sense mechanically.


I'll grant you that a focused rage might allow a barbarian/wizard to continue casting magic missiles, mage armors, and such. On the other hand, the thought of a person in a degree of rage strong enough to empower their physical body being able to cast charm person, ventriloquism, or create food and drink kind of makes no sense regardless of what type of rage we are discussing here. Even if you don't ban spellcasting, you may want to restrict it somewhat so that things make sense.
Actually, this is a very good idea. One possible solution might be to only allow magic that damages or impairs an enemy.


On another note, regaining the ability to use Charisma- and Intelligence-based checks through selected abilities kind of removes the entire point of being a barbarian, doesn't it? Again, though combat bluffing (feinting), diplomacy, and knowledge checks to learn about your foes make sense, having the presence of mind to stop any sort of rage and start dancing via the perform skill is just kind of crazy. Without those vestigial "weaknesses", there is nothing that marks your character as a bad-tempered scout/PTSD soldier/normal barbarian/etc. rather than just some random strong guy.
The dance is just one kind of rage. The Bladedancer channels her anger, her ferocity into a dance of death, not even caring about who dies, or who is hurt, but simply using the dance as an outlet for her anger, her pain, and her frustration.

How exactly does the Barbarian represent anything other than just "Groc the superstrong guy who has an intelligence less than 6"? Honestly, the Charisma and Intelligence based skills removal is partially because, as you mentioned earlier, a lot of anger and pain does not allow for clear thinking; if we go by definition #1 of the above source. This is represented mechanically, and because those who are unused to their anger, or who do not understand its causes or stems, are not as able to function during it. For those who have learned how to deal with it, or who have learned what causes it, they are able to, through the use of the Rage abilities. Those who do not use the rage abilities show how they have not fully been able to understand the anger that flows through them, and unable to deal with the pain that comes from the anger. When they start becoming angry, they are unable to interact with those around them, unable to use logic; they become a furious killer, a veritable tempest of death. But they do not understand their anger, and probably never will. The prestige classes represent the Barbarian's ability to understand and channel their rage, either through their skin, against evil, through dance, against enemies of the moon, and through worship of the orcish gods, respectively; that is also why they are able to use charisma and intelligence based abilities, as a representation of that.


In the end, the rage ability has apparently been demoted from some degree of fury inherent in the mechanics to a random self-buff that you could potentially role-play as being rage. Is there any reason for the move in this direction?
In what way does the original portray this? How does being unable to use spontaneous spellcasting, invocations, or other spells make any sense? In what way has the rage ability been "demoted"? Originally, it portrayed little more than an idiotic warrior who got angry and then hit things. Now, it can represent far more characters, who are much more interesting. Is this a bad thing in your opinion?

All-in-all; thanks for the comments, they were very thought provoking, and I really appreciate it. :smallsmile:

Realms of Chaos
2010-10-01, 07:24 PM
To be honest, I kind of forgot about definition #6 up there. That said, every single other definition (except #7, which really isn't applicable here) is pretty darn distracting in some way or another. That said, 6 out of 8 definitions is alot so it was an honest mistake. :smalltongue:

I've grown used to "dumb blind rage" barbarian, I guess. Having played DnD for this long, I've come to corellate the two things and this may be the first barbarian fix I've seen that doesn't necessarily play up to this role.

In short, I don't really have a problem with a righteous templar using his fervor and righteous rage to attack opponents or anything like that. That said, it's just a bit disjarring to see such a versatile class labeled with the name barbarian and using an ability called rage. If the names had been different (if rage was renamed "fervor" or "ardor", for example), I would've given you the pat on the back that you deserve for this work from the get-go.

On that topic, terrific work. :smallbiggrin:

unosarta
2010-10-01, 07:56 PM
To be honest, I kind of forgot about definition #6 up there. That said, every single other definition (except #7, which really isn't applicable here) is pretty darn distracting in some way or another. That said, 6 out of 8 definitions is alot so it was an honest mistake. :smalltongue:
Well, I suppose.


I've grown used to "dumb blind rage" barbarian, I guess. Having played DnD for this long, I've come to corellate the two things and this may be the first barbarian fix I've seen that doesn't necessarily play up to this role.
Yeah, this is what I suspected to be a huge problem with it for a lot of people. And that is something I found startling and a little bit of caricaturizations of many barbarians, and it forces them to play one single roleplaying standpoint, which is honestly very annoying for me personally.


In short, I don't really have a problem with a righteous templar using his fervor and righteous rage to attack opponents or anything like that. That said, it's just a bit disjarring to see such a versatile class labeled with the name barbarian and using an ability called rage. If the names had been different (if rage was renamed "fervor" or "ardor", for example), I would've given you the pat on the back that you deserve for this work from the get-go.
Well, I suppose that not only is flavor mutable, but so are names, in effect. I chose Barbarian because there wasn't really any other precedent for such a character, and anything else I could think up seemed cheesy and pretty terrible. And rage only because that was the closest thing I could get to.


On that topic, terrific work. :smallbiggrin:
Thanks! :smallbiggrin:

Realms of Chaos
2010-10-01, 08:03 PM
D&D, though compatible with most settings, seems (imho) to have been built with a default setting of "Not-Europe". This is why almost all barbarians are type-cast, why a separate book was created for "oriental adventures", and why we possess a Knight base class (though most of us choose to ignore it :smallwink:)

unosarta
2010-10-01, 08:09 PM
D&D, though compatible with most settings, seems (imho) to have been built with a default setting of "Not-Europe". This is why almost all barbarians are type-cast, why a separate book was created for "oriental adventures", and why we possess a Knight base class (though most of us choose to ignore it :smallwink:)

Ugh, that is one of my biggest problems with D&D in general. A lot of the work done for 3.5 is brilliant, but only sans flavor, which should never have to be. Also, it is interesting to note that OA was never updated to 3.5. :smallsigh:

This is also why I love campaign settings that do not focus on "Not-Europe" sort of areas, like the VUACS "Hourglass of Zihaja". Altogether to few settings are actively arabian/desert type areas.

unosarta
2010-10-02, 12:15 AM
...And the Axe of the Feral Gods is completed, spell lists and all. Any comments are welcome. Up next, I am thinking a shapeshifting PrC, and then I need one for casting, and then necromancy, and the Bear Rager, and the Frenzied Berserker... I have my work cut out for me. :smalleek:

zagan
2010-10-02, 09:58 AM
Okay, time for Peaching.


Axe of the Feral Gods

-snip-

Very good image and the quote is very good


BECOMING AN AXE OF THE FERAL GODS
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +8
Skills: Knowledge (the Planes) 5 ranks, Intimidate 11 ranks
Race: Orc
Special: Rage Pool class feature; Ferocity and Vicious rage abilities; Able to Bind 2rd level vestiges

Seem logical.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (the Planes) (Int), 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).
Skills Points at Each Level: 4 + int

Niptick: the skill are not in alphabetical order and you have intimidate twice. Can you invest twice as many skill point ? :smalltongue:


-snip table-

Whoa, full bab, two good save, rage progression, binding progression and a little spellcasting. While it make perfect sense, this seem like a lot, remove a good save perhaps ?


Weapon Proficiencies: The Axe of the Primal Gods gains proficiency with all weapons with the word “Orc” or “Orcish” in their title, as well as one martial weapon of their choice. They do not gain proficiency with any armor or Shields.

-Giving proficiency in orc weapon make sense.

-Why one martial weapon ? As barbarian they are proficient with all of them already.


Bind the Gods (Ex): The Axe of the Primal Gods’ Binder levels, Barbarian levels, and Axe of the Primal Gods levels stack for determining the level at which the Axe of the Primal Gods gains new vestiges, and their effective binder levels.

-Niptick: generally it's called soul binding but okay.

-Does it also progress the binding check bonus as normal ?


Spellcasting: An Axe of the Feral Gods casts divine spells. Unlike most divine casters, he knows any spell that is on the spell list of his chosen deity of the day, and can cast any spell he knows spontaneously. His caster level is equal to his effective binder level.

To cast a spell, an Axe of the Feral Gods must have an ability score, depending on his chosen deity, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is (10 + the spell level + the Axe of the Feral Gods’s ability modifier).
The table for which god uses which ability score is as follows;

{table=head]God|Ability Score

Bahgtru|Strength

Ilneval|Dexterity

Luthic|Wisdom

Sharagass|Charisma

Yurtrus|Intelligence

Gruumsh|Constitution[/table]

Like other spellcasters, an Axe of the Feral Gods can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high pertinent ability score.

