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Rajion
2012-03-26, 10:42 PM
What started as a tipsy discussion has led to a homebrew campaign, with friends all make homebrew classes for each other to play in a game of 3.5. Seeing as this is my first attempt at homebrew and none of us frequent forums, I figured it would be in my best interest to throw this out here and see some responses.

With no further to do, the Ancestral Warrior, an attempt at a Constitution based class.

Alignment: Any Lawful
Hit Dice: d10
Starting age: As monk
Starting gold: 4d4*10
Skills (2+int): Climb, Craft, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (history), Ride, Sense Motive, Swim

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special[b]|[b]Enhancement Pool

1st|+1|+2|+0|+0|Ancestral weapon, Loyalty, Loyal Body 1/day, endurance|0|

2nd|+2|+3|+0|+0|Enduring Loyalty, bonus feat|0|

3rd|+3|+3|+1|+1|Loyal Mind, Great Stature|0|

4th|+4|+4|+1|+1|+1 Ancestral Weapon|+1|

5th|+5|+4|+1|+1|Loyal Body 2/day, paralyzing stare|+2|

6th|+6/+1|+5|+2|+2|Bonus Feat|+3|

7th|+7/+2|+5|+2|+2||+3|

8th|+8/+3|+6|+2|+2|+2 Ancestral weapon, chosen ancestry|+4|

9th|+9/+4|+6|+3|+3|Mass paralyzing stare|+5|

10th|+10/+5|+7|+3|+3|Loyal Body (3/day), heirloom, bonus feat|+5|

11th|+11/+6/+1|+7|+3|+3||+6|

12th|+12/+7/+2|+8|+4|+4|+3 Ancestral weapon|+7|

13th|+13/+8/+3|+8|+4|+4||+7|

14th|+14/+9/+4|+9|+4|+4|bonus feat|+8|

15th|+15/+10/+5|+9|+5|+5|Loyal Body 4/day|+9|

16th|+16/+11/+6/+1|+10|+5|+5|+4 Ancestral weapon|+9|

17th|+17/+12/+7/+2|+10|+5|+5|Lifesapping Gaze|+10|

18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat|+11|

19th|+19/+14/+9/+4|+11|+6|+6||+11|

20th|+20/+15/+10/+5|+12|+6|+6|+5 Ancestral weapon, loyal body 5/day|+12|

[/table]

Class Features:

Weapon and armor proficiencies: An Ancestral Warrior is proficient with simple weapons, his Ancestral Weapon, and all types of armor, but not shields.

Ancestral Weapon (Su): You have been gifted the weapon of your ancestors, such as a dagger or a spear. At level 4 it becomes a +1 weapon and that bonus increases every four levels after that to +5. Additionally, you have access to a weapon enhancement pool. This provides bonus’s to your weapon, on the condition that they are not weapon enhancements (for example, a level 7 Ancestral Warrior could have a sword with one +2 ability, or two swords with +1 abilities). These enhancements are supernatural. One can change the enhancement abilities by praying to their forefather for an entire night. The total enhancement cannot be greater than +10 (calculated by adding the enhancement and the ability bonus’s together). You are always treated as being proficient with your ancestral weapon.

To make the enhancement, you need to make a concentration check for the new abilities. The DC is 10+ the required caster level for the abilities. So if you have a returning shocking burst weapon, (caster level 7 for returning, caster level 10 for shocking, and 12 for shocking burst), you need a DC 17 for the returning, a 20 for the shocking, and a 22 for the shocking burst. If you fail, you do not have that ability the next day. If you fail for a prerequisite ability, you can not have the following ability, even if you made that check. I.E., no shocking burst without shock.

Code: An ancestral warrior has a set code based on how his ancestors acted. If he does not act that way, then he loses access to his abilities and his ancestral weapon become mundane. One set thing is you must be lawful.
The following are loyalty abilities. You lose this if you are not loyal or cease to follow your cause.


Loyal Body (EX): Once a day, you may gain a +6 morale bonus to your strength for a number of rounds equal to (half your level)+1, with a minimum of 2. You may use this once at level 1, twice at level 5, three times a day at level 10, four times at level 15, and five times a day at level 20. It is a free action to enter and leave this state. If you leave before the effect is over, you lose the use.

Enduring Loyalty (EX): at level 2, you may give yourself a total number of temporary hit points per day equal to your ancestral warrior level*con. These do not stack with other temporary hit points from other sources. It requires a standard action. After one minute, all temporary hit points added disappear.

Strong Mind (EX): at level 3, you gain a bonus equal to your constitution modifier on your Will save.

Great Stature (ex): at level 3, you may add your constitution to intimidate checks and gather information checks instead of your charisma.

Endurance: At level 1, you get Endurance as a feat.

Bonus feats (EX): at indicated levels, the ancestral warrior can chose a bonus feat from the list of fighter bonus feats.

Paralyzing Stare (EX): After slaying an enemy, you create fear in the hearts of the enemy. You make an intimidate check, opposed to their level check. If you win, they are paralyzed with fear. The enemy must be within 30 feet of the Ancestral Warrior, and have line of sight. This functions like the spell ‘hold monster, with the creature being allowed a will save every round at DC 14+Con. At level 9, you may effect 1 enemy for every 4 levels.

Chosen Ancestry (Su): At level 8, you may choose to make your own ancestry, creating a new weapon. It is treated as an ancestral weapon and gains access to the item ability pool and weapon enhancements similar to your swords. You must forge the weapon yourself, using the materials from previous weapon, and must pay an xp cost as if you forged a magic weapon at half his warrior level. For instance, Taras is a level 14 ancestral warrior. He decides to reforge his short sword into a kukri. He must pay an experience cost as if he had forged a +7 weapon, or 3932 xp. If he could lose a level because of this, he cannot forge a new weapon. If the he chooses to reforge both of his weapons into a double weapon, such as a double axe, the xp cost is as if he had forged 2 +7 weapons. You do not pay a material cost.

Heirloom (Su): at level 10, your armor becomes a family heirloom. Unlike your weapons, you can use your item ability pool to increase its armor bonus as well as giving it abilities. However, you cannot give it an armor bonus higher than your weapon’s magic bonus. For instance, a level 12 Ancestral Warrior could only make his armor a +3 with this trick. However, he can still provide up to a +5 worth of abilities to his armor, like his swords.

Lifesapping Stare (Su): At level 17, the Ancestral Warrior can kill a weaker foe with just his eyes. When you paralyze an enemy out of fear it must make another will save at DC 10+.5(Ancestral Warrior level)+Con or die instantly. Obviously, creatures immune to fear and death attacks are immune to this ability.

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The basis behind this class is the powers he gains from following the path of his ancestors and code and using those to strike fear into the hearts of his enemies with nothing more then his determination and endurance (hence the stares).

Please give me feedback and alert me of any major problems you see that could cause balancing issues, things that should be placed earlier in level or altered in such a way to make them more useful, or things that just won't work. The same goes with wording, which could cause loopholes I am unaware of. If you could also compare it to other classes in terms of power, that would be great.

Help me, GITP Homebrewers, you're my only hope.