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thereaper
2012-06-04, 03:04 AM
The Mythic Warrior

http://4.bp.blogspot.com/_Qe1VUwAX0q4/TK6MaZ-bOaI/AAAAAAAAABI/TqkxTrrt1sY/s1600/008_Achilles.jpg

The Mythic Warrior is the stuff of legend. He is stronger, faster, and harder than his enemies. Tales of his exploits reach far and wide, yet the truth of his power remains beyond even the most exaggerated accounts.

Alignment: Any.
Hit Die: d12.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Skills
The Mythic Warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

Starting Age: As Fighter.
Starting Gold: 4d4 gp

{table=head] Level|Base Attack Bonus|Fort Save|Reflex Save|Will Save|Adrenaline Surges/day|Special
1st|+1|+2|+2|+2|2|Mythic Speed, Mythic Jump, Mythic Rage, Mythic Survival
2nd|+2|+3|+3|+3|2|Mythic Mass
3rd|+3|+3|+3|+3|3|Hamstring Hack, Mythic Healing
4th|+4|+4|+4|+4|3|Bonus Feat, Mythic Strike
5th|+5|+4|+4|+4|4|Mythic Endurance
6th|+6/+1|+5|+5|+5|4|Bonus Feat, Sunder Armor
7th|+7/+2|+5|+5|+5|5|Improved Mythic Speed, Improved Mythic Jump
8th|+8/+3|+6|+6|+6|5|Dispelling Strike, Blinding Blow
9th|+9/+4|+6|+6|+6|6|Bonus Feat
10th|+10/+5|+7|+7|+7|6|Dismember, Never Surrender
11th|+11/+6/+1|+7|+7|+7|7|Spell Resistance
12th|+12/+7/+2|+8|+8|+8|7|Greater Dispelling Strike
13th|+13/+8/+3|+8|+8|+8|8|Mythic Defense
14th|+14/+9/+4|+9|+9|+9|8|Ignore Damage Reduction
15th|+15/+10/+5|+9|+9|+9|9|Ignore Force
16th|+16/+11/+6/+1|+10|+10|+10|9|Mythic Preparation
17th|+17/+12/+7/+2|+10|+10|+10|10|Mythic Defense
18th|+18/+13/+8/+3|+11|+11|+11|10|Disjuncting Strike
19th|+19/+14/+9/+4|+11|+11|+11|10|Timeless Body, Greater Mythic Speed, Greater Mythic Jump
20th|+20/+15/+10/+5|+12|+12|+12|10|Behead
[/table]

Class Features

Weapon and Armor Proficiency: The Mythic Warrior is proficient with all simple and martial weapons, as well as all armor and shields (including tower shields).

Adrenaline Surges (Ex): A Mythic Warrior has a certain number of adrenaline surges he may use each day to fuel his superhuman feats of strength, speed, and endurance. Spending an adrenaline surge is a free action unless stated otherwise. A Mythic Warrior may not use more than two adrenaline surges per round, and may not apply more than one adrenaline surge to a single attack.

Mythic Speed (Ex): A Mythic Warrior may spend an adrenaline surge to gain a +10 bonus to his move speed for the duration of his turn. At 7th level, this bonus increases to +20. At 19th level, this bonus increases to +30.

Mythic Jump (Ex): A Mythic Warrior may spend an adrenaline surge to gain a +10 foot bonus on his next jump. At 7th level, this bonus increases to +20 feet. At 19th level, this bonus increases to +30 feet.

Mythic Rage (Ex): A Mythic Warrior may spend an adrenaline surge to gain the use of the Barbarian Rage ability.

Mythic Survival (Ex): A Mythic Warrior who is dying may spend an adrenaline surge to automatically stabilize himself.

Mythic Mass (Ex): 2nd level Mythic Warriors are more stable than ordinary adventurers, and have an innate +4 bonus to grapple checks, bull rush attempts, and trip attempts.

Hamstring Hack (Ex): A 3rd level Mythic Warrior has learned how to target important weak points in his opponents. If a Mythic Warrior uses an adrenaline surge while making a melee attack and hits, he may reduce the target's land and swim speed by half (if they use their legs for locomotion) until the target is healed. If this ability is used on a creature that uses wings to fly, the Mythic Warrior may instead remove the target's ability to fly using those wings until the target is healed. This ability works only on targets that are vulnerable to the Rogue's Sneak Attack ability, and anything immune to it is immune to the Hamstring Hack.