He must choose which god he represents at the beginning of the day, and his spell list changes to the spell list of the chosen god. He may choose any deity of the Orcish pantheon.

Using multiple ability score is a very original idea. It force you to invest in at least a 14 in all of them if you want acces to all the spell, a good limiter, I like it.


Bind Bahgtru (Ex): The Axe of the Primal Gods gains access to the Bahgtru vestige.

Rage Pool: The Silvershaft’s class levels and barbarian levels stack for determining:
The size of the Silvershaft's rage pool.
The rage points gained from Frenzied Strike.

Copy past error you reference the Silvershaft's Prc.


Totem (Su): Starting at level two, the Axe of the Feral Gods may draw a totem on the ground, channeling the power of his gods through it, empowering allies. He does so as a standard action, and he must spend 2 rage points in order to use this ability. The totem affects all allies within 30 feet. The totem lasts 5 rounds. Anyone may snuff the totem out by spending a standard action that provokes attacks of opportunity.

The Totem bonus is equal to the bonus on the class table.
{table=head]Totem Name|Totem Bonus

Wolf| +[Totem Bonus] to all opposed strength checks in order to trip an opponent.

Bear| +[Totem Bonus] to all opposed strength checks in order to start or maintain a grapple.

Panther|+[Totem Bonus] to Hide and Move Silently.

Horse|+([Totem Bonus]*5) to base land speed.

Fire|+[Totem Bonus] to damage rolls.

Water|+[Totem Bonus] to Escape Artist and Tumble checks.

Earth|+[Totem Bonus] to Constitution and Concentration checks.

Air|+[Totem Bonus] as a dodge bonus to Armor Class.

Monkey|+[Totem Bonus] to Climb and Sleight of Hand checks.

Unicorn|+[Totem Bonus] to Sense Motive and Diplomacy checks.

Dragon|+[Totem Bonus] to attack rolls.

Ox|+[Totem Bonus] to opposed strength checks as part of a bull rush attempt.[/table]

You may only know one totem at level 1. You learn an additional totem every two levels thereafter (two totems at level 3, 3 at level 5, 4 at level 7, and 5 at level 9). The totem affects all allies within 30 feet, as well as the Axe of the Feral Gods.

Nice ability, I'll agree with Aran you need to change Dragon, give the bonus to confirm crit instead ?


Bind Ilneval (Ex): Starting at third level, the Axe of the Primal Gods gains access to the Ilneval vestige.

Aspect (Ex): Starting at level four, the Axe of the Feral Gods gain benefits based on the god that he chooses to represent each day for spells.

Nice idea. let's see:



Bahgtru: +2 to Strength and Constitution. He gains the benefit of the power attack feat, and when he uses power attack, he may take an additional -2 penalty to the attack roll, and gain a +2 bonus to the damage.

Very good.


Ilneval: +2 to Strength and Dexterity. He may take an additional five foot step as a swift action.

Original.



Luthic: +2 to Wisdom and Constitution. He may heal an ally as a touch attack that is a swift action, healing them for a number of hit points equal to ½ his Wisdom modifier.

half wisdom ? That's pitiful even at will. Equal to wisdom instead ?

Also does it damage undead ?


Sharagass: +2 to Dexterity and Intelligence. He may add his Intelligence modifier to all attacks that are made against flanked or flatfooted opponents.

niptick: "to all attacks roll"


Yurtrus: +2 to Charisma and Intelligence. He may deal negative energy damage with a touch attack, as a swift action. It deals a number of negative energy damage equal to the Axe of the Feral Gods’ Charisma modifier.

Funny it mirror Luthic aspect but full modifier.

Does it heal undead ?



Gruumsh: +2 to Constitution and Charisma. He may instill fear in an opponent as a touch attack that uses a swift action. They must make a will save (DC 10 + Axe of the Feral Gods’ levels + Constitution modifier) or become frightened for 2 rounds. If they make the save, they are shaken for the same amount of time.

Very good that.

Also thanks for teaching me the intend command i didn't knew it.


Bind Luthic (Ex): Starting at level five, the Axe of the Primal Gods gains access to the Luthic vestige.

Bind Sharagass (Ex): Starting at level seven, the Axe of the Primal Gods gains access to the Sharagass vestige.

Bind Yurtrus (Ex): Starting at level nine, the Axe of the Primal Gods gains access to the Yurtrus vestige.

Bind Gruumsh (Ex): Starting at level ten, the Axe of the Primal Gods gains access to the Gruumsh vestige.

Transcend (Ex): Starting at level ten, the Axe of the Primal Gods transcends his mortality, and becomes the purest servant of his gods that he can be. He becomes an outsider with the native subtype. He gains all abilities and features associated with that type, but is resurrectable, and his soul can be brought back from the land of his gods.


Niptick; i'm not sure ressurectable is a word. :smallamused: look into the *gasp* monk capstone (well last ability anyway) for a good wording.



He grants all orcs the benefits of his totem ability constantly, but he must choose which totem, and can only have one totem active at a time. He must lay down an actual totem in order to allow other allies the benefit.

-All orc in the world/plane ! Wow that's a capstone ! :smallsmile:

-What type of action is need to change to totem chosen ?

-Can he draw a different totem than the one chosen for the orc for his allies and if so does he (and other orc) gain both benefit ?


Whenever he casts a spell that has a duration longer than instantaneous and is beneficial, he may share than spell with one orcish ally within 30 feet.

While the spell list is very limit (and we'll see when we get there) you might want to explain what you mean by beneficial.


All orcish allies within 30 feet gain the passive benefits of the Axe of the Primal Gods’ current orcish god vestige. If he does not have an orcish god bound to his vestige, they gain no benefit.

You need to define what are passive benefit, it seem clear but I personally always prefer to err on the side of caution with thing like that.

Now for the vestiges:

Vestiges

Bahgtru


Bahgtru
Vestige Level: 3th
Binding DC: 19
Special Requirements: Yes

Legend: Gruumsh's son is a the god of mindless brutality. Other deities think Bahgtru slow and stupid, an appellation that drives him into a fury but is none the less correct. Bahgtru values nothing more than pure physical might and distains anyone who he feels is weaker (which is just about everyone else). Despite his stupidity and general distain for others, Bahgtru is fanatically loyal to his father. By extension, he expects his clerics to follow the orders of their chieftains unquestioningly. This philosophy has earned him the position as the orcish god of loyalty as well as strength.

Special Requirements: You must place a small weight, similar in shape to an hourglass, in the center of the rune.

Manifestation: The small weight hovers, and then spins. It spins incredibly fast, and in the reflection, you can see a giant, burly orc, who has large red streaks painted on his face and on his forearms.

Sign: You gains streaks of a red substance upon your face, and as stripes all over your body. It does not wash off.

Influence: If you have a chance to prove your strength (if by a contest of arms, a chance to prove your ability in weight lifting, etc), you must take it.

Look fine.



Granted Abilities: Bahgtru grants you strength and determination enough to protect your people. He gives you strength in and out of battle, and the ability to fly into a rage.

Brutality of the God of Strength: You gain a +2 bonus to all damage rolls with weapons with the name “Orc” or “Orcish” in their title, as well as the spiked gauntlet.

Kay.


Fear the Arm: You gain a +2 bonus to all intimidate checks.

Cool



Bloodthirsty Rage: You may start a bloodthirsty rage, granting you a +4 bonus to Strength and Constitution, as well as a +2 bonus to all will saves, for a number of rounds equal to your modified Constitution modifier. After using this ability, you must wait 5 rounds, and you are fatigued for 3 of those rounds. Starting the rage is a move action.

Wording need work. "As a move action you may enter into a [....] once the rage end you are fatigued for 3 round and you must wait 5 rounds before using it again.


Battle Frenzy: You may make an additional attack on the end of a charge per 2 rage points spent, to a maximum of the number of attacks you gain through a high Base Attack Bonus. Using this ability is an immediate action.

Pounce costing you a few rage point okay.


Physical Might: You gain a +2 bonus to all Strength checks.

kay.


Ilneval


Ilneval
Vestige Level: 4th
Binding DC: 22
Special Requirements: Yes


Legend: As Gruumsh's chief lieutenant, Ilneval holds a prominent position in orcish life. Unlike Bahgtru, Ilneval teaches that strength is not only in the arm but in the mind as well. He is an ambitious deity with eyes for the throne of Gruumsh. Ilneval would never betray the orc race however, no matter how strong his ambition. When the chieftains call for war, it is the clerics of Ilneval who marshal the forces and lead the battles. His favored weapon is the Longsword.

Special Requirements: You must place a small talisman in the shape of a silver longsword in the center of the rune.

