Tyndmyr
2011-07-25, 11:29 PM
Eternal Warrior
Class Skills: Balance, Bluff, Climb, Craft(any), Handle Animal, Hide, Intimidate, Jump, Knowledge(all), Listen, Move Silently, Profession(Any), Ride, Search, Survival, Spot, Swim, Tumble, Use Rope.
Skills Pts: Int + 4
Hit Die: D12
Proficiencies: All Simple and Martial Weapons, All Shields and Armor.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Hindering Blades
2nd|
+2|
+3|
+3|
+0|+2 Con
3rd|
+3|
+3|
+3|
+1|DR1/-, Wall of Steel
4th|
+4|
+4|
+4|
+1|Unstoppable Rampage(1)
5th|
+5|
+4|
+4|
+1|Strike From the Sky
6th|
+6|
+5|
+5|
+2|DR 2/-, +2 Dex
7th|
+7|
+5|
+5|
+2|Arcane Antipathy
8th|
+8|
+6|
+6|
+2|Unstoppable Rampage(2)
9th|
+9|
+6|
+6|
+3|DR 3/-, Slowing Strike
10th|
+10|
+7|
+7|
+3|Versatile Warrior
11th|
+11|
+7|
+7|
+3|Mobile Warrior
12th|
+12|
+8|
+8|
+4|DR 4/-, Unstoppable Rampage(3)
13th|
+13|
+8|
+8|
+4|+2 Con
14th|
+14|
+9|
+9|
+4|Area Denial
15th|
+15|
+9|
+9|
+5|DR 5/-
16th|
+16|
+10|
+10|
+5|Unstoppable Rampage(4)
17th|
+17|
+10|
+10|
+5|Delay Death
18th|
+18|
+11|
+11|
+6|DR 6/-
19th|
+19|
+11|
+11|
+6|+2 Dex, Good Recovery
20th|
+20|
+12|
+12|
+6|Unstoppable Rampage(5), Unstoppable Juggernaut[/table]
Abilities:
Hindering Blades: Area threatened by the Eternal Warrior counts as difficult terrain for anyone the Eternal Warrior designates as an enemy.
Wall of Steel: When wielding a shield, the Eternal Warrior receives double the standard AC bonus for the shield. Magical bonuses, if any, are unaffected.
Unstoppable Rampage: Whenever the Eternal Warrior kills an enemy, he heals for x hp, where x is the current level of Unstoppable Rampage.
(Ex)Strike from the Sky: With a successful hit, instead of dealing damage, the Eternal Warrior may instead elect to suppress all flight or other air movement effects such as feather fall currently active on the target for a single round. A reflex save(DC: Half Eternal Warrior level, rounded down + dex bonus) is needed to avoid this effect.
Arcane Antipathy: At seventh level, the Eternal Warrior gains SR equal to his class level + 10.
Slowing Strike: At 9th level, the Eternal Warrior has learned to slow his adversaries by targeting vulnerable areas. Any enemy struck by the Eternal Warrior has his movement reduced by 10ft for a single round unless he saves(Fort DC Half Eternal Warrior level, rounded down + int bonus). Immunity to Critical Hits, Sneak Attack or other precision damage also confers immunity to this ability.
Versatile Warrior: At 10th level, the Eternal Warrior receives Iron Will as a bonus feat. In addition, he now ignores armor check penalties.
Mobile Warrior: At 11th level, the Eternal Warriors speed is increased by 5 ft. In addition, he may now take a ten foot step instead of a five foot step.
Area Denial: At 14th level, the Eternal Warrior's reach is increased by five feet. In addition, he receives Stand Still as a bonus feat, regardless of if he possess the prerequisites for it.
Delay Death: At 15th level, the Eternal Warrior may, once per day, when subjected to a [Death] effect or damage reducing hp or a stat to 0, instead elect to be reduced to 1 hp and ignore the effect.
Good Recovery: At 19th level, the Eternal Warrior gains the ability to reroll a save once per day.
Unstoppable Juggernaut: At 20th level, when the Eternal Warrior is subjected to unconsciousness or death via hp or ability loss, he remains active for a number of rounds equal to his con bonus before the effect occurs. If the status effect is removed or healed before this happens, the Eternal Warrior remains functional.
Design notes: This is intended to be a rather high tier melee class. It is expected to outclass almost all melee, and excel in it's area of specialty. I realize this is not quite standard for melee, but I believe it's possible and desirable to have entirely non-magical, non-initiator classes that retain flexibility. However, it is not entirely intended to displace other melee roles, and thus there is a notable absence of high profile abilities like Pounce. Still, it probably shouldn't be in a tier 3-4 game.
It's niche? Not dying. It is a tank as tanks were originally envisioned. The warrior that takes a brutal pounding and keeps going, preventing the others in his party from taking the hits from the big melee gribbly. Let me know if I went too far...or made him too niche. I worry about both of those a bit.
