Shade Kerrin
2011-02-28, 04:26 PM
Alright, so my friends and I had a running joke over the power of Beards, culminating in me promising to make a Beard-themed prestige class for joke campaigns. Now, I'm not sure if such a thing already exists on this forum, and frankly it isn't important, I promised.
This is a WIP, and as such has yet to be given the standard format. Also, any 'Beard Trick' suggestions would be appreciated
Bearded Warrior
Beards. Mustaches. Many a mighty hero has borne a prideful set of facial hair that has made him stand out among his kind. A rare few, however, have learned to draw power from the hair itself. These brave men are powerful, deadly, and just a little insane.
Hit Die: d10
Requirements
BaB: +5
Skills: 8 Craft(Beard-growing)
Special: Dwarf or Male, Facial hair must fall below the shoulders at minimum
The Bearded Warrior
Class Skills: Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge(History), Knowledge(Nobility & Royalty), Knowledge(Local), Knowledge(Beards!!), Listen, Profession, Sense Motive, Spot, Survival, Use Rope
Skill-points per level:4+Int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Beard of Holding, Ancestral Beard, Beardic Taboo, Beard Trick
2nd|
+2|
+3|
+0|
+3|Beard Trick
3rd|
+3|
+3|
+1|
+3|Beardic Regeneration, Beard Trick
4th|
+4|
+4|
+1|
+4|Beard Trick
5th|
+5|
+4|
+1|
+4|Beard Mastery, Beard Trick
[/table]
Weapon and armor proficiencies: A Bearded Warrior gains proficiency in whatever abilities he is granted by his Beard
Beard of Holding(Ex)
Upon entering this class, a Bearded Warrior learns of the most basic ability of facial hair: A near endless ability to hold items within. In game terms, his beard now counts as a Bag of Holding with a capacity of 120lbs. This functions even in an anti-magic field. If his beard is removed, the items can still be taken out(from the severed part) as normal, but not returned. This holds true even when the Beardic Regeneration ability is unlocked, meaning items held in the original do not simply return to the new beard.
Ancestral Grooming(Su) (Credit: Coidzor)
As with all things, Bearded Warriors of ancient times were mighty pillars to which those alive today pale in comparison. However, with enough effort such ancient glories can be relived. At any time, a Bearded Warrior may go in to isolation to unlock the true powers of his beard. He may sacrifice an equivalent amount of gold or magic items during this time to apply an enhancement bonus of magic item property to his beard, obeying the normal time requirements for such processes. During this time, he must spend at least 8 hours a day grooming his beard while contemplating those who have gone before him.
Beardic Taboo:
For all the powers it grants, there is one cost the the way of the Bearded Warrior. He may never hold a slashing weapon with intent to use. Should he do so, he is stripped of all class features and must seek an Atonement spell. Said spell has no effect if cast within a month.
Special: Dwarves are not held to this restriction if using a Dwarven Waraxe(It is as much a symbol as it is a weapon), nor are those who use a slashing form of the beard held back from deploying it.
((This was a special request, and can be waived if wanted))
Beard Tricks:
At each level, a Bearded Warrior learns one of the special abilities listed in the next section. Unless otherwise stated, all abilities are (Ex).
Beardic Regeneration(Ex):
At 3rd level, a Bearded Warrior's mental image of his luxurious beard becomes strong enough to force itself on the material plane when misaligned. Should he lose his beard/mustache for any reason, it will simply grow back over the course of an 8 hour rest period. As with spellcasting, items or abilities that reduce the required rest time have no effect on this.
Beard Mastery:
At 5th level, the Bearded Warrior develops the true nature of his kind. Each Beard Trick that he knows gains the Mastery ability listed in its description
Beard Trick List
Follicle Assault: Your beard is now treated as a natural attack, following the normal rules for such(But see Ancestral Beard above). When you take this Skill, choose either Piercing or Bludgeoning damage. Whatever the choice, attacks with your facial hair deal 1d6 damage at level 1, 1d8 at level 3, and 1d10 at level 5. If you have Unarmed damage from another source(such as monk levels), instead progress the attack by a relevant number of categories.
Mastery: You may freely choose whether to deal Piercing or Bludgeoning damage, and may further choose to increase either the Crit Threat range(to 19~20), or the Crit Damage(to *3)
Beard Coat: Your beard is made of tougher stuff than normal, and is somewhat able to protect you from attacks. You gain a +1 Natural Armor bonus per odd Bearded Warrior level, and 15% Concealment at each even level. However, any attack that misses due to concealment deals damage to the beard instead. It has Hardness 1 per level and 20hp per level.