Manifestation: The longsword extends and grows, bleeding the silvery substance, and then morphs into the shape of a large orc. He seems wiry and strong, and he grins at you, his lips cracked and the scars on his face stretching.

Sign: Your face becomes lined with scars and cracks.

Influence: If you have a chance to protect your allies or any friendly orcs who are in harm, or who may soon become so, you must take it. It does not necessarily have to be combat related, but it probably might be.

Granted Abilities: Ilneval grants you grace and power in battle.

Cunning of the War God: You deal an extra +2 damage with all weapons with “Orc” or “Orcish” in their title, as well as with the longsword.

Same thing as Bahgtru, as untyped bonus it stack so you may want to add a type, as it come from "god" perhaps sacred ?


Grace: You gain a +2 bonus to all Balance and Tumble checks.

kay



Change the Flow: You gain the Improved Bullrush feat. You may not use this feat in order to qualify for other feats or classes.

Nice.



Whirlwind: You may attack all enemies within 10 feet as a full round action. You may only make one attack per enemy, and only eight attacks in total. After using this ability, you must wait 5 rounds before using it again.

Very good.



Stand the Tide: If you don’t move during a round, you gain a +1 bonus to all melee attack rolls. This bonus increases by +1 for each round you do not move. If you ever move, you lose this bonus.

No maximum ?


Luthic


Luthic
Vestige Level: 5th
Binding DC: 25
Special Requirements: Yes


Legend: Luthic is the consort of Gruumsh and mother of Bahgtru. She represents the subservience of orc femailes and is associated with fertility, healing, and caverns. Her clerics tend to the wounded from battles, care for children, and attend childbirths. It is her clergy which more than any other that ensures the continual survival of the orc species by ensuring a steady supply of young to replace the dying. She teaches that life springs from the earth and to the earth all must return. She also teaches that each orc must know their place in the grand workings of the tribe.

Special Requirements: You must place a bundle of protective herbs on the rune.

Manifestation: The herbs burns slowly, and the smoke reaches upward. It eventually condense into a sort of black liquid, and on the reflection of that, you can see a matronly orc, who holds a baby and a great club. Her features are fierce and wrathful.

Sign: Streaks of red appear all across your face, in strange patterns.

Influence: If you have the chance to heal or tend to an injured ally or comrade, you must take it.

Granted Abilities: Luthic grants you the natural abilities of a healer, and a mother.

Wisdom of the Matron Goddess: You gain a +2 bonus to Heal and Survival checks.

Speak to the Outsiders: You gain a +2 bonus to all Diplomacy checks.

You may want to fuse those two ability.


Heal the Wounds: You may heal one target with a touch. You may touch one target, and make a Heal check. You heal the target that much health, plus your Axe of the Feral Gods levels. After using this ability, you must wait 5 rounds before using it again.

Remind me of buer, but nice.



Protect the Children: You may change to target one attack that is targeting an ally within 10 feet of you to yourself, as an immediate action, and by spending 3 rage points. You may only use this ability once every 3 rounds.

Nice but why once every 3 round ?


Sharagass


Sharagass
Vestige Level: 6th
Binding DC: 26
Special Requirements: Yes

Legend: Sharagass is the orc patron of silent death. A cruel and secretive deity, he is favored by those who work in the shadows, especially assassins and thieves. Clerics of Shargass are a secretive lot hiding themselves within the tribe to cull the weak with stealth and cunning. Orcs who live in the ever-present dark of Traykon's underworld revere him as their patron even above Gruumsh. A fact that angers the Orc-Father but there is little he can do without risking a war that could jeopardize his own power.

Special Requirements: You must have absolute silence within the area that the binding is to happen.

Manifestation: Shadows twist and swirl around the rune, and a twisted dagger rises from the center. In its reflection, you can see a pale orc, who appears to be spattered in blood. The knife flashes a blinding white, and then fades, both the shadows and the knife gone.

Sign: Shadows slightly swirl about your feet, especially so when you move.

Influence: When you are offered a wager or bet, you cannot back down from it, while under Sharagass’ influence.

Granted Abilities: Sharagass allows you to hide in the shadows, and kill from the darkness, as well as manipulate those who oppose you.

Silence of the Nightlord You gain a +2 bonus to Hide and Move Silently checks.

Dark One’s Lies: You gain a +2 bonus to all bluff checks.

Again fusing those ability seem logical.


Shadow of the Assassin: You gain Hide In Plain Sight for 2 rounds. After this effect ends, you must wait 5 rounds before using it again.

Do you need an action to gain it.


Games of the Underworld: You gain a +2 bonus to all Sleight of Hand and Forgery checks.

Another bonus to skill ? Making three ability just for that it's just stretching the abilities description.


Vital Spot: You gain +1d6 Sneak Attack damage per two levels in the Axe of the Feral Gods levels. So, for a level 7 Axe of the Feral Gods, he would have +3d6 Sneak Attack damage dice when he has Sharagass bound.

This one is good.


Yurtrus


Yurtrus
Vestige Level: 7th
Binding DC: 29
Special Requirements: Yes

Legend: Yurtrus represents the fearful and superstitious nature of orcs as the bringer of disease and misfortune. Yurtrus does not communicate with other deities or even with his own clerics and is feared rather than worshiped. Although few in numbers, clerics of Yurtrus act as mediators for their tribes to help appease the deity's wrath when pestilence strikes. His clergy also dispose of the dead, a duty which no other orcs will perform for fear of drawing Yurtrus' attention.

Special Requirements: You must place a small white clay replica of a hand inside the rune.

Manifestation: The hand shakes, and levitates up. It appears to be able to move, despite being clay, and creates an “o” with its thumb and forefinger, and a small mirror appears there. In it, you can see a completely white orc. He stands on a field of corpses, and is looking down. He looks up and you, and you can see his pupils are red.

Sign: A large white handprint appears on your face.

Influence: You may not leave a body unburied or left a lone; you must either bury it or do its final rights. If you do not have the time in your current location, you must take the corpse with you.

Granted Abilities: Yurtrus gives you powers of death and the knowledge of a necromancer.

Stop the Heart: As a touch attack, you make force an opponent to make a Fortitude save (DC 10 + Axe of Feral Gods levels + your Intelligence modifier), or take 3 Constitution damage. They take no damage on a successful save. You must pay 3 rage points in order to use this ability, and you must wait 5 rounds after using it before you are able to use it again.

Nice this one.



Bleed: Any opponent that you hit with an attack when they are flatfooted or flanked takes a number of damage equal to your Intelligence modifier or 3, whichever is lower, the next round. Multiple hits in a round do not make the target take more damage.

Original.



Deathblow: You gain the Death Blow (Complete Adventurer) feat. You may not use this feat in order to qualify for feats and prestige classes.

Fitting.


Knowledge of the White Hand: You gain a +2 bonus to all Knowledge (Religion), and Craft (Poisonmaking) checks.

kay.


Gruumsh


Gruumsh
Vestige Level: 8th
Binding DC: 32
Special Requirements: Yes

Legend: As the father of orcs and the leader of the orcish pantheon, Gruumsh is a fearsome and terrible god. He exhorts his followers to great acts of savagery and bloodshed, teaching that only by taking what they want from those weaker than themselves may they prove their superiority above the other races. He calls no one friend who is not an orc and holds a special hatred for elves and especially Corellon Larethian for an ancient grudge. His preferred weapon is the Longspear.

Special Requirements: You must have torn out your eye at some point in your life, in service to Gruumsh. You must place a small figure of a longspear in the rune.

Manifestation: The longspear extends and loops around, in a huge circle. In the center of that circle, a huge eye appears. In the reflection of the eye, you can see a huge orc, who looks sidelong at you, and then disappears. The eye pops, and the longspear returns to its regular size.

Sign: You constantly bleed tears of blood from the eye that you have torn out.

Influence: If you have the chance to use intimidate against a helpless target who is aware of you, and able to be effected by the intimidate, you must do so.

Granted Abilities: Gruumsh gives you power against his foes, and non-orcs.

Eyes of the All-Seer: You gain See Invisibility as the spell, with caster level equal to your hit dice, for 2 rounds, by spending 3 rage points as swift. After using this ability, you must wait 2 rounds before doing so again.

"as a swift action" otherwise nice.


Smite the Infidels: You may make a melee attack against a non-orc and add your effective binder level to the attack and damage rolls, and you charisma to the attack roll, as a standard action. You must wait 5 rounds after using this ability before using it again.

"charisma modifier"


All-Father’s Fury: You gain a +3 competency bonus to attack and damage rolls with weapons with “Orc” or “Orcish” in their titles, or that are of orcish manufacture, and Longspears.

again adding a type so it doesn't stack with the other orc vestige would be good.