Class Skills: Balance, Bluff, Climb, Craft(any), Handle Animal, Hide, Intimidate, Jump, Knowledge(all), Listen, Move Silently, Profession(Any), Ride, Search, Survival, Spot, Swim, Tumble, Use Rope.
Skills Pts: Int + 4
Hit Die: D12
Proficiencies: All Simple and Martial Weapons, All Shields and Armor.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Hindering Blades
2nd|
+2|
+3|
+3|
+0|+2 Con
3rd|
+3|
+3|
+3|
+1|DR1/-, Wall of Steel
4th|
+4|
+4|
+4|
+1|Unstoppable Rampage(1)
5th|
+5|
+4|
+4|
+1|Strike From the Sky
6th|
+6|
+5|
+5|
+2|DR 2/-, +2 Dex
7th|
+7|
+5|
+5|
+2|Arcane Antipathy
8th|
+8|
+6|
+6|
+2|Unstoppable Rampage(2)
9th|
+9|
+6|
+6|
+3|DR 3/-, Slowing Strike
10th|
+10|
+7|
+7|
+3|Versatile Warrior
11th|
+11|
+7|
+7|
+3|Mobile Warrior
12th|
+12|
+8|
+8|
+4|DR 4/-, Unstoppable Rampage(3)
13th|
+13|
+8|
+8|
+4|+2 Con
14th|
+14|
+9|
+9|
+4|Area Denial
15th|
+15|
+9|
+9|
+5|DR 5/-
16th|
+16|
+10|
+10|
+5|Unstoppable Rampage(4)
17th|
+17|
+10|
+10|
+5|Delay Death
18th|
+18|
+11|
+11|
+6|DR 6/-
19th|
+19|
+11|
+11|
+6|+2 Dex, Good Recovery
20th|
+20|
+12|
+12|
+6|Unstoppable Rampage(5), Unstoppable Juggernaut[/table]
Abilities:
Hindering Blades: Area threatened by the Eternal Warrior counts as difficult terrain for anyone the Eternal Warrior designates as an enemy.
Wall of Steel: When wielding a shield, the Eternal Warrior receives double the standard AC bonus for the shield. Magical bonuses, if any, are unaffected.
Unstoppable Rampage: Whenever the Eternal Warrior kills an enemy, he heals for x hp, where x is the current level of Unstoppable Rampage.
(Ex)Strike from the Sky: With a successful hit, instead of dealing damage, the Eternal Warrior may instead elect to suppress all flight or other air movement effects such as feather fall currently active on the target for a single round. A reflex save(DC: Half Eternal Warrior level, rounded down + dex bonus) is needed to avoid this effect.
Arcane Antipathy: At seventh level, the Eternal Warrior gains SR equal to his class level + 10.
Slowing Strike: At 9th level, the Eternal Warrior has learned to slow his adversaries by targeting vulnerable areas. Any enemy struck by the Eternal Warrior has his movement reduced by 10ft for a single round unless he saves(Fort DC Half Eternal Warrior level, rounded down + int bonus). Immunity to Critical Hits, Sneak Attack or other precision damage also confers immunity to this ability.
Versatile Warrior: At 10th level, the Eternal Warrior receives Iron Will as a bonus feat. In addition, he now ignores armor check penalties.
Mobile Warrior: At 11th level, the Eternal Warriors speed is increased by 5 ft. In addition, he may now take a ten foot step instead of a five foot step.
Area Denial: At 14th level, the Eternal Warrior's reach is increased by five feet. In addition, he receives Stand Still as a bonus feat, regardless of if he possess the prerequisites for it.
Delay Death: At 15th level, the Eternal Warrior may, once per day, when subjected to a [Death] effect or damage reducing hp or a stat to 0, instead elect to be reduced to 1 hp and ignore the effect.
Good Recovery: At 19th level, the Eternal Warrior gains the ability to reroll a save once per day.
Unstoppable Juggernaut: At 20th level, when the Eternal Warrior is subjected to unconsciousness or death via hp or ability loss, he remains active for a number of rounds equal to his con bonus before the effect occurs. If the status effect is removed or healed before this happens, the Eternal Warrior remains functional.
Design notes: This is intended to be a rather high tier melee class. It is expected to outclass almost all melee, and excel in it's area of specialty. I realize this is not quite standard for melee, but I believe it's possible and desirable to have entirely non-magical, non-initiator classes that retain flexibility. However, it is not entirely intended to displace other melee roles, and thus there is a notable absence of high profile abilities like Pounce. Still, it probably shouldn't be in a tier 3-4 game.
It's niche? Not dying. It is a tank as tanks were originally envisioned. The warrior that takes a brutal pounding and keeps going, preventing the others in his party from taking the hits from the big melee gribbly. Let me know if I went too far...or made him too niche. I worry about both of those a bit.