Mastery: Your skills have improved to the point that you can actively defend yourself with your beard. As an immediate action, you may substitute an attack roll for either your AC or a Reflex save, gaining the benifits of Evasion in the second case(Improved Evasion if you already have the former). If this negates the attack, the damage is dealt to the beard as normal. In addition, your beard's Hardness increases to 10 and its HP increases to 150.
Beard of Holding, Improved: Your beard's storage capacity increases to that of a type 3 Bag of Holding. In addition, 100lbs worth of this gains the easy access capacities of a Handy Haversack.
Mastery: Once a day, you may enter your beard, creating an equivalent effect to the Plane Shift spell. This counts as a Supernatural ability
Beard Missile: You gain the ability to launch your beard from your face as a devestating explosion-based attack. This attack can be shot to Long Range(based on total character level), and affects a 20ft spread. It deals 1d10 Untyped damage per character level, which can be halved with a reflex save(DC 10+1/2 CharLev + Con). Once used, all beard powers are disabled for 1d4 minutes(though items in a Beard of Holding remain safe)
Mastery: You may choose to elementise your beard during this attack, dealing Fire, Cold, Sonic, Electric or Acid damage. In addition, as a free action, you can deal 2 points of Con damage to yourself in order to instantly regrow your beard if it was lost via this technique.
Beard Rays: You develop the ability to project beams of energy from your beard. As a standard action, you may shoot 1 ray per odd level of the class. This attack can be shot to Medium range(based on total character level), counts as a Ranged Touch attack, and deals 4d6 Fire damage per ray. Once used, this technique cannot be used again for 1d4 rounds
Mastery: You may freely choose the energy type of this atack from a choice of Fire, Cold, Sonic, Electric and Acidic. In addition, once per day you may apply the effects of Maximise to the attack.
Beard Soul:(Credit:Coidzor) Your strength of faith in your beard reverses the old maxim of 'Mind over Matter'. You may add your Con to your Reflex and Will saves, as long as your beard is intact.
Mastery: When you would be reduced to 0 or less HP, you may attempt a Will save(DC 5+damage dealt) to transfer your essence to either your beard(which leaves it behind during this effect) of the beard of another within 30ft. This completely removes you from existence, including any equipment you have on you at the time. After exactly 24 hours you reappear adjacent to the source your essence entered, in the exact same state as you were just before being hit. If the beard you are nested in is destroyed, you immediately appear again, but at -9 hp and unstable.
Independant Hair:(Credit: Eurus) Your control over your beard/mustache increases to the point that you can create 'macros' that allow you to deploy your abilities from it with a mere thought, allowing you to concentrate on other tasks. Each round, you get an extra Standard action that may be used only to fuel Beard Trick. If you choose to make use of this, you may not use your regular actions on Beard Trick.
Mastery:You are no longer locked out of using your regular actions on Beard Trick.
Longhair You can temporarily extend your beard/mustache to great lengths. You may treat your facial hair as if it were a whip, but may deal your Follicle Assault damage(as lethal damage) if applicable. Any feat or skill trick that enhances whips also applies to this ability
Mastery:(credit: Bergo Terraf) The lengths to which you can extend your beard reaches ridiculous levels. You may treat your Follicle Assault(if applicable) as a Thrown weapon with a range-increment of 15ft, though it cannot extend beyond 75ft even if you enhance the size of the increments.
Furthermore, it can count as a 75ft long rope and as a grappling hook, which furthermore has the option of auto-retracting
Prehensile Hair:(Credit:Venardhi) Your Beard/Mustache develops the powers to move freely, as if it were another limb. Though not strong enough to hold objects on its own, it can be used to assist 1 hand in holding a 2-handed item(Though this only grants 1* the strength bonus in combat), or to grant a +2 bonus on Trip, Disarm and Grapple attempts.
Mastery:The strength of the hair increases to that of the other limbs, allowing you to treat it in all ways as if it were simply another hand.
Share the Hair:(Su)(Credit: Insanealien) Your knowledge of beards allows you to tap the primal forces of the world to stimulate facial hair growth in the less fortunate. As a standard action, you may declare 1 target who lacks more than 1cm of facial hair per Bearded Warrior level within 100ft of you and within 30ft of each other, causing them to grow a luxurious beard(You cannot truly give such greatness to those unable to gain it themselves, though, so such beards disappear again after 1 minute per Bearded Warrior level, can cannot be used to fuel Bearded Warrior abilities(if applicable)). Those affected must make a Will save (DC 10+your Con+ Bearded Warrior levels) to avoid being Fascinated for the duration of the effect. Even if they succeed this throw, the beard is both large and distracting, as such they must make a Reflex save(DC 10+Con+Bearded Warrior levels) each round that they move more than 10ft, to avoid becoming Entangled by their beard. This ability may be used once every 10 minutes
Mastery:The Fascination DC increases by 5 and the DC to break out of(not avoid) the Entanglement increases by 10
Twinbeard Either your beard splits into two at some point, or you have learned to use the two sides of your Mustache separately rather than in unison. Whatever the case, this trick does nothing on its own, instead enhancing other tricks in the following ways:
Follicle Assault: Your beard counts as two natural attacks with further penalty
Beard Rays: As a full action, you may fire additional rays based on the number of iterative attacks you have. However, this reduces the piercing power of the individual beams when done, causing them to strike against the target's normal AC instead of Touch AC.