Seek the Enemies: You gain a +2 bonus to Spot, Listen and Sense Motive checks.

Kay.



Fear from the Watcher: You gain a +3 bonus to Intimidate checks against non-orcs, and a +2 bonus to Diplomacy with orcs.

Fine.



Spell List


Bahgtru

1st—Enlarge Person, Divine Favor, Entangle, Jump, Magic Fang, and Endure Elements.
2nd—Bull’s Strength, Darkvision, Barkskin, Rage, Shatter, and Align Weapon.
3rd—Magic Vestment, Haste, Greater Magic Fang, Protection from Energy, and Invisibility Purge.
4th—Righteous Might, Mass Enlarge Person, Spell Immunity, and Song of Discord.


Ilneval

1st—Magic Weapon, Longstrider, True Strike, Divine Favor, Virtue, and Bane.
2nd—Spiritual Weapon, Cat’s Grace, Flame Blade, Blur, Heroism, and Alter Self.
3rd—Magic Vestment, Displacement, Blink, Keen Edge, Greater Magic Weapon, and Flame Arrow.
4th—Divine Power, Dimension Door, Weapon of the Deity (CDiv), and Prayer.


Luthic

1st—Cure Light Wounds, Bless, Remove Fear, Sanctuary, Shield of Faith, and Alarm.
2nd—Cure Medium Wounds, Shield Other, Lesser Restoration, Aid, Calm Emotions, and Delay Poison.
3rd—Cure Serious Wounds, Good Hope, Create Food and Water, Remove Disease, Prayer, and Protection from Energy.
4th—Cure Critical Wounds, Spell Immunity, Restoration, Detect Scrying, Leomund’s Secure Shelter, and Repel Vermin.


Sharagass

1st—Disguise Self, Comprehend Languages, Charm Person, Expeditious Retreat, Silent Image, and Sleep.
2nd—Invisibility, Alter Self, Fox’s Cunning, Darkness, Silence, and Blur.
3rd—Nondetection, Glibness, Crushing Despair, Blindness, Deafness, and Invisibility Sphere.
4th—Confusion, Freedom of Movement, Poison, Zone of Silence, Greater Invisibility, Tongues, and Hallucinatory Terrain.



Yurtrus

1st—Cause Fear, Doom, Detect Undead, Deathwatch, Hide from Undead, and Chill Touch.
2nd—Death Knell, Desecrate, Gentle Repose, Command Undead, and False Life.
3rd—Animate Dead, Bestow Curse, Speak with Death, Halt Undead, Vampiric Touch, and Contagion.
4th—Death Ward, Blight, Enervation, and Fear.


Gruumsh

1st—Inflict Light Wounds, Command, Protection from Good, Cause Fear, Summon Monster I, and Protection from Law.
2nd—Shatter, Bear’s Endurance, Undetectable Alignment, Scare, and Tasha’s Hideous Laughter.
3rd—Contagion, Suggestion, Hold Person, Magic Circle against Good, Magic Circle against Law, and Invisibility Purge.
4th—Inflict Critical Wounds, Dismissal, Dominate Person, Hold Monster, Fear, and Dominate Person.

I've taken a quick look at the list and they seem to be fine.

Conclusions, I think that the class is very strong.
You got a combinaison of Binder (tier 3), your barbarian (~tier 3 ?) you add a little versatility with the spell, support for ally with the totem so that's more versatility, all that in a good chasis (full bab, two good save, d8 and 4 skill point per level). The result is very strong, not really too strong but if your an orc barbarian a one level dip into binder, with improve binding and you gain a lot by entering the Prc. Still i like the idea.

unosarta
2010-10-02, 02:18 PM
Niptick: the skill are not in alphabetical order and you have intimidate twice. Can you invest twice as many skill point ? :smalltongue:
Hurgh, copy & paste is not my friend. Shall be fixed.


Whoa, full bab, two good save, rage progression, binding progression and a little spellcasting. While it make perfect sense, this seem like a lot, remove a good save perhaps ?
Yeah, the full BAB is actually a remnant of when I was first doing it and it was more of a martial PrC. Actually, yeah, the good Fortitude progression doesn't make all that much sense in context.


-Why one martial weapon ? As barbarian they are proficient with all of them already.
Yeah, another remnant of the martial PrC. I will remove it.


-Niptick: generally it's called soul binding but okay.
Well, I don't really care about the precedent in this case, since I am trying to differentiate it from other Binding PrCs, kind of.


-Does it also progress the binding check bonus as normal ?
Actually, effective binder level is the modifier for the check. The check is 1d20+Effective Binder Level+Charisma modifier. So, it is intrinsically adding to the check.


Copy past error you reference the Silvershaft's Prc.
Copypaste, what have I ever done to you, to deserve this kind of betrayel? :smallmad:



Nice ability, I'll agree with Aran you need to change Dragon, give the bonus to confirm crit instead ?
That isn't a bad idea. But I wonder, why exactly is it so powerful?


half wisdom ? That's pitiful even at will. Equal to wisdom instead ?
Well, I kind of wanted to limit the healing. I guess, since it costs a swift action, I could up the healing.


Also does it damage undead ?
Well, the default for positive energy and healing is yes, however, because Luthic doesn't really use positive energy, instead requiring more mundane methods of healing, this is not positive energy, just healing. So no, it doesn't damage undead. I will add that into the description.


niptick: "to all attacks roll"
Actually, I meant that to be damage, but attack roll might make more sense, in this case.


Funny it mirror Luthic aspect but full modifier.
Well, unlimited damage is certainly not as powerful as unlimited healing.


Does it heal undead ?
Well, it is the default of negative energy. So, yeah.


Also thanks for teaching me the intend command i didn't knew it.
Very useful. :smallbiggrin:


Niptick; i'm not sure ressurectable is a word. :smallamused: look into the *gasp* monk capstone (well last ability anyway) for a good wording.
I guess.



-All orc in the world/plane ! Wow that's a capstone ! :smallsmile:
Hehe, errors abound.


-What type of action is need to change to totem chosen ?
Swift. Will be added in.


-Can he draw a different totem than the one chosen for the orc for his allies and if so does he (and other orc) gain both benefit ?
They do not gain the new benefit. I will add it in.


While the spell list is very limit (and we'll see when we get there) you might want to explain what you mean by beneficial.
Huh. You would think that WotC would have defined it somewhere. Well, my definition is anything that does not prevent or cause the target to be less able to do, an action or actions. HP damage makes the target less able to be alive after taking more damage (technically, it could be counted as a cumulative penalty, if you were to count it as a penalty). I will add that in.


You need to define what are passive benefit, it seem clear but I personally always prefer to err on the side of caution with thing like that.
Anything that does not require an action in order to activate or use. I will add it in.

Vestiges
Bahgtru

Wording need work. "As a move action you may enter into a [....] once the rage end you are fatigued for 3 round and you must wait 5 rounds before using it again.
Urgh, the writing of my version looks like it was written by drunken monkies. :smallsigh:

I will use your wording, thanks.


Ilneval


Same thing as Bahgtru, as untyped bonus it stack so you may want to add a type, as it come from "god" perhaps sacred ?
Sacred sounds good.


No maximum ?
Hm. Maybe 1/2 Axe of the Feral Gods levels, rounded up?


Luthic


You may want to fuse those two ability.
I guess. I kind of kept the skill bonuses separate based on their theme, but I could fuse them together.


Nice but why once every 3 round ?
I wanted to keep a cap on it. What would you suggest?


Sharagass


Again fusing those ability seem logical.
OK.


Do you need an action to gain it.
Swift. Will be added in.


Another bonus to skill ? Making three ability just for that it's just stretching the abilities description.
Fine, I can change it.


Gruumsh


"as a swift action" otherwise nice.
OK, thanks.


"charisma modifier"
:smallsigh:
Unosarta fails again.


again adding a type so it doesn't stack with the other orc vestige would be good.
Wait, you can bind more than one vestige at a time? I must not have read ToM enough, I don't remember that. But yeah, that seems like a good idea.




Conclusions, I think that the class is very strong.
You got a combinaison of Binder (tier 3), your barbarian (~tier 3 ?) you add a little versatility with the spell, support for ally with the totem so that's more versatility, all that in a good chasis (full bab, two good save, d8 and 4 skill point per level). The result is very strong, not really too strong but if your an orc barbarian a one level dip into binder, with improve binding and you gain a lot by entering the Prc. Still i like the idea.