Mythic Healing (Ex): A Mythic Warrior may spend an adrenaline surge to gain Fast Healing 1 for 10 rounds. This ability cannot be used while dying.

Bonus Feat (Ex): At 4th level, a Mythic Warrior chooses one of the following as a bonus feat (even if he lacks the prerequisites for it): Deflect Arrows, Improved Unarmed Strike, Exotic Weapon Proficiency. At 6th level, a Mythic Warrior gains another bonus feat determined by his first bonus feat. If he had chosen Deflect Arrows, he gains Snatch Arrows. If he had chosen Improved Unarmed Strike, he gains Stunning Fist. If he had chosen Exotic Weapon Proficiency, he gains Improved Trip. Finally, at 9th level, a Mythic Warrior gains as a bonus feat either Improved Grapple, Improved Disarm, or Improved Sunder.

Mythic Strike (Ex): At 4th level, a Mythic Warrior learns how to weaken his enemies with well-placed blows. If a Mythic Warrior uses an adrenaline surge while making a melee attack and hits, he may force a minimum damage roll on the attack and in exchange deal 1d6 strength damage (if the weapon deals slashing or piercing damage) or 1d4 damage to a mental ability score (Intelligence if a bludgeoning weapon is used, Wisdom if a slashing weapon is used, and both at once if a piercing weapon is used). If the Mythic Warrior's weapon deals multiple damage types, the player chooses which damage type will be used to determine ability score damage type. This ability cannot be used to inflict the same type of ability score damage to the same creature again (unless they are cured of the ability score damage). This ability works only on targets that are vulnerable to the Rogue's Sneak Attack ability, and anything immune to it is immune to the Mythic Strike.

Mythic Endurance (Ex): At 5th level, a Mythic Warrior can hold his breath for twice as long, gains Endurance as a bonus feat (even if he does not meet the prerequisites), and has his maximum age dice maximized.

Sunder Armor (Ex): At 6th level, a Mythic Warrior may attempt to use the Sunder action against an opponent's armor. Instead of making opposed attack rolls, the Mythic Warrior makes a normal attack against the target (all modifiers for sunder attempts from size, weapons, and such apply to the attack roll), and if the attack hits, the target must make a reflex save (DC = 10 + 1/2 Mythic Warrior level + Str modifier). If the target fails, the Mythic Warrior successfully attacks the target's armor and deals damage to it.

Dispelling Strike (Ex): At 8th level, a Mythic Warrior may strike with such force and precision that even the mightiest of magic wavers. If a Mythic Warrior uses an adrenaline surge during a melee attack and hits, he may choose to apply a targeted Dispel Magic effect to the target (caster level = Mythic Warrior level). At 12th level, this ability emulates a targeted Greater Dispel Magic instead. At 18th level, this ability also disjoins all magic effects and magic items on the target (as Mage's Disjunction).

Blinding Blow (Ex): At 8th level, a Mythic Warrior learns to target the eyes of his foe. If a Mythic Warrior uses an adrenaline surge during a melee attack and hits, he may force the target to make a reflex save (DC = 10 + 1/2 Mythic Warrior level + Str modifier) or be blinded. If this ability is used successfully with a bludgeoning weapon, the target is deafened as well. The blindness (and deafness, if applicable) disappear 1d3 rounds after the target has been healed by any means.

Dismember (Ex): At 10th level, a Mythic Warrior learns how to cut his enemy to pieces. If a Mythic Warrior uses an adrenaline surge during a melee attack with a slashing weapon and hits, he may force the target to make a fortitude save (DC = 14 + 1/2 Mythic Warrior level + Str modifier) or lose one of their limbs (which one is determined by the Mythic Warrior). If the target loses an arm (or equivalent limb), he or she loses whatever items were held by it or attached to it and cannot perform actions requiring two hands (unless they have more than two ordinarily, in which case they will lose the ability to do things requiring their normal number of hands). Loss of a wing means a target cannot use their wings to fly. Loss of a leg means the target's speed is limited to 5 feet per round and they must make a DC 5 balance check each round to avoid falling prone, as well as a DC 10 balance check to not fall prone while moving. These leg penalties do not apply to creatures that normally have more than two legs, unless they lose two legs. A Regenerate spell can reverse the effects of this ability.