Longhair(mastery only) You may Brachiate with your beard, effectively giving you Fly speed 75(Perfect), as long as there is a suitable surface to grasp at higher elevation than you and within 75ft(a suitable surface has a climb DC of 15 or less if vertical, or 25 or less if horizontal)
Prehensile Hair: You may extend the benefits to both hands. Once you have Mastery, your facial hair counts as 2 hands, and you gain the Multiattack feat, even if you do not meet the prerequisites.
There is no Mastery to this ability, as it remains compatible with the pre-existing masteries of the other skills
Cozy Hair
The natural warmth of your facial hair extends to your entire body. Any latent temperature is treated as up to 50 degrees Fahrenheit warmer if it would be beneficial to you. Furthermore, you gain Energy Resistance 10/Cold.
Mastery: The maximum warmth increase is now 100 degrees Fahrenheit. Furthermore, you are treated as either having energy Resistance 10/Cold, or take half damage from any Cold effect, whichever is more beneficial at the time.
Beard Magic
When you gain this ability, choose one Spellcaster or Manifester class that you have at least 1 level in. From this point on, each level in the Bearded Warrior class counts as a level in said class for determining spells/powers known, spell slots/PP, and CL/ML. In addition, add Knowledge(Arcana), Knowledge(Religion) or Knowledge(Psionics) to your Bearded Warrior class skills list, depending on whether you are using a Arcane, Divine or Psionic class for this ability.
Mastery: ...It's spell-casting. No Mastery for you.
Imposing Hair
The reason is unknown, but a solid beard of magnificent mustache has a strong effect on one's perceived character. This skill grants a +1/Bearded Warrior level Competence bonus on all Charisma-based skills, with the exception of Disguise.
Mastery: The bonus becomes untyped.
This is a WIP, and as such has yet to be given the standard format. Also, any 'Beard Trick' suggestions would be appreciated
Bearded Warrior
Beards. Mustaches. Many a mighty hero has borne a prideful set of facial hair that has made him stand out among his kind. A rare few, however, have learned to draw power from the hair itself. These brave men are powerful, deadly, and just a little insane.
Hit Die: d10
Requirements
BaB: +5
Skills: 8 Craft(Beard-growing)
Special: Dwarf or Male, Facial hair must fall below the shoulders at minimum
The Bearded Warrior
Class Skills: Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge(History), Knowledge(Nobility & Royalty), Knowledge(Local), Knowledge(Beards!!), Listen, Profession, Sense Motive, Spot, Survival, Use Rope
Skill-points per level:4+Int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Beard of Holding, Ancestral Beard, Beardic Taboo, Beard Trick
2nd|
+2|
+3|
+0|
+3|Beard Trick
3rd|
+3|
+3|
+1|
+3|Beardic Regeneration, Beard Trick
4th|
+4|
+4|
+1|
+4|Beard Trick
5th|
+5|
+4|
+1|
+4|Beard Mastery, Beard Trick
[/table]
Weapon and armor proficiencies: A Bearded Warrior gains proficiency in whatever abilities he is granted by his Beard
Beard of Holding(Ex)
Upon entering this class, a Bearded Warrior learns of the most basic ability of facial hair: A near endless ability to hold items within. In game terms, his beard now counts as a Bag of Holding with a capacity of 120lbs. This functions even in an anti-magic field. If his beard is removed, the items can still be taken out(from the severed part) as normal, but not returned. This holds true even when the Beardic Regeneration ability is unlocked, meaning items held in the original do not simply return to the new beard.
Ancestral Grooming(Su) (Credit: Coidzor)
As with all things, Bearded Warriors of ancient times were mighty pillars to which those alive today pale in comparison. However, with enough effort such ancient glories can be relived. At any time, a Bearded Warrior may go in to isolation to unlock the true powers of his beard. He may sacrifice an equivalent amount of gold or magic items during this time to apply an enhancement bonus of magic item property to his beard, obeying the normal time requirements for such processes. During this time, he must spend at least 8 hours a day grooming his beard while contemplating those who have gone before him.