Hm. Maybe I should bump up the requirements to 3rd level vestiges? Also, most other points are all valid, and the saves have been changed. Maybe I shouldn't progress the vestiges they would get from regular levels of binder? How does that sound?

zagan
2010-10-02, 03:11 PM
Actually, effective binder level is the modifier for the check. The check is 1d20+Effective Binder Level+Charisma modifier. So, it is intrinsically adding to the check.

Didn't remember that.


That isn't a bad idea. But I wonder, why exactly is it so powerful?

Because straight untyped bonus to attack roll are kinda rare and because you grant it to all ally in the radius, a class that grant bonus in an area, the marshal only grant the bonus to melee or ranged attack not both, (okay it's a pretty poor class but still.)



Well, I kind of wanted to limit the healing. I guess, since it costs a swift action, I could up the healing.

In combat healing need to be huge and/or not consume a "big action" to be worthwile. As a swift action healing for wis mod seem perfectly alright. mostly to stabilize an ally or to survive a little longer as a swift action it's fine.



Ilneval

Hm. Maybe 1/2 Axe of the Feral Gods levels, rounded up?

Yeah that work.



Luthic

I guess. I kind of kept the skill bonuses separate based on their theme, but I could fuse them together.

Well yeah but present like that it look like you didn't have any new idea for ability so instead of listing all the skill together you separate them to make it look like the vestige grant more abilities.



I wanted to keep a cap on it. What would you suggest?

As standard for vestiges 5 rounds ?


Gruumsh

Wait, you can bind more than one vestige at a time? I must not have read ToM enough, I don't remember that. But yeah, that seems like a good idea.

Well yeah up to four.


Hm. Maybe I should bump up the requirements to 3rd level vestiges? Also, most other points are all valid, and the saves have been changed. Maybe I shouldn't progress the vestiges they would get from regular levels of binder? How does that sound?

It could work yes, you sacrifice at least 3 level in binder that way.

But I have another idea (I wanted to keep it for my own Prc but I'm so busy with my current idea and all the other that it will be awhile before I can use it., so feel free to do so.)

So you remove from the prereq the need for binder level and the Prc grant the soul binding class feature but you can only bind "orc god vestige" either only one, the one that grant you your spell for the day and in that case you can up the power fo the vestige or up to 3 (2?) One at first, a second at 5 and a third at 10. One of them must be the one that grant you, your spell and any other. With that option you don't need to change the vestige power

It's original because no official Prc grant the soulbinding class feature, and no homebrew I know off and it fit the theme better after all why would orc, particulary one so link the orcish pantheon, botter binding non-orcish vestiges ?

Just my 2 cents.

unosarta
2010-10-02, 03:46 PM
Because straight untyped bonus to attack roll are kinda rare and because you grant it to all ally in the radius, a class that grant bonus in an area, the marshal only grant the bonus to melee or ranged attack not both, (okay it's a pretty poor class but still.)
Yeah, I can see that. I changed it according to your suggestion.



In combat healing need to be huge and/or not consume a "big action" to be worthwile. As a swift action healing for wis mod seem perfectly alright. mostly to stabilize an ally or to survive a little longer as a swift action it's fine.
It has been changed.



Well yeah but present like that it look like you didn't have any new idea for ability so instead of listing all the skill together you separate them to make it look like the vestige grant more abilities.
Well, they have all been conglomerated. And yeah, I could see how people would see that.



As standard for vestiges 5 rounds.
That seems decent. Alternatively, if that is too long, would only once per round work?



It could work yes, you sacrifice at least 3 level in binder that way.

But I have another idea (I wanted to keep it for my own Prc but I'm so busy with my current idea and all the other that it will be awhile before I can use it., so feel free to do so.)

So you remove from the prereq the need for binder level and the Prc grant the soul binding class feature but you can only bind "orc god vestige" either only one, the one that grant you your spell for the day and in that case you can up the power fo the vestige or up to 3 (2?) One at first, a second at 5 and a third at 10. One of them must be the one that grant you, your spell and any other. With that option you don't need to change the vestige power

It's original because no official Prc grant the soulbinding class feature, and no homebrew I know off and it fit the theme better after all why would orc, particulary one so link the orcish pantheon, botter binding non-orcish vestiges ?

Just my 2 cents.
This is actually a really cool idea. And just because I use it does not mean that you can't use it. Although, if I do add it, I wonder how the Barbarian will get the ranks in Knowledge (the Planes). But still, I will ruminate on this, and hopefully add it in.

zagan
2010-10-02, 03:59 PM
This is actually a really cool idea. And just because I use it does not mean that you can't use it. Although, if I do add it, I wonder how the Barbarian will get the ranks in Knowledge (the Planes). But still, I will ruminate on this, and hopefully add it in.

Oh, i still intend to use it, eventually. (I'm still working on 2nd level vestige stats)

As for the rank well cross class like everyone else, or invest a feat in knowledge devotion or education. I think it represent well the study of the god secret.

unosarta
2010-10-02, 04:04 PM
Oh, i still intend to use it, eventually. (I'm still working on 2nd level vestige stats)

As for the rank well cross class like everyone else, or invest a feat in knowledge devotion or education. I think it represent well the study of the god secret.

I like this. A lot. :smallbiggrin:

[Edit]: Everything is up, including Zagan's idea. Any comments?

unosarta
2010-10-09, 09:16 AM
Shifter

http://fc08.deviantart.net/fs40/f/2009/037/6/5/657bc766c687ce4c4cfb5321f7a62f24.jpg

”Become one. Nature brings together, calms and collects those who are separate. We fear those who are different, and cannot become. Remove the fear, and you will find yourself.” Kistram S’Rotea, Shifter.

A Shifter is a shapeshifting person that channels their rage and anger into their own physical form, allowing them to take on aspects of animals and beasts. They can connect deeply with animals and those in nature, but find it very hard to connect with others and empathize, thusly they are often seen as cold and heartless.

BECOMING A SHIFTER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +8
Skills: Survival 11 ranks, Knowledge (Nature) 11 ranks
Feats: Track
Special: Rage Pool class feature

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
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|
+0|
+2|
+0| Rage Pool, Shift, Shift Ability

2nd|
+2|
+0|
+3|
+0| Shift Ability

3rd|
+3|
+1|
+3|
+1| Evershifting, Shift Ability

4th|
+4|
+1|
+4|
+1| Shift Ability

5th|
+5|
+1|
+4|
+1| Shifting Size (Increased Size Category), Shift Ability

6th|
+6/+1|
+2|
+5|
+2| Shift Ability

7th|
+7/+2|
+2|
+5|
+2| Shifting Size (Decreased Size Category), Shift Ability

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

9th|
+9/+4|
+3|
+6|
+3| Shifting Size (Increased Size Category), Shift Ability

10th|
+10/+5|
+3|
+7|
+3| Shift Ability, Animistic Apotheosis[/table]

Weapon Proficiencies: The Shifter gains no proficiencies with weapons or armor, but he is proficient with any natural attacks he gains from his Shift, or Shift Abilities.

Rage Pool: The Shifter’s class levels and barbarian levels stack for determining:
The size of the Shifter's rage pool.
The rage points gained from Frenzied Strike.
Rage Abilities.

Shift (Ex): The Shifter may start a shift as a swift action, by spending a number of rage points equal to his Shifter levels divided by two, rounded up. While in a shift, the Shifter must choose which form to take, from the following. If the form you are in has natural weapons not gained from Shift abilities, then you cannot use manufactured weapons.


Predator: You gain a +6 enhancement bonus to Strength and a +4 enhancement bonus to Dexterity, a +4 bonus to natural armor. You gain a Bite attack, which deals 1d6 damage, plus your Strength modifier. The damage of the bite attack progresses based on size, as per the normal weapon sizing table (http://www.d20srd.org/srd/equipment/weapons). Your base land speed becomes 50 feet. If your normal base land speed is higher than 50 feet, use the larger base land speed. You take a -2 penalty to all spot and listen checks.

Prey: You gain a +6 enhancement bonus to Wisdom and a +4 enhancement bonus to dexterity, a +3 dodge bonus to your armor class, a +2 bonus to spot and listen checks. Your base land speed becomes 60 feet. If you have a base land speed higher than 60 feet, use the larger base land speed. You take a -2 penalty to all saves against fear effects.

Hunter: You gain a +6 enhancement bonus to Dexterity and a +4 enhancement bonus to Wisdom, and a +4 bonus to survival. You deal an extra 3 damage with all Natural Attacks. you take a -2 penalty to all fortitude saves. Your base land speed becomes 50 feet. If your base land speed is faster than 50 feet, use the larger base land speed.

