Sacrieur
2011-03-21, 01:52 PM
The Sakrier
- Feel the Rush -
http://fc04.deviantart.net/fs42/f/2009/063/8/0/Let_the_pain_out_by_dofus_art.png
Image Source (http://browse.deviantart.com/?q=sacrier&order=9&offset=48#/d1wf3c1)
---
From pain comes strength: the Sakrier is a rare breed of warrior, capable of taking enormous amounts of punishment and still be standing. He laughs at pain and shows it no quarter, taking hit after hit without so much as flinching. The Sakrier is a fearsome opponent, and completely mad: his masochistic ways are often viewed as pure insanity.
Sakriers claim their power comes from within; by mastering fear itself, and manifesting the body's true power without fear of injury. Pain is merely a sensation that may easily be changed into another. To find the joy in fighting, one must find the joy in pain.
---
Adventurers: A Sakrier is primarily seeking battle, and many search how to better master themselves or become stronger. He is exceedingly rare, and will be found often in the most harsh of conditions or in the eye of the storm, braving them with tremendous courage and tenacity.
Alignment: A Sakrier is a free-radical, and cannot be lawful due to the very nature of his power. Sakriers gravitate towards neutral since they act in an interest that bests suits furthering their goal; very rarely will one find a Sakrier who is not, but they do exist.
Religions: A Sakrier's power comes from within himself, he typically does not worship any god, though those who do follow the path.
Background: The life of one destined to become a Sakrier starts often in the roots of the most brutal of warriors. They herald from tribes of barbarians and sometimes hardheaded monks who find its philosophies intriguing.
Races: Any race may follow the path, but usually only the most well built of creatures.
Role: A Sakrier lacks the battlefield control of the sorcerer, or the adeptness of a swordsage, but what he lacks in subtlety, he makes up for in raw unrefined power. He is meat-shield, ready to guard those less sturdy in the group from injury, and prepared to use his abilities to lash back. A Sacrier's place is in the thick of combat, ready to strike out viciously at those that dare challenge him.
---
GAME RULE INFORMATION
Requirements:
+10 Base Attack Bonus
Great Fortitude
Diehard
Ability to feel pain
Proficiency: Sakriers do not gain any proficiency for weapons and armor.
Skills: Concentration, Climb, Jump, Survival, and Swim. Gains 2 + [Int modifier] points per level.
Restrictions: May not be of lawful alignment. May not wear armor or use shields.
HD: d12 + 4
Sakrier Progression
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+0|
+0|Masochism
2nd|
+2|
+2|
+0|
+0|Bloodletting
3rd|
+3|
+3|
+0|
+1|Fury 1/week, Rapid Recovery
4th|
+4|
+4|
+0|
+1|Tenacious, Incredible Fortitude
5th|
+5|
+5|
+0|
+2|Masochism +4
6th|
+6|
+6|
+1|
+2|Steadfast Determination
7th|
+7|
+7|
+1|
+3|Deathless
8th|
+8|
+8|
+1|
+4|Fury 2/week
9th|
+9|
+9|
+1|
+4|Bloodletting +2
10th|
+10|
+10|
+1|
+5|Masochism +6, Surpassing Limits[/table]
Masochism (Ex): When in pain, the Sakrier's focus increases. Apparent time slows for him and he can react better than before. For every 10 points of damage received, a Sakrier gains a +2 circumstance bonus on his next attack. This bonus increases to +4 at level 5, and +6 at level 10.
Bloodletting (Ex): Eventually, the Sakrier develops the ability to turn his own life-force into power, gifting him extra force for a brief moment. A Sakrier may trade HP for damage in a 1:1 ratio up to a number HP equal to 4 x [class level]. This can be used at will as a free action on any successful attack, once per round. The ratio increases to 1:2 at level 9.
Fury (Ex): The Sakrier eventually learns how to enter an extremely focused state through pain. While deepening into a demeanor of extreme mind-body clarity and oneness, he can push his body well beyond any of its normal limits. For every 2 x [con modifier] hit points lost in Fury, the Sakrier advances down a exponential growth track, adding the bonus to his strength.