Never Surrender (Ex): At 10th level, a Mythic Warrior learns to better resist attempts to subvert his will. A Mythic Warrior who spends an adrenaline surge may attempt a new saving throw against any mind-affecting effect on him that he has already failed a saving throw against. A Mythic Warrior may use this ability even if he does not have control of his actions.

Spell Resistance (Ex): At 11th level, a Mythic Warrior's body hardens itself against magic, giving the Mythic Warrior Spell Resistance equal to 10 + his Mythic Warrior level. Unlike normal Spell Resistance, however, the Mythic Warrior's Spell Resistance only applies when he wants it to.

Mythic Defense (Ex): At 13th level, a Mythic Warrior's skin becomes highly resistant to damage. He gains either Damage Reduction 5/- or +2 Natural Armor (whichever he chooses). At 17th level, he gains whichever defensive benefit he didn't choose before.

Ignore Damage Reduction (Ex): At 14th level, a Mythic Warrior learns how to strike with a force that cannot be stopped. A Mythic Warrior may use an adrenaline surge to ignore all damage reduction and hardness for the rest of the round.

Ignore Force (Ex): At 15th level, a Mythic Warrior's body becomes so powerful and hostile to unwanted magic that he can ignore some of it. By using an adrenaline surge, a Mythic Warrior can ignore force barriers such as a Wall of Force or a Forcecage for one round. Any such barriers he passes through are destroyed.

Mythic Preparation (Ex): At 16th level, a Mythic Warrior's ability to swiftly perceive and respond to danger becomes legendary. If a Mythic Warrior does not normally act in the surprise round of a battle, he may spend one adrenaline surge to act in the surprise round (however, he will be the last to act in the surprise round unless another Mythic Warrior uses this ability). If the Mythic Warrior does normally act in the surprise round and uses this ability, he automatically goes first in the surprise round (unless another Mythic Warrior uses this ability). If two or more Mythic Warriors use this ability, whoever used the ability first acts first.

Timeless Body (Ex): At 19th lvl, a Mythic Warrior no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the mythic warrior still dies of old age when his time is up.

Behead (Ex): At 20th level, a Mythic Warrior gains the power and precision to end a battle in a single stroke. If a Mythic Warrior uses an adrenaline surge during a melee attack with a slashing weapon and hits, he may force the enemy to make a fortitude save (DC = 10 + 1/2 Mythic Warrior level + Str modifier) or have their head severed (as the vorpal weapon property).

Epic Progression

{table=head]Level|Adrenaline Surges/day|Special
21st|11|-
22nd|11|Bonus Feat
23rd|11|-
24th|11|Bonus Feat
25th|11|-
26th|12|Bonus Feat
27th|12|-
28th|12|Bonus Feat
29th|12|-
30th|12|Bonus Feat
[/table]

Adrenaline Surges (Ex): An Epic Mythic Warrior gains an additional adrenaline surge per day every 5 levels after 20th.

Bonus Feat (Ex): An Epic Mythic Warrior gains a bonus feat (selected from the list of Epic Mythic Warrior feats) every two levels after 20th.

Epic Mythic Warrior Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Leadership, Epic Prowess, Epic Speed, Energy Resistance, Epic Toughness, Epic Weapon Focus, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Legendary Climber, Legendary Commander, Legendary Leaper, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend

New Feat

Extra Adrenaline

Prerequisites: 1st level Mythic Warrior

Benefit: You gain one additional adrenaline surge per day.

Special: A character may gain this feat multiple times. Its effects stack.

thereaper
2012-06-04, 03:06 AM
Objective


I set out to make a T3 melee class. ToB is the standard for T3 melee, and by that metric the class is nowhere near as versatile. However, it does have an excellent chassis (d12 HD, fighter proficiencies, full BAB, 4 skill points, a decent skill list, and even all good saves).

My hope is that the great saves, heavy armor, and spell resistance make the class tough enough to partially make up for its lack of options (compared to a ToB class, anyway). However, it's capable of all the standard melee tricks, and can incorporate its powers into its full attack routine (note that none of the abilities say they can't be done in a full attack). Effectively, it's a defensive juggernaut with standard melee full attack potential that can throw out Save or X effects at the same time (to say nothing of its power to inflict ability damage, dispel, or sunder armor). It also has some minor utility powers, bonus feats, and just enough skill points to do something small outside of combat.

Nuts and bolts of the class


The Chassis: No matter what I did, there was no way this class was going to be as versatile as a specialized caster, so I would have to make up the difference in power. Making the base chassis incredibly hardy was a simple but effective way to begin that process. The 4 skill points give it some much-needed non-combat potential (however slight).