Ferocious: You gain a +6 enhancement bonus to Constitution and a +4 enhancement bonus to Strength. You gain two claw attacks that deal 1d4 damage, plus one half your strength modifier. The damage of the claw attacks progresses based on size, as per the normal weapon sizing table (http://www.d20srd.org/srd/equipment/weapons). You gain a +2 bonus to all Strength checks. You take a -2 penalty to Escape Artist checks and Reflex saves.

Quadruped: You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). You gain a +6 enhancement bonus to Strength, and a +4 enhancement bonus to Dexterity. Your base land speed becomes 80 feet. If your base land speed is higher than 80 feet, use the larger base land speed.

Aerial: You gain a +6 enhancement bonus to Dexterity, and a +4 enhancement bonus to Strength. You gain a primary talon attack, which deals 1d6 damage, plus your strength modifier. The damage of the talon attack progresses based on size, as per the normal weapon sizing table (http://www.d20srd.org/srd/equipment/weapons). Your natural armor bonus increases by 2, and you gain a fly speed of 40 feet. You gain a +2 bonus to Reflex saves.

The Shifter can only be in one form at a time. They must spend one rage point per round while in a Shift, or the Shift immediately ends. After the Shift ends, the Shifter is fatigued for 1d4 rounds, and cannot start another Shift while fatigued.

Shift Ability: At every level described in the table, the Shifter gains an additional Shift ability (see: Shift Abilities). He must meet all prerequisites for the Shift Abilities.

Evershifting (Ex): Starting at level three, the Shifter can spend one rage point as a full-round action that provokes attacks of opportunity, in order to remove any effect of the transmutation school from his person. He may only remove one effect in this way. At fourth level it takes a standard action that provoke an attack of opportunity. At seventh level it takes a move action that provokes an attack of opportunity. At tenth level, it takes a swift action, and no longer provokes an attack of opportunity.

Shifting Size (Ex): Starting at level five, the Shifter’s size during a shift can change. At the start of the Shift, the Shifter must choose whether his size increases by one, decreases by one, or stays the same. He cannot change this choice after starting the Shift. He gains all the benefits and penalties for being that size. Starting at seventh level, the Shifter can choose whether to be two size category smaller, and can choose to be two size categories larger at ninth level. This stacks with any size increases during a shift from Shift abilities, but does not stack with any other size category enhancers.

Animistic Apotheosis (Ex): Starting at tenth level, when you enter a shift, you gain the abilities and bonuses of two different forms, rather than one. The enhancement bonuses to ability scores stack, and you gain all attacks and features of both, as well as the penalties. During a shift, the Shifter gains the benefits of all Shift abilities, regardless of a form that they require.


Shift Abilities
A shift ability only occurs during an actual shift. Certain shift abilities have a form requirement, e.g. that you must be in Hunter. This means that you must be in Hunter form in order to gain the benefits of the Shift ability. Shift abilities with multiple form requirements means that they can be used in those forms.


Scent
Prerequisites: Hunter
Benefit: While shifted, you gain the scent ability, as well as a bonus to all survival checks in order to track someone equal to your Shifter levels.


Bloodsense
Prerequisites: Predator/Hunter
Benefit: You gain a bonus equal to your level in order to track anyone who has taken enough hit point damage that they are below half of their normal hit points. You may use this ability even when not in a shift. If they are healed above half of their hit points, you still gain this bonus for one minute after they receive the healing.


Pounce
Prerequisites: Predator/Ferocity/Quadruped
Benefit: While shifted, you gain the pounce special ability.


Gore
Prerequisites: Ferocity/Hunter/Quadruped
Benefit: While shifted, you gain a primary gore attack, which deals 1d8 damage, plus your strength modifier.


Swallow Whole
Prerequisites: Predator/Ferocity, Improved Grab
Benefit: While shifted, you gain the swallow whole ability.


Improved Grapple
Prerequisites: Ferocity/Predator
Benefit: During a shift, you gain the Improved Grapple feat. You do not have to meet the prerequisites for it, and you cannot use it in order to qualify for any feats or prestige classes.


Improved Grab
Prerequisites: Ferocity/Predator, Improved Grapple
Benefit: During a shift, if you hit with a natural attack, you may start a grapple attempt as a free action.


Out of Danger
Prerequisites: Prey
Benefit: During a shift, if you are attacked, you may make a Tumble check, with a DC equal to the attack roll, as an immediate action. If you succeed, the attack fails.


Charge
Prerequisites: Quadruped/Predator/Hunter
Benefit: During a shift, you deal an extra 1d4 damage per two shifter levels on and attack or attacks made at the end of a charge.


Darkvision
Prerequisites: Prey/Hunter/Aerial
Benefit: During a Shift, you gain Darkvision out to a number of feet equal to five times your Shifter levels.


Overrun
Prerequisites: Quadruped/Ferocity
Benefit: During a shift, if you make an Overrun attempt, you do not provoke attacks of opportunity from that opponent, and they may not choose to avoid the Overrun. If you successfully manage to knock an opponent prone, you may make a single attack against that opponent.


Fangs
Prerequisites: Ferocity/Quadruped/Aerial/Hunter
Benefit: During a shift, you gain a secondary bite attack that deals 1d8 damage, plus your strength modifier.


Poison
Prerequisites: Ferocity/Aerial/Predator, alternatively, alternatively Fangs (If you have fangs, the poison manifests in that form as well)
Benefit: During a shift, any time you make a natural attack against an opponent that deals slashing or piercing damage, that opponent must make a fortitude save (DC 10 + ½ Shifter levels + Constitution modifier), or take 2 initial Constitution, Strength or Dexterity damage, and then must make that save again after one minute or take another two points of ability damage to the same score. After using this ability, you must wait three rounds before using it again.


Shred
Prerequisites: Ferocity, or you must have at least two claw attacks in a form
Benefit: During a Shift, you may attack an opponent you have grappled as a swift action with both claws, gaining a bonus to the attack rolls equal to one half of your Shifter levels.


Aquatic
Prerequisites: Prey/Predator/Quadruped
Benefits: While shifted, you can breathe water and you gain a swim speed equal to your base land speed.


Brachiation
Prerequisites: Hunter/Prey
Benefits: While shifted, you gain a Climb speed equal to your base land speed.


Sharp Sight
Prerequisites: Prey/Quadruped/Aerial
Benefits: While shifted, you gain a bonus to all spot checks equal to your shifter levels.


Hard Skin
Prerequisites: Prey/Ferocity
Benefits: During a shift, you gain a bonus to your natural armor equal to one half your shifter levels.


Shell
Prerequisites: Prey/Quadruped
Benefits: during a shift, you gain DR/-- equal to one half your shifter levels.


Sting
Prerequisites: Predator/Ferocity
Benefits: During a shift, you gain a secondary sting attack, which deals 1d6 damage, plus your strength modifier.


Tentacle
Prerequisites: Aquatic, Predator/Ferocity
Benefits: During a shift, you gain a secondary tentacle attack, which deals 1d8 damage plus your strength modifier. If you hit with the tentacle attack, you may immediately start a grapple as a swift action.


Slime
Prerequisites: Prey
Benefits: During a shift, you gain a bonus to Escape Artist checks equal to one half your shifter levels.


Blood Drink
Prerequisites: Predator/Hunter/Aerial
Benefits: While shifted, you gain a primary bite attack. Whenever you deal damage with this bite attack, you may deal 2 points of constitution damage. You heal a number of hit points equal to your shifter levels, if you deal constitution damage. Creatures immune to critical hits are immune to this attack. You may only use this attack once per round.


Strength of Beasts
Prerequisites: Predator/Hunter/Ferocity
Benefits: During a shift, you gain an extra +4 bonus to strength.


Swimming
Prerequisites: Predator/Hunter/Prey/Ferocity
Benefits: During a shift, you may add your shifter level as a bonus to all swim checks.


Able Hearing
Prerequisites: Prey/Hunter/Aerial
Benefits: During a shift, you may add your shifter level as a bonus to all Listen checks.


Grace
Prerequisites: Prey/Hunter/Aerial
Benefits: During a shift, you gain an additional +4 bonus to Dexterity.


Fortitude
Prerequisites: Predator/Quadruped/Ferocity
Benefits: During a shift, you gain an additional +4 bonus to Constitution.


Jumping
Prerequisites: Prey/Predator/Hunter
Benefits: During a shift, you may add your shifter levels as a bonus to all jump checks.


Camouflage
Prerequisites: Prey/Hunter
Benefits: While in a shift, you gain Hide-In-Plain-Sight, and you may add your shifter level as a bonus to all Hide checks.