{table=head]
Track Level|Bonus
0|+1
1|+2
2|+4
3|+8
4|+16
5|+32
6|+64
7|+128
8|+256
9|+512
10|+1024[/table]
While in Fury the Sakrier takes damage equal to his track level per round. This continues until either the Sakrier reaches 10% of his HP or rolls a successful will save of 5 x [track level], after meeting either of these circumstances the Sakrier will fall unconscious and will be unable to be waked for a number of hours equal to [track level] - 1/2[Con modifer] (rounded down, minimum 1).
Should damage inflicted by Fury exceed the 10% threshold, he will retain 10% of his hit points and fall unconscious for an additional hour for every 20 x [Con modifier] damage points in excess.
While in Fury, a Sakrier cannot be healed by any means.
Rapid Recovery (Ex): Eventually the Sakrier's body adapts to its punishment. While asleep (or unconscious), a Sakrier gains fast healing 1. This only applies while he is asleep.
Tenacious: The repeated injury that a Sakrier takes forces his body to become more durable. He becomes immune to dying from massive damage or any other instantaneousness killing effects (such as Power Word Kill).
Incredible Fortitude: A Sakrier at level 4 gains the ability to add twice his Con modifier to all HD rolls, this is retroactive for Sakrier levels only.
Bonus Feat: A Sakrier gains the feat Steadfast Determination at level 6, if he all ready has the feat Steadfast Determination, he may select any other feat he meets the prerequisites for.
Deathless: A Sakrier will not die until his hit points are reduced to 10 + 10 x [Con modifer] below 0. If his hit points are reduced to below -15, he falls unconscious.
Surpassing Limits: Once reduced below 0 hit points a Sakrier no longer becomes disabled; additionally, he no longer falls unconscious after -15 hit points.
Ex Sakriers: Many warriors follow the Sakrier path to become better warriors, but do not pursue it to its full potential. If a Sacrier ever willfully dons armor, uses protective equipment, or cower to avoid taking damage, he can no longer follow the path of the Sakrier. He loses Masochism, Bloodletting, and Fury abilities.
--
Knowledge Checks:
{table=head]DC|Result
10|A Sakrier? You mean lunatic, right?
15|They are insane; they're practically immortal too.
20|The Sakrier is extremely powerful and deadly. He turns physical pain into strength.[/table]
- Feel the Rush -
http://fc04.deviantart.net/fs42/f/2009/063/8/0/Let_the_pain_out_by_dofus_art.png
Image Source (http://browse.deviantart.com/?q=sacrier&order=9&offset=48#/d1wf3c1)
---
From pain comes strength: the Sakrier is a rare breed of warrior, capable of taking enormous amounts of punishment and still be standing. He laughs at pain and shows it no quarter, taking hit after hit without so much as flinching. The Sakrier is a fearsome opponent, and completely mad: his masochistic ways are often viewed as pure insanity.
Sakriers claim their power comes from within; by mastering fear itself, and manifesting the body's true power without fear of injury. Pain is merely a sensation that may easily be changed into another. To find the joy in fighting, one must find the joy in pain.
---
Adventurers: A Sakrier is primarily seeking battle, and many search how to better master themselves or become stronger. He is exceedingly rare, and will be found often in the most harsh of conditions or in the eye of the storm, braving them with tremendous courage and tenacity.
Alignment: A Sakrier is a free-radical, and cannot be lawful due to the very nature of his power. Sakriers gravitate towards neutral since they act in an interest that bests suits furthering their goal; very rarely will one find a Sakrier who is not, but they do exist.
Religions: A Sakrier's power comes from within himself, he typically does not worship any god, though those who do follow the path.
Background: The life of one destined to become a Sakrier starts often in the roots of the most brutal of warriors. They herald from tribes of barbarians and sometimes hardheaded monks who find its philosophies intriguing.
Races: Any race may follow the path, but usually only the most well built of creatures.
Role: A Sakrier lacks the battlefield control of the sorcerer, or the adeptness of a swordsage, but what he lacks in subtlety, he makes up for in raw unrefined power. He is meat-shield, ready to guard those less sturdy in the group from injury, and prepared to use his abilities to lash back. A Sacrier's place is in the thick of combat, ready to strike out viciously at those that dare challenge him.
---
GAME RULE INFORMATION
Requirements:
+10 Base Attack Bonus
Great Fortitude
Diehard
Ability to feel pain
Proficiency: Sakriers do not gain any proficiency for weapons and armor.