Mythic Speed, Mythic Jump, Mythic Endurance, and Mythic Survival: Not only do these have some utility value, but I wanted to go for a Greek hero kind of thing here (think Achilles), and being able to jump twice as far as any normal man (for example) is a great way to showcase that.

Mythic Rage: It's a nice, consistent buff for when you don't want to do anything special, and it gives low-level players something combat-oriented to do with their adrenaline.

Mythic Mass: For players who might want to play as a grappler or use an alternative combat maneuver (no, not the ToB kind, the other one).

Hamstring Hack: The first special attack. The effect is mainly useful for keeping something from running away from you and ripping your mage's face off.

Mythic Healing: An emergency heal, but one weak enough that its use is not desirable except in...well, emergencies.

Bonus Feats: These serve not only to differentiate various characters, but also encourage the use of alternative combat maneuvers.

Mythic Strike: It inflicts ability damage, and creates a (slight) reason to use different damage types (piercing being the winner for this one).

Sunder Armor: If I'm going to have a class that does things that happen in real life but aren't supported in the game like lopping off body parts, sundering armor is a logical thing to have as well. Note that this one doesn't require adrenaline surges, allowing you to have a Save or X even if you're out of adrenaline.

The Upgrades to Mythic Speed/Jump, Mythic Defense, and Timeless Body: Filler.

Dispelling Strike, its upgrades, Spell Resistance, Never Surrender, and Ignore Force: Caster counters, to make the class a little more competitive.

Blinding Blow: This is the adrenaline Save or X that targets reflex saves. It's heavily debilitating with most weapons, and with bludgeoning ones it's practically a Save or Die unless the monster has a way of getting healed (blindness means needing to listen for where to swing and eating total concealment, blindness and deafness means you have no way of even knowing where to swing).

Dismember: A Fortitude-targeting slashing-only special attack that heavily debilitates the target in a way that is very hard to cure (Regenerate is a 7th level spell, and this comes online at 10th level). Since most monsters have good fort saves, the DC is higher than for the other special attacks.

Ignore Damage Reduction: Gives the class a way to get around one of the classic physical counters, without removing that counter completely (adrenaline is limited, after all).

Mythic Preparation: A unique advantage for the class (less susceptibility to surprise attacks, and the ability to always go first if you're doing the surprising and the enemy somehow gets to act during the surprise round anyway).

Behead: The big slashing-only Save or Die. It may seem underpowered, but keep in mind; the player is doing this in addition to his full attack, not instead of it.

The epic progression is pretty self-explanatory, I'd say. And the feat is just in case the player feels they absolutely, positively need more adrenaline surges.

JustineSane
2012-06-04, 03:12 AM
Your flavor pic is broken.

Other than that, looks great so far!

Lvl45DM!
2013-09-03, 08:03 AM
No reason that a bludgeon or a piercing weapon cant be as awesome as a slashing weapon i feel. Bludgeoning should shatter bones and require a single Heal spell to just fix that injury instead of Dismember, and while it won't remove the whole head it could explode it instead!

Piercing would be similar, in that it would sever major arteries or ligaments rendering the arm or leg useless and bleeding, and pierce the heart.

tarkisflux
2013-09-04, 01:06 PM
I like a lot of the ideas here. The surges limit seems a bit low for my tastes, but that's an easy tweak (and one I suspect most people wouldn't like anyway).

The only things that worry me are the armor sundering and disjoining strikes. Broken stuff is stuff you can't loot after the fight :smalleek:. Choosing between letting your foe use it so you can acquire it later or destroying it now so your foe can't use it is an annoying choice to have to make.

So for armor sundering, maybe it causes their armor to be poorly worn on the first strike (penalty to hit, reduced armor bonus, maybe reduced speed or something else) and fall all the way off on a second strike? You could go with the normal save setup for that sort of thing too instead of the damage.

And for disjoining, maybe it's just suppressed until the Mythic Warrior spends a minute coaxing it back to life? That still removes the item from the encounter like a disjoining would, but it doesn't remove the item from the treasure pile afterwards unless the warrior decides to.

SamBurke
2013-09-04, 03:14 PM
Control+F. "Mythic."

1 of 99. :smalleek:

You maaaaay wanna get a new word, or spice it up with a few different ones.

COMING SOON: Actual class critique!