Strong Bite
Prerequisites: Predator, or Bite attack
Benefits: During a shift, you may add your Strength modifier as a competence bonus to all damage rolls made with any bite attacks you have.


Incredible Speed
Prerequisites: Prey/Quadruped/Hunter/Aerial
Benefits: During a shift, your movement speeds increase by 20 feet.


Thievery
Prerequisites: Prey/Aerial
Benefits: During a shift, you may add your Shifter level as a bonus to all sleight of Hand checks.


Burrow
Prerequisites: Prey/Predator
Benefits: During a shift, you gain a burrow speed equal to one half your base land speed.


Tininess
Prerequisites: Prey/Aerial
Benefits: During a shift, you may choose to be one size category smaller than the normal size allowed by your shift, including from Shifting Size.


Size
Prerequisites: Predator/Ferocity/Hunter/Quadruped
Benefits: During a shift, you may choose to be one size category larger than the normal size allowed by your shift, including from Shifting Size.


Ambush
Prerequisites:Predator/Hunter/Aerial
Benefits: During a shift, if at any time you make an attack against an opponent who is not aware of your location, either because they cannot hear, see or smell you (knowing your general area does not count as being aware of your location), you deal an extra +1d4 damage per two Shifter levels you possess. This does not damage enemies immune to precision damage, or those immune to critical hits.

Fear
Prerequisites: Predator/Ferocity
Benefit: During a shift, you gain a bonus to all intimidate checks equal to your shifter levels.





Template


Name
Prerequisites:
Benefit:

zagan
2010-10-09, 02:08 PM
Quick comment on the new axe of the feral god, I really like it, now it's a (very) good Prc but not overpowered and it keep a pure orc flavor.

Now for the Shifter:


Shifter

-snip image, qote and fluff-

Nice image as usual, I'm a little ambivalent on the name on the one hand it's the same as the eberon race and I don't like having two different thing with the same name on the other hand you could play a shifter shifter and that's just cool.


BECOMING A SHIFTER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +8
Skills: Survival 11 ranks, Knowledge (Nature) 11 ranks
Feats: Track
Special: Rage Pool class feature

Fitting.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Fine.


-snip hd and table-

Same as your barbarian apart from hd but it fit.

You have one error "shifting" large appear twice. At 5th and 10th


Rage Pool: The Shifter’s class levels and barbarian levels stack for determining:
The size of the Shifter's rage pool.
The rage points gained from Frenzied Strike.
Rage Abilities.

kay.


Shift (Ex): The Shifter may start a shift as a swift action, by spending a number of rage points equal to his Shifter levels divided by two, rounded up. While in a shift, the Shifter must choose which form to take, from the following.


seem promising, let's see:


Predator: You gain a +6 enhancement bonus to Strength and a +4 enhancement bonus to Dexterity, a +4 bonus to natural armor. You gain a Bite attack, which deals 1d6 damage, plus your Strength modifier. Your base land speed becomes 50 feet. You take a -2 penalty to all spot and listen checks.

Does your bite deal more or less damage depending on your size ?

What happen if your base speed is higher than 50 ft ?


Prey: You gain a +6 enhancement bonus to Wisdom and a +4 enhancement bonus to dexterity, a +3 dodge bonus to your armor class, a +2 bonus to spot and listen checks. Your base land speed becomes 60 feet. You take a -2 penalty to all saves against fear effects.

Unexpected defensive form I like it, same speed question.


Hunter: You gain a +6 enhancement bonus to Dexterity and a +4 enhancement bonus to Wisdom, and a +4 bonus to survival. You deal an extra 3 damage with all Natural Attacks. you take a -2 penalty to all fortitude saves. Your base land speed becomes 50 feet.

Kay.


Ferocious: You gain a +6 enhancement bonus to Constitution and a +4 enhancement bonus to Strength. You gain two claw attacks that deal 1d4 damage, plus one half your strength modifier. You gain a +2 bonus to all Strength checks. You take a -2 penalty to Escape Artist checks and Reflex saves.


Same size question as predator.


Quadruped: You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). You gain a +6 enhancement bonus to Strength, and a +4 enhancement bonus to Dexterity. Your base land speed becomes 80 feet.

Can you still use manufactured weapon in this form ?


Aerial: You gain a +6 enhancement bonus to Dexterity, and a +4 enhancement bonus to Strength. You gain a primary talon attack, which deals 1d6 damage, plus your strength modifier. Your natural armor bonus increases by 2, and you gain a fly speed of 40 feet. You gain a +2 bonus to Reflex saves.

Nice.



The Shifter can only be in one form at a time. They must spend one rage point per round while in a Shift, or the Shift immediately ends. After the Shift ends, the Shifter is fatigued for 1d4 rounds, and cannot start another Shift while fatigued.

Standard.


Shift Ability: At every level described in the table, the Shifter gains an additional Shift ability (see: Shift Abilities). He must meet all prerequisites for the Shift Abilities.

We'll see.


Evershifting (Ex): Starting at level three, the Shifter can spend one rage point as a full-round action, in order to remove any effect of the transmutation school from his person. He may only remove one effect in this way.

Good idea. Perhpas it could become a standard or move action later ?


Shifting Size (Ex): Starting at level five, the Shifter’s size during a shift can change. At the start of the Shift, the Shifter must choose whether he is medium, small or large. He cannot change this choice after starting the Shift. He gains all the benefits and penalties for being that size. Starting at seventh level, the Shifter can choose whether to be medium, small, large, or tiny, and can choose to be Huge at ninth level.

Any reason for this wording instead of just increasing or decressing by a number of size category ? (so that it change depeding on your race)

Also does it stack with spell/power such as enlarge person ?


Animistic Apotheosis (Ex): Starting at tenth level, when you enter a shift, you gain the abilities and bonuses of two different forms, rather than one. The enhancement bonuses to ability scores stack, and you gain all attacks and features of both, as well as the penalties. During a shift, the Shifter gains the benefits of all Shift abilities, regardless of a form that they require.

Fitting capstone.


Shift Abilities
A shift ability only occurs during an actual shift. Certain shift abilities have a form requirement, e.g. that you must be in Hunter. This means that you must be in Hunter form in order to gain the benefits of the Shift ability. Shift abilities with multiple form requirements means that they can be used in those forms.

Here we are, the "meat" of the class.



Scent
Prerequisites: Hunter
Benefit: While shifted, you gain the scent ability, as well as a bonus to all survival checks in order to track someone equal to your Shifter levels.

expected.


Bloodsense
Prerequisites: Predator/Hunter
Benefit: You gain a bonus equal to your level in order to track anyone who has taken enough hit point damage that they are below half of their normal hit points. You may use this ability even when not in a shift.

the bonus is on survival check I assume.

also do you keep the bonus even if they are healed and if so for how long ?


Pounce
Prerequisites: Predator/Ferocity/Quadruped
Benefit: While shifted, you gain the pounce special ability.

:smallamused:


Gore
Prerequisites: Ferocity/Hunter/Quadruped
Benefit: While shifted, you gain a primary gore attack, which deals 1d8 damage, plus your strength modifier.

kay


Swallow Whole
Prerequisites: Predator/Ferocity, Improved Grab
Benefit: While shifted, you gain the swallow whole ability.

amusing image.


Improved Grapple
Prerequisites: Ferocity/Predator
Benefit: During a shift, you gain the Improved Grapple feat. You do not have to meet the prerequisites for it, and you cannot use it in order to qualify for any feats or prestige classes.

Nice



Improved Grab
Prerequisites: Ferocity/Predator, Improved Grapple
Benefit: During a shift, if you hit with a natural attack, you may start a grapple attempt as a swift action.

Swift ? Isn't it free normaly with improve grab ?


Out of Danger
Prerequisites: Prey
Benefit: During a shift, if you are attacked, you may make a Tumble check, with a DC equal to the attack roll, as a swift action. If you succeed, the attack fails, and you

1-you what ?

2-It should be an immediate action otherwise you can only use it during your turn.

3-It seem really strong because skill check are easy to boost but it's only once per round so perhaps.


Charge
Prerequisites: Quadruped/Predator/Hunter
Benefit: During a shift, you deal an extra 1d4 damage per two shifter levels on and attack or attacks made at the end of a charge.

Good.


Darkvision
Prerequisites: Prey/Hunter/Aerial
Benefit: During a Shift, you gain Darkvision out to a number of feet equal to five times your Shifter levels.

Kay.