Skills: Concentration, Climb, Jump, Survival, and Swim. Gains 2 + [Int modifier] points per level.
Restrictions: May not be of lawful alignment. May not wear armor or use shields.
HD: d12 + 4
Sakrier Progression
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+0|
+0|Masochism
2nd|
+2|
+2|
+0|
+0|Bloodletting
3rd|
+3|
+3|
+0|
+1|Fury 1/week, Rapid Recovery
4th|
+4|
+4|
+0|
+1|Tenacious, Incredible Fortitude
5th|
+5|
+5|
+0|
+2|Masochism +4
6th|
+6|
+6|
+1|
+2|Steadfast Determination
7th|
+7|
+7|
+1|
+3|Deathless
8th|
+8|
+8|
+1|
+4|Fury 2/week
9th|
+9|
+9|
+1|
+4|Bloodletting +2
10th|
+10|
+10|
+1|
+5|Masochism +6, Surpassing Limits[/table]
Masochism (Ex): When in pain, the Sakrier's focus increases. Apparent time slows for him and he can react better than before. For every 10 points of damage received, a Sakrier gains a +2 circumstance bonus on his next attack. This bonus increases to +4 at level 5, and +6 at level 10.
Bloodletting (Ex): Eventually, the Sakrier develops the ability to turn his own life-force into power, gifting him extra force for a brief moment. A Sakrier may trade HP for damage in a 1:1 ratio up to a number HP equal to 4 x [class level]. This can be used at will as a free action on any successful attack, once per round. The ratio increases to 1:2 at level 9.
Fury (Ex): The Sakrier eventually learns how to enter an extremely focused state through pain. While deepening into a demeanor of extreme mind-body clarity and oneness, he can push his body well beyond any of its normal limits. For every 2 x [con modifier] hit points lost in Fury, the Sakrier advances down a exponential growth track, adding the bonus to his strength.
{table=head]
Track Level|Bonus
0|+1
1|+2
2|+4
3|+8
4|+16
5|+32
6|+64
7|+128
8|+256
9|+512
10|+1024[/table]
While in Fury the Sakrier takes damage equal to his track level per round. This continues until either the Sakrier reaches 10% of his HP or rolls a successful will save of 5 x [track level], after meeting either of these circumstances the Sakrier will fall unconscious and will be unable to be waked for a number of hours equal to [track level] - 1/2[Con modifer] (rounded down, minimum 1).
Should damage inflicted by Fury exceed the 10% threshold, he will retain 10% of his hit points and fall unconscious for an additional hour for every 20 x [Con modifier] damage points in excess.
While in Fury, a Sakrier cannot be healed by any means.
Rapid Recovery (Ex): Eventually the Sakrier's body adapts to its punishment. While asleep (or unconscious), a Sakrier gains fast healing 1. This only applies while he is asleep.
Tenacious: The repeated injury that a Sakrier takes forces his body to become more durable. He becomes immune to dying from massive damage or any other instantaneousness killing effects (such as Power Word Kill).
Incredible Fortitude: A Sakrier at level 4 gains the ability to add twice his Con modifier to all HD rolls, this is retroactive for Sakrier levels only.
Bonus Feat: A Sakrier gains the feat Steadfast Determination at level 6, if he all ready has the feat Steadfast Determination, he may select any other feat he meets the prerequisites for.
Deathless: A Sakrier will not die until his hit points are reduced to 10 + 10 x [Con modifer] below 0. If his hit points are reduced to below -15, he falls unconscious.
Surpassing Limits: Once reduced below 0 hit points a Sakrier no longer becomes disabled; additionally, he no longer falls unconscious after -15 hit points.
Ex Sakriers: Many warriors follow the Sakrier path to become better warriors, but do not pursue it to its full potential. If a Sacrier ever willfully dons armor, uses protective equipment, or cower to avoid taking damage, he can no longer follow the path of the Sakrier. He loses Masochism, Bloodletting, and Fury abilities.
--
Knowledge Checks:
{table=head]DC|Result
10|A Sakrier? You mean lunatic, right?
15|They are insane; they're practically immortal too.
20|The Sakrier is extremely powerful and deadly. He turns physical pain into strength.[/table]