Beardic Taboo:
For all the powers it grants, there is one cost the the way of the Bearded Warrior. He may never hold a slashing weapon with intent to use. Should he do so, he is stripped of all class features and must seek an Atonement spell. Said spell has no effect if cast within a month.
Special: Dwarves are not held to this restriction if using a Dwarven Waraxe(It is as much a symbol as it is a weapon), nor are those who use a slashing form of the beard held back from deploying it.
((This was a special request, and can be waived if wanted))
Beard Tricks:
At each level, a Bearded Warrior learns one of the special abilities listed in the next section. Unless otherwise stated, all abilities are (Ex).
Beardic Regeneration(Ex):
At 3rd level, a Bearded Warrior's mental image of his luxurious beard becomes strong enough to force itself on the material plane when misaligned. Should he lose his beard/mustache for any reason, it will simply grow back over the course of an 8 hour rest period. As with spellcasting, items or abilities that reduce the required rest time have no effect on this.
Beard Mastery:
At 5th level, the Bearded Warrior develops the true nature of his kind. Each Beard Trick that he knows gains the Mastery ability listed in its description
Beard Trick List
Follicle Assault: Your beard is now treated as a natural attack, following the normal rules for such(But see Ancestral Beard above). When you take this Skill, choose either Piercing or Bludgeoning damage. Whatever the choice, attacks with your facial hair deal 1d6 damage at level 1, 1d8 at level 3, and 1d10 at level 5. If you have Unarmed damage from another source(such as monk levels), instead progress the attack by a relevant number of categories.
Mastery: You may freely choose whether to deal Piercing or Bludgeoning damage, and may further choose to increase either the Crit Threat range(to 19~20), or the Crit Damage(to *3)
Beard Coat: Your beard is made of tougher stuff than normal, and is somewhat able to protect you from attacks. You gain a +1 Natural Armor bonus per odd Bearded Warrior level, and 15% Concealment at each even level. However, any attack that misses due to concealment deals damage to the beard instead. It has Hardness 1 per level and 20hp per level.
Mastery: Your skills have improved to the point that you can actively defend yourself with your beard. As an immediate action, you may substitute an attack roll for either your AC or a Reflex save, gaining the benifits of Evasion in the second case(Improved Evasion if you already have the former). If this negates the attack, the damage is dealt to the beard as normal. In addition, your beard's Hardness increases to 10 and its HP increases to 150.
Beard of Holding, Improved: Your beard's storage capacity increases to that of a type 3 Bag of Holding. In addition, 100lbs worth of this gains the easy access capacities of a Handy Haversack.
Mastery: Once a day, you may enter your beard, creating an equivalent effect to the Plane Shift spell. This counts as a Supernatural ability
Beard Missile: You gain the ability to launch your beard from your face as a devestating explosion-based attack. This attack can be shot to Long Range(based on total character level), and affects a 20ft spread. It deals 1d10 Untyped damage per character level, which can be halved with a reflex save(DC 10+1/2 CharLev + Con). Once used, all beard powers are disabled for 1d4 minutes(though items in a Beard of Holding remain safe)
Mastery: You may choose to elementise your beard during this attack, dealing Fire, Cold, Sonic, Electric or Acid damage. In addition, as a free action, you can deal 2 points of Con damage to yourself in order to instantly regrow your beard if it was lost via this technique.
Beard Rays: You develop the ability to project beams of energy from your beard. As a standard action, you may shoot 1 ray per odd level of the class. This attack can be shot to Medium range(based on total character level), counts as a Ranged Touch attack, and deals 4d6 Fire damage per ray. Once used, this technique cannot be used again for 1d4 rounds
Mastery: You may freely choose the energy type of this atack from a choice of Fire, Cold, Sonic, Electric and Acidic. In addition, once per day you may apply the effects of Maximise to the attack.
Beard Soul:(Credit:Coidzor) Your strength of faith in your beard reverses the old maxim of 'Mind over Matter'. You may add your Con to your Reflex and Will saves, as long as your beard is intact.
Mastery: When you would be reduced to 0 or less HP, you may attempt a Will save(DC 5+damage dealt) to transfer your essence to either your beard(which leaves it behind during this effect) of the beard of another within 30ft. This completely removes you from existence, including any equipment you have on you at the time. After exactly 24 hours you reappear adjacent to the source your essence entered, in the exact same state as you were just before being hit. If the beard you are nested in is destroyed, you immediately appear again, but at -9 hp and unstable.