Overrun
Prerequisites: Quadruped/Ferocity
Benefit: During a shift, if you make an Overrun attempt, you do not provoke attacks of opportunity from that opponent, and they may not choose to avoid the Overrun. If you successfully manage to knock an opponent prone, you may make a single attack against that opponent.

Very nice.



Fangs
Prerequisites: Ferocity/Quadruped/Aerial/Hunter
Benefit: During a shift, you gain a secondary bite attack that deals 1d8 damage, plus your strength modifier.

Kay.


Poison
Prerequisites: Ferocity/Aerial/Predator, alternatively, alternatively Fangs (If you have fangs, the poison manifests in that form as well)
Benefit: During a shift, any time you make a natural attack against an opponent that deals slashing or piercing damage, that opponent must make a fortitude save (DC 10 + ½ Shifter levels + Constitution modifier), or take 2 initial Constitution, Strength or Dexterity damage, and then must make that save again after one minute or take another two points of ability damage to the same score. After using this ability, you must wait three rounds before using it again.

no problem.


Shred
Prerequisites: Ferocity, or you must have at least two claw attacks in a form
Benefit: During a Shift, you may attack an opponent you have grappled as a swift action with both claws, gaining a bonus to the attack rolls equal to one half of your Shifter levels.

isn't it call rend normally ?



Aquatic
Prerequisites: Prey/Predator/Quadruped
Benefits: While shifted, you can breathe water and you gain a swim speed equal to your base land speed.

kay.



Brachiation
Prerequisites: Hunter/Prey
Benefits: While shifted, you gain a bonus to climb checks equal to your shifter levels.

You could give a climb speed, it's not a problem.



Sharp Sight
Prerequisites: Prey/Quadruped/Aerial
Benefits: While shifted, you gain a bonus to all spot checks equal to your shifter levels.

Situational in combat but okay.


Hard Skin
Prerequisites: Prey/Ferocity
Benefits: During a shift, you gain a bonus to your natural armor equal to one half your shifter levels.

Always useful.


Shell
Prerequisites: Prey/Quadruped
Benefits: during a shift, you gain DR/-- equal to one half your shifter levels.

That too.


Sting
Prerequisites: Predator/Ferocity
Benefits: During a shift, you gain a secondary sting attack, which deals 1d6 damage, plus your strength modifier.

kay.


Tentacle
Prerequisites: Aquatic, Predator/Ferocity
Benefits: During a shift, you gain a secondary tentacle attack, which deals 1d8 damage plus your strength modifier. If you hit with the tentacle attack, you may immediately start a grapple as a swift action.

Why swift ? and this seem redudant with imp grab.


Slime
Prerequisites: Prey
Benefits: During a shift, you gain a bonus to Escape Artist checks equal to one half your shifter levels.

kay.


Blood Drink
Prerequisites: Predator/Hunter/Aerial
Benefits: While shifted, you gain a primary bite attack. Whenever you deal damage with this bite attack, you may deal 2 points of constitution damage. You heal a number of hit points equal to your shifter levels, if you deal constitution damage. Creatures immune to critical hits are immune to this attack. You may only use this attack once per round.

Interesting and strong but probably not too much.


Strength of Beasts
Prerequisites: Predator/Hunter/Ferocity
Benefits: During a shift, you gain an extra +4 bonus to strength.

Kay.



Swimming
Prerequisites: Predator/Hunter/Prey/Ferocity
Benefits: During a shift, you may add your shifter level as a bonus to all swim checks.

redundant with aquatic.


Able Hearing
Prerequisites: Prey/Hunter/Aerial
Benefits: During a shift, you may add your shifter level as a bonus to all Listen checks.

Situational.



Grace
Prerequisites: Prey/Hunter/Aerial
Benefits: During a shift, you gain an additional +4 bonus to Dexterity.

Fortitude
Prerequisites: Predator/Quadruped/Ferocity
Benefits: During a shift, you gain an additional +4 bonus to Constitution.

Kay.


Jumping
Prerequisites: Prey/Predator/Hunter
Benefits: During a shift, you may add your shifter levels as a bonus to all jump checks.

fine.



Camouflage
Prerequisites: Prey/Hunter
Benefits: While in a shift, you gain Hide-In-Plain-Sight, and you may add your shifter level as a bonus to all Hide checks.

Very nice.


Strong Bite
Prerequisites: Predator, or Bite attack
Benefits: During a shift, you may add your Strength modifier as a competence bonus to all damage rolls made with any bite attacks you have.

Kay.


Incredible Speed
Prerequisites: Prey/Quadruped/Hunter/Aerial
Benefits: During a shift, your movement speeds increase by 20 feet.

good.


Thievery
Prerequisites: Prey/Aerial
Benefits: During a shift, you may add your Shifter level as a bonus to all sleight of Hand checks.

original.


Burrow
Prerequisites: Prey/Predator
Benefits: During a shift, you gain a burrow speed equal to one half your base land speed.

Very useful.


Tininess
Prerequisites: Prey/Aerial
Benefits: During a shift, you may choose to be one size category smaller than the normal size allowed by your shift, including from Shifting Size.

Okay.



Size
Prerequisites: Predator/Ferocity/Hunter/Quadruped
Benefits: During a shift, you may choose to be one size category larger than the normal size allowed by your shift, including from Shifting Size.

even better.


Ambush
Prerequisites:Predator/Hunter/Aerial
Benefits: During a shift, if at any time you make an attack against an opponent who is not aware of your location, either because they cannot hear, see or smell you (knowing your general area does not count as being aware of your location), you deal an extra +1d4 damage per two Shifter levels you possess.

Does it apply even against crit immune creature ?


Fear
Prerequisites: Predator/Ferocity
Benefit: During a shift, you gain a bonus to all intimidate checks equal to your shifter levels.

Good.


An interesting class i like it.

unosarta
2010-10-09, 03:08 PM
Quick comment on the new axe of the feral god, I really like it, now it's a (very) good Prc but not overpowered and it keep a pure orc flavor.
Thanks! :smallbiggrin:


Now for the Shifter:

Nice image as usual, I'm a little ambivalent on the name on the one hand it's the same as the eberon race and I don't like having two different thing with the same name on the other hand you could play a shifter shifter and that's just cool.
Yeah, shapeshifter is just a little bit too long for me, and unless I am going for obviously evil, the shorter the name, the better.



You have one error "shifting" large appear twice. At 5th and 10th
Shoot, will be fixed, thanks.




Does your bite deal more or less damage depending on your size ?
I am going to say yes. I will clarify.


What happen if your base speed is higher than 50 ft ?
Higher takes precedence. Alternatively, you add one half the speed you would have gotten to your base land speed. I will think on it.


Can you still use manufactured weapon in this form ?
...No. I would be tempted to have none of them able to use manufactured weapons, but that would limit the less offensive forms, like hunter, quadruped and prey, so those that do gain natural attacks are not able to use manufactured weapons.




Good idea. Perhpas it could become a standard or move action later ?
I like this.


Any reason for this wording instead of just increasing or decressing by a number of size category ? (so that it change depeding on your race)

Also does it stack with spell/power such as enlarge person ?
I guess I could. I was sort of worrying how it would interact with the Size shift ability. I could add in that they stack, and just make it a size increase. And no, it does not stack with enlarge person.



the bonus is on survival check I assume.

also do you keep the bonus even if they are healed and if so for how long ?
Yes.

I would say probably like a minute or two, at the most.


Swift ? Isn't it free normaly with improve grab ?
Huh, I guess it is. I will change it.



1-you what ?

2-It should be an immediate action otherwise you can only use it during your turn.

3-It seem really strong because skill check are easy to boost but it's only once per round so perhaps.
Shoot, I was going to add that you may move up to half of your base land speed, but that seems unnecessary.

OK, I will add that.


isn't it call rend normally ?
Well, normally it is rake, but I like unique names, and Shred is just a fun word.


You could give a climb speed, it's not a problem.
OK, that was my first plan.


Why swift ? and this seem redudant with imp grab.
Mostly because I wanted to make it sort of a sacrifice, and because a) it seemed thematic that something with a large tentacle that is able to do as much damage as a long sword would be able to grip as well. Also, the Shifter only gets 10 shift abilities; taking Aquatic, and this and Improved Grapple, and Improved Grab, means they waste 2 Shift abilities that might be unnecessary, for only partial use.


redundant with aquatic.
Also, one of my ideas here was that you could, in theory build any animal with Shift abilities. Now, you might only be able to make one or two, but they were still possible. Not all animals that swim breathe water, and not all those that breathe water are able to swim.


Does it apply even against crit immune creature ?
I am going to say no. I will add it in.




An interesting class i like it.

Thanks! :smallbiggrin: