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Vorpal Pete
2007-03-20, 01:19 AM
Ferocious Prestige Class
The small races are invariably put upon and pushed around by larger folk than they. The usual response of the small races is to creep away into secret places and try to avoid getting underfoot. A few foolhardy individuals, however, stand up to the big folk and stare them down. Unwilling or unable to give ground, and physically unsuited to go toe to toe with the larger races, these hardy and clever fighters learn to fight dirty, taking advantage of their opponents’ size and clumsiness. The best of these half-pint streetfighters are called ferocious, and their daring leaps and scrambles onto startled opponents show why. More than one lumbering giant has fled screaming, a vicious halfling clamped firmly between his shoulder blades, and a number of doughty humans and dwarfs can speak of diving panicked into a lake or river with a frenetic kobold fastened to his back.
Rogues and monks have the agility and physicality necessary to become an excellent ferocious. Fighters, rangers and bards can also do well in this class. Sorcerers, wizards, clerics and druids might be successful with spells that enhance their combat abilities, but most dislike the thought of spending a great deal of time in grapples, unable to complete somatic components to spells. A barbarian or paladin might make a very interesting ferocious indeed.
NPC ferocious’ may be halflings, gnomes or faeries with a territorial bent, defending their homes or actively hunting down larger creatures who threaten their homes. For a darker variety, they might be kobolds or goblins who have perfected a frighteningly efficient means of ambushing troublesome adventurers. In teams the ferocious are more formidable than creatures many times their size.
Hit Die: d10

Table 1-1: The Ferocious
{table=head; width=600px]Level | BAB | Fort | Ref | Will | Special
1st|+1|+0|+2|+0|Gutsy grapple +1, Immune to Fear, Sneak Attack +1d6
2nd|+2|+0|+3|+0|Knee-tackle
3rd|+3|+1|+3|+1|Pilferstrike
4th|+4|+1|+4|+1|Gutsy grapple +2, Sneak Attack +2d6
5th|+5|+1|+4|+1|Improved Trip
6th|+6|+2|+5|+2|Kneecap
7th|+7|+2|+5|+2|Sneak Attack +3d6
8th|+8|+2|+6|+2|Gutsy grapple +3
9th|+9|+3|+6|+3|Crippling Strike
10th|+10|+3|+7|+3|Death sentence, Sneak Attack +4d6[/table]


Requirements
To qualify to become a ferocious, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Size: Smaller than Medium.
Climb: 6 ranks
Jump: 6 ranks
Escape Artist: 6 ranks
Ride: 3 ranks
Feats: Clever wrestling, Dirty fighting.

Class Skills
The ferocious’ class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Pick Pocket (Dex), Profession (Wis), Ride, (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis).

Skill Points at Each Level: 4+Int modifier.

Class Features
All of the following are class features of the ferocious prestige class.

Weapon and Armor Proficiency: A ferocious is proficient with all simple and martial weapons, light armor and medium armor. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble.

Gutsy Grapple: The defining ability of a ferocious is the gutsy grapple, in which a ferocious attaches herself to a larger opponent’s back like a barnacle and wreaks horrific damage to her frustrated foe as he whirls and claws at his back.

A ferocious may initiate a gutsy grapple against an opponent of at least one size larger than herself who is flanked or denied his dexterity bonus. The ability is not effective against incorporeal targets, creatures with amorphous anatomy, such as a gibbering mouther, ooze, etc, or most tentacled creatures or those with the ability to strike at any point of their own bodies.

If the ferocious makes a successful touch attack to begin the gutsy grapple, she may use her opponent's special size modifier to the grapple check instead of her own. In addition, the ferocious gains a bonus to the opposed grapple check of +1 at first level, with an additional +1 bonus at each class level divisible by 4. If the ferocious beats her opponent in the opposed grapple check, she has lodged herself firmly in an unreachable area of her opponent’s body. The target loses his Dexterity bonus to AC against the ferocious, which allows the ferocious to sneak attack with a light weapon or unarmed attack (see Core Rulebook #1, page 137). The ferocious may opt to take a full-round action to blind the target for a round by covering his eyes, throwing a cape over his head, etc.

Unless her opponent’s strength is not enough to support the weight of the ferocious, the opponent still threatens area as normal and does not lose his dexterity bonus against opponents other than the ferocious herself. However, the only direct action the target may take against the ferocious is to attempt Escape (see Core Rulebook #1, page 137). There are two exceptions to this: a target at least two sizes larger than the ferocious may attempt to harm the ferocious by slamming her against the wall, floor, etc. This is an opposed grapple check and inflicts damage according to figure 1-2. All damage done to the ferocious is also applied to the surface struck. A ferocious will not take more damage than the surface may sustain. A dragon may utilize its crush attack (if it possesses one) against the ferocious. The target may still use spells, abilities, etc. to attempt to dislodge the ferocious. The ferocious retains a bonus to opposed grapple checks equal to the opponent’s special size modifier and her gutsy grapple bonus for all opposed grapple checks between herself and the target.

If the target successfully escapes, the ferocious is pushed out of the target’s square in a direction of the target’s choice.

Immune to Fear: Some of the boldest of the little folk, nothing quails a ferocious.

Sneak Attack: If a ferocious can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the ferocious’ target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the ferocious flanks the target, the ferocious’ attack deals extra damage. The extra damage is +1d6 at first level and an additional 1d6 every three levels thereafter. Should the ferocious score a critical hit with a sneak attack, this extra damage is not multiplied. (See table 8-8: Attack Roll Modifiers, Core Rulebook #1, page 132, for combat situations in which the ferocious flanks an opponent or the opponent loses his Dexterity bonus to AC.)

Ranged attacks can only count as sneak attacks if the target is within 30 feet. The ferocious can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, the ferocious can make a sneak attack that deals subdual damage instead of normal damage. She cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Subdual Damage, Core Rulebook #1, page 134.)

A ferocious can only sneak attack a living creature with discernable anatomy – undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The ferocious must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The ferocious cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

If a ferocious gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.

Knee-tackle: At 2nd level a ferocious gains a +4 bonus to opposed strength checks for the purpose of bull-rushing opponents at least one size category larger than herself.
Pilferstrike: At 3rd level a ferocious who is pushed out of an opponents square when the opponent escapes from a gutsy grapple may make a pick pocket skill check (DC 20) to come away with a piece of equipment from the target. The equipment may be selected by the DM or determined randomly, but will not be anything in the target’s hands.

Improved Trip: At 5th level the ferocious gains use of the improved trip feat, but only against targets at least one size category larger than herself. She gains a +4 bonus to the opposed trip checks (see core rulebook #1, page 139).

Kneecap: At 6th level a ferocious who successfully trips an opponent at least one size category larger than herself with a bludgeoning weapon may elect to kneecap her opponent. The target must have legs, and must be subject to critical hits. The target’s movement rate is halved and he may not charge or run until he receives magical healing.

Crippling Strike: At 9th level a ferocious can sneak attack opponents at least one size category larger than herself with such precision that her blows weaken and hamper them. When the ferocious damages an opponent with a sneak attack, that character also takes 1 point of strength damage. Ability points lost to damage return on their own at the rate of 1 point per day.

Death Sentence: Having a ferocious of 10th level on one’s back is a death sentence. The ferocious has gained such mastery of slippery grappling tactics that the target of the gutsy grapple cannot physically remove the ferocious himself. He may not make escape attempts as outlined above, and must seek help to remove the ferocious or dislodge her with spells, submersion, etc. Further, if subjected to an area effect which allows a reflex saving throw and affects both the ferocious and her target, the ferocious may use the target’s reflex save result if it is higher than her own. Death Sentence is an extraordinary ability.

Table 1-2: Crushing Damage for Grappled Creatures
{table=head]Size Category|Crushing Damage*
Small|d2
Medium|d3
Large|d6
Huge|d8
Gargantuan|3d6
Colossal|3d8[/table]

*This attack receives a 1½ strength bonus. Damage assumes hard surface (rock, thick wood, etc).

Example: a fire giant is grappled by a ferocious. The giant attempts to crush the ferocious against a nearby simple door with 5 hardness and 10 hit points. The giant makes a successful opposed grapple check against the ferocious and rolls a d8 (for huge size), scoring a 3. The giant inflicts 18 damage (3+15 for 31 strength) but the door can only sustain 15 damage. The ferocious takes 15 damage as the giant uses him to batter the door to splinters!

Vorpal Pete
2007-03-21, 03:27 PM
Bump. Nothing? Nothing at all?

Oeryn
2007-03-21, 04:17 PM
I saw it yesterday, and actually thought I commented. Apparently not.

I dig it. I have a halfling character that I envisioned doing pretty much exactly this kind of thing, but I didn't have a mechanic for. I'm not the person to talk to about balance, or fine-tuning, but I really like what you've got. Nice job!

bosssmiley
2007-03-21, 04:28 PM
So it's kinda like the Gnome Giant-Slayer PrC from RoS mated with the Reaping Mauler PrC from CW then? :smallconfused:

Seems balanced from where I'm sitting, and I like the runt squishing table (although you called it something comical like the "Crushing Damage for Grappled Creatures" table :smallwink: ). Having a single qualifying adjective as the name of a PrC is just a little inelegant. You need a noun for the adjective to qualify otherwise there's going to be a nagging "ferocious what?" question in the reader's mind. Something like "Ferocious {Kneecap-gnawing Midget Maniac}" might be more fitting. <-- hyperbole for effect

Sage in the Playground
2007-03-21, 04:52 PM
Wooo Hooooooo!!

Vorpal Pete
2007-03-21, 10:21 PM
So it's kinda like the Gnome Giant-Slayer PrC from RoS mated with the Reaping Mauler PrC from CW then? :smallconfused:

I don't know... everyone here seems to have loads of supplements. CW is complete warrior, I'm guessing... not sure what RoS is.


Having a single qualifying adjective as the name of a PrC is just a little inelegant. You need a noun for the adjective to qualify otherwise there's going to be a nagging "ferocious what?" question in the reader's mind.

Nah, it's lexical change though zero-derivation. Halfling ferocious is a type of ferocious, not a type of halfling as in "trip the light fantastic."

Sounds like the general opinion is that the class is pretty well balanced. :smallbiggrin:

Miles Invictus
2007-03-21, 10:42 PM
It looks pretty well-balanced to me, and the mental imagery cracks me up.

Draz74
2007-03-22, 12:37 AM
I don't know... everyone here seems to have loads of supplements. CW is complete warrior, I'm guessing... not sure what RoS is.


You guess correctly. And RoS is Races of Stone.