Independant Hair:(Credit: Eurus) Your control over your beard/mustache increases to the point that you can create 'macros' that allow you to deploy your abilities from it with a mere thought, allowing you to concentrate on other tasks. Each round, you get an extra Standard action that may be used only to fuel Beard Trick. If you choose to make use of this, you may not use your regular actions on Beard Trick.
Mastery:You are no longer locked out of using your regular actions on Beard Trick.
Longhair You can temporarily extend your beard/mustache to great lengths. You may treat your facial hair as if it were a whip, but may deal your Follicle Assault damage(as lethal damage) if applicable. Any feat or skill trick that enhances whips also applies to this ability
Mastery:(credit: Bergo Terraf) The lengths to which you can extend your beard reaches ridiculous levels. You may treat your Follicle Assault(if applicable) as a Thrown weapon with a range-increment of 15ft, though it cannot extend beyond 75ft even if you enhance the size of the increments.
Furthermore, it can count as a 75ft long rope and as a grappling hook, which furthermore has the option of auto-retracting
Prehensile Hair:(Credit:Venardhi) Your Beard/Mustache develops the powers to move freely, as if it were another limb. Though not strong enough to hold objects on its own, it can be used to assist 1 hand in holding a 2-handed item(Though this only grants 1* the strength bonus in combat), or to grant a +2 bonus on Trip, Disarm and Grapple attempts.
Mastery:The strength of the hair increases to that of the other limbs, allowing you to treat it in all ways as if it were simply another hand.
Share the Hair:(Su)(Credit: Insanealien) Your knowledge of beards allows you to tap the primal forces of the world to stimulate facial hair growth in the less fortunate. As a standard action, you may declare 1 target who lacks more than 1cm of facial hair per Bearded Warrior level within 100ft of you and within 30ft of each other, causing them to grow a luxurious beard(You cannot truly give such greatness to those unable to gain it themselves, though, so such beards disappear again after 1 minute per Bearded Warrior level, can cannot be used to fuel Bearded Warrior abilities(if applicable)). Those affected must make a Will save (DC 10+your Con+ Bearded Warrior levels) to avoid being Fascinated for the duration of the effect. Even if they succeed this throw, the beard is both large and distracting, as such they must make a Reflex save(DC 10+Con+Bearded Warrior levels) each round that they move more than 10ft, to avoid becoming Entangled by their beard. This ability may be used once every 10 minutes
Mastery:The Fascination DC increases by 5 and the DC to break out of(not avoid) the Entanglement increases by 10
Twinbeard Either your beard splits into two at some point, or you have learned to use the two sides of your Mustache separately rather than in unison. Whatever the case, this trick does nothing on its own, instead enhancing other tricks in the following ways:
Follicle Assault: Your beard counts as two natural attacks with further penalty
Beard Rays: As a full action, you may fire additional rays based on the number of iterative attacks you have. However, this reduces the piercing power of the individual beams when done, causing them to strike against the target's normal AC instead of Touch AC.
Longhair(mastery only) You may Brachiate with your beard, effectively giving you Fly speed 75(Perfect), as long as there is a suitable surface to grasp at higher elevation than you and within 75ft(a suitable surface has a climb DC of 15 or less if vertical, or 25 or less if horizontal)
Prehensile Hair: You may extend the benefits to both hands. Once you have Mastery, your facial hair counts as 2 hands, and you gain the Multiattack feat, even if you do not meet the prerequisites.
There is no Mastery to this ability, as it remains compatible with the pre-existing masteries of the other skills
Cozy Hair
The natural warmth of your facial hair extends to your entire body. Any latent temperature is treated as up to 50 degrees Fahrenheit warmer if it would be beneficial to you. Furthermore, you gain Energy Resistance 10/Cold.
Mastery: The maximum warmth increase is now 100 degrees Fahrenheit. Furthermore, you are treated as either having energy Resistance 10/Cold, or take half damage from any Cold effect, whichever is more beneficial at the time.
Beard Magic
When you gain this ability, choose one Spellcaster or Manifester class that you have at least 1 level in. From this point on, each level in the Bearded Warrior class counts as a level in said class for determining spells/powers known, spell slots/PP, and CL/ML. In addition, add Knowledge(Arcana), Knowledge(Religion) or Knowledge(Psionics) to your Bearded Warrior class skills list, depending on whether you are using a Arcane, Divine or Psionic class for this ability.
Mastery: ...It's spell-casting. No Mastery for you.
Imposing Hair
The reason is unknown, but a solid beard of magnificent mustache has a strong effect on one's perceived character. This skill grants a +1/Bearded Warrior level Competence bonus on all Charisma-based skills, with the exception of Disguise.
Mastery: The bonus becomes untyped.