Sooth
2016-09-04, 11:46 PM
Hey folks,
Here's a prestige class I'm working on. It's part of an ongoing series of related Heavy-Metal-themed D&D content.
Goals of this class include to:
-- Allow for single-class Fighters and other non-caster warrior archetypes to kick serious ass and overcome some of their limitations.
-- Create a class that encourages and rewards daring gameplay, while maintaining the risk of said gameplay.
To fulfill these ends, the Knight has class features which grant Badass Points for accepting certain risks or challenges and subsequently powerful abilities that use these points. The class also gains Badass Points when brought to death's door, some added survivability, and combat bonuses in lopsided situations to help ensure that they will go down gloriously.
This class is theoretically done but may still need some fine tuning in terms of balance and cohesion.
*************
Google Doc version. (https://docs.google.com/document/d/10dAXdUVMyLRIjzFpKfo-IQJBjCqnDCd7oBqbssvXLSo/edit?usp=sharing)
Knight of Badassdom
The Knights of Badassdom are warriors from across the realms who perished before their time, but not before their spirit and prowess earned recognition from the Gods of Metal. Thus they have been resurrected to do battle again; this time, with the Metal Gods’ power flowing through their veins. The ultimate aspiration for a Knight of Badassdom is to earn not merely a death worthy of song, but a death worthy… of Metal.
Role: In order to reach his full potential, a Knight of Badassdom must regularly engage in acts of intrepid recklessness with no ****s given. Such a daring warrior can only be at home in the frontlines, shaking off blows and plunging balls-deep into the womb of danger. The more who engage him in battle, the better: a true Knight of Badassdom accepts all challengers.
Alignment: The Knight of Badassdom may be of any alignment, for there is death and glory to be had whether one fights orcs, fell demons, or warriors of a righteous cause.
Hit Die: d12.
Requirements
To become a Knight of Badassdom, a character must meet the following criteria:
Base Attack Bonus: +5
Feats: Endurance, Diehard.
Special: The character must have died in battle and had their soul raised from the dead. Alternatively, a character who is brought "to the brink of death" (within 5 hit points of death) will also qualify as having visited the realms of death only to be returned fortuitously, overseen by the Gods of Metal on the condition that this next chance at life will be their last.
Class Skills
The Knight of Badassdom’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Table: Knight of Badassdom
Level
BaB
Fort
Ref
Will
Badass Points gained per Day
Maximum Badass Points
Special
1
+1
+2
+0
+2
2
4
At the Gates, Badassdom Manifest, Feats of Prowess
2
+2
+3
+0
+3
3
5
Dauntless
3
+3
+3
+1
+3
3
6
Against all Odds
4
+4
+4
+1
+4
4
7
None Left to Give
5
+5
+4
+1
+4
4
8
Ultimate Invocation of Badassdom
At the Gates (Ex): As soon as the Knight of Badassdom reaches Death's Door, the Gods of Metal begin a cosmic fanfare to welcome a worthy soul among their ranks. The Knight of Badassdom soars with resolve and Metal power such that he may attain the most spectacular end to his adventuring career. When Death finally knocks, the Knight's essence is drawn into the Planes of Mayhem, Beyond the realms of Death, where it is forever outside of mortalkind’s reach.
This results in the following benefits for the Knight of Badassdom:
The Knight of Badassdom does not become staggered as a result of being reduced to 0 HP or less, and may act normally even at the brink of annihilation.
The Knight of Badassdom adds his Hit Dice to his Constitution score for the purpose of determining how much of a negative HP total he can obtain before dying. (For example, a 10 Hit Die Knight dies when his hit points are reduced to a negative amount equal to his Constitution score +10).
Once per day, when the Knight of Badassdom would be reduced from 0 HP or greater to -1 HP or less, his HP total becomes 0 instead and he gains 2 Badass Points (see below).
Whenever a spell or effect would cause instant death or destruction to the Knight of Badassdom (including Disintegrate and other such effects that trigger upon reducing a target to 0 HP), the Knight of Badassdom ignores that effect and merely suffers the damage and other spell effects normally.
As long as the Knight of Badassdom has a Constitution score, it may not be reduced below 1.
When the Knight of Badassdom is killed, no mortal magic - not even a Wish or Miracle spell - may restore his soul to its body.
Badassdom Manifest: The Knight of Badassdom is defined by his capacity to perform deeds of particular valor and madness… and either live to speak of them, or perish in a blaze of glory.
At the start of each day, the Knight of Badassdom gains a number of Badass Points based on his class level, as indicated in the table above; these points replace the Knight’s previous total and he effectively loses any points he may have accumulated on the previous day. Badass Points represent a combination of the Metal Gods’ favor, the Knight’s own blazing spirit, and the tears of his enemies. They allow the Knight to perform superhuman deeds, kicking ass and taking names all while impressing the Gods of Metal.
In addition to the points allotted to him each day, the Knight of Badassdom can earn additional points from certain actions or circumstances in the battlefield that demonstrate the Knight’s guts and hellbent determination. The Knight is limited on how many Badass Points he can accumulate at any one time, as shown above. Below are the listed ways in which the Knight may gain additional Badass Points.
Killing Blow: Whenever the Knight of Badassdom reduces a worthy foe to 0 or fewer hit points with a melee attack, he gains 1 Badass Point. A foe is considered worthy if they are not helpless or unaware, and if they have Hit Dice equal to or greater than half the Knight’s character level.
Grievous Wounds: Whenever the Knight of Badassdom suffers damage equal to half his maximum hit points or greater in a single round, he gains 1 Badass Point.
Sheer Tenacity: Whenever the Knight of Badassdom succeeds on a Fortitude or Willpower save with a DC of 20 or greater, he gains 1 Badass Point. The Knight of Badassdom may only gain a Badass Point this way once per round.
Act of Badassdom (Optional): Whenever the Knight of Badassdom performs an Act of Badassdom, he gains 1-3 Badass Points as determined by the GM. Acts of Badassdom must be dramatic and inspiring and involve a particular amount of risk. Consider the below to be GM guidelines based on how many Badass Points to award:
1 Point: The Knight of Badassdom undertakes a particularly daring and risky course of action which naturally inspires the response “That’s badass!”
2 Point: The Knight of Badassdom does something which is especially risky and against sound, tactical judgment. The chance of success should either be low, or the action should involve placing the Knight in significant and unnecessary danger whether it succeeds or not.
3 Points: All of the above, except the action must be practically guaranteed to result in death, either because of a miniscule chance of success or a certainty that the Knight will die achieving it.
Feats of Prowess (Ex): At 1st level, the Knight of Badassdom learns two abilities from the list below, and one additional ability every class level thereafter. These abilities require Badass Points to activate.
Badass Boast (Ex): Whenever the Knight of Badassdom spends at least one round espousing the successes of himself or his group, detailing the manner in which enemies will be vanquished, or undergoing a similar boast, he may spend one or more Badass Points to invoke a variety of effects. The Knight may spend up to three Badass Points, and he chooses one effect from the list below for each such Point he spends. Using this ability when combat has already started requires a standard action.
1 Point: The Knight makes an Intimidate check to demoralize each enemy within 30 feet who can hear and understand his boast.
2 Points: As above. Furthermore, the Knight and allies within 30 feet who can hear and understand him gain a +2 morale bonus to attack rolls and saving throws for 1 minute.
3 Points: As above, except that both effects have no range limit and instead affect all enemies or allies who can hear and understand the Boast.
Culling Strike (Ex): After damaging a creature with a melee attack, the Knight of Badassdom may spend one or more Badass Points to perform a Culling Strike; if he does, he has a chance of instantly disabling or incapacitating the attack’s target, as noted below. The Knight may choose to use this ability after seeing the effects of his attack (and thus avoid wasting his points).
1 Point: The Knight rolls 1d4 per point of Base Attack Bonus that he has. If the total roll is equal to or greater than the creature’s remaining Hit Points, the creature is immediately reduced to 0 hit points; otherwise, there is no additional effect.
2 Points: As above, except that the Knight rolls 1d6 per point of Base Attack Bonus that he has.
3 Points: As above, except that the Knight rolls 1d8 per point of Base Attack Bonus that he has.
Deluge of Nightmares (Su): As a standard action, the Knight of Badassdom can briefly assume the visage of forces far more terrifying than whatever fools he happens to be fighting. He must spend two or more Badass Points to use this ability.
2 Points: All enemies within 30 feet must succeed on a Willpower save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Charisma modifier) or become panicked for 1 round, then shaken for 1 minute. Enemies who succeed on their saving throw instead become shaken for 1 round. This is a Fear effect.
3 Points: As above, except enemies who fail their saving throw are panicked for 1d4+1 rounds (instead of 1 round).
Inexorable (Ex): Whenever the Knight of Badassdom would make a saving throw, he may spend a Badass Point to gain benefits as indicated below. He must choose to use this ability prior to rolling.
1 Point: The Knight gains a +4 luck bonus to the saving throw.
2 Points: As above, except that if the Knight rolls below a 10 on his saving throw, he may treat the result as though he had rolled a 10.
3 Points: As above, and furthermore the Knight gains the Evasion and Stalwart class abilities until the start of his next turn.
Martial Virtuosity (Ex): As a free action during combat, the Knight of Badassdom may spend a Badass Point to gain a single Combat feat of his choice. He must choose a feat for which he meets the prerequisites, and he learns the feat only for the duration of the combat. The Knight of Badassdom may use this ability up to three times during a single combat to gain a different feat he qualifies for each time; if the Knight uses this ability more than that in the same combat, he changes one of his three feat selections from Martial Virtuosity to a different feat instead of gaining another one.
No Limits (Su): As an immediate action, the Knight of Badassdom may spend one or more Badass Points to overcome boundaries and limitations as per the options below. These benefits last until the start of his next turn.
1 Point: The Knight gains a Climb speed equal to his base land speed, and a +20 enhancement bonus to Acrobatics checks made to attempt high or long jumps.
2 Points: As above, and the Knight becomes affected by Freedom of Movement (as the spell).
Alternatively, if the Knight of Badassdom is already under this ability’s effects, he may spend a Badass Point to extend their duration by 1 round; this does not require an action, and he may do so as often as he has Badass Points and desires to extend or renew the duration.
Radiant Burst (Su): As a standard action, the Knight of Badassdom can cause his weapon to emit a burst of blinding light and glory that is awesome to behold. He must spend two or more Badass Points to use this ability.
2 Points: All enemies within 30 feet must succeed on a Fortitude save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Charisma modifier) or become blinded for 1 round, then dazzled for 1 minute. Enemies who succeed on their saving throw instead become dazzled for 1 round.
3 Points: As above, except enemies who fail their saving throw are blinded for 1d4+1 rounds (instead of 1 round).
Reach for Blood (Su): Whenever the Knight of Badassdom takes the attack action, he may spend Badass Points to embark upon a brutal rampage that rends even the air, causing his attack to affect multiple foes in an area.
1 Point: Instead of attacking one creature, the Knight makes a single melee attack against all foes in a 15-foot cone. Situational benefits and abilities - such as Charging or the Vital Strike feat - apply to all of the attack’s targets.
2 Points: As above, except the Knight makes a single melee attack against all foes in a 30-foot cone.
3 Points: The Knight of Badassdom may use this ability when taking the full attack action (instead of an attack action). If he does, he makes all of his regular attacks against a single creature as normal, and then furthermore makes a single melee attack against every foe within a 30-foot cone.
Relentless Charge (Ex): Whenever the Knight of Badassdom makes a charge, he may spend two or more Badass Points to increase the ferocity of said charge.
2 Points: The Knight gains the Pounce special ability until end of turn.
3 Point: As above, and the Knight gains a +2 bonus to attack rolls made as part of his charge (in addition to the normal +2 bonus for charging).
Second Wind (Ex): As an immediate action, the Knight of Badassdom may spend one or more Badass Points to regain hit points and surmount afflictions as indicated below.
1 Point: The Knight regains hit points equal to his character level.
2 Points: The Knight regains hit points equal to twice his character level. The Knight loses the fatigued condition (if he has it); if the Knight has the exhausted condition, it becomes replaced by the fatigued condition. The Knight loses one temporary negative level (if he has any).
3 Points: As above, except that the Knight ends all of the following conditions upon him: exhausted, fatigued, nauseated, sickened, staggered, stunned. Furthermore, use of this ability does not count as an action when 3 Badass Points are spent, allowing the Knight to recover hit points and conditions even if he would normally be prevented from doing so. The Knight of Badassdom must still be conscious to use this ability.
Seismic Slam (Su): As a standard action, the Knight of Badassdom can smash the ground to create a shockwave of Metal energy with might and power based on how many Badass Points he spends.
1 Point: The Knight makes a trip attempt against all creatures within 10 feet that are standing on the same ground. This does not provoke any attacks of opportunity, and no creature may attempt to trip the Knight in response to a failed attempt.
2 Points: As above, but each creature also suffers 1d8 sonic damage per 2 Hit Dice the Knight possesses (max 10d8). A successful Fortitude save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Strength modifier) halves this damage. This damage is dealt regardless of whether the Knight’s foes are tripped.
3 Points: As above, but creatures who fail their saving throw are also stunned for 1 round.
Dauntless (Ex): Upon reaching 2nd level, the Knight of Badassdom becomes even more courageous and incorrigible. Whenever the Knight fails a saving throw against a Fear or Charm effect, he may immediately attempt a new saving throw to avoid or overcome the effect; if he only gets one extra chance per saving throw that he would fail. (Passing the second saving throw also counts as having made his save for the purpose of Sheer Tenacity.)
Against all Odds (Ex): The Knight of Badassdom fights at his best when the odds are stacked against him. Starting at 3rd level, the Knight of Badassdom gains the following:
A +2 morale bonus to AC and weapon damage rolls whenever he is threatened by three or more enemies. If the Knight is threatened by six or more enemies, these bonuses increase to +4.
A +2 competence bonus to attack rolls against creatures with Hit Dice greater than his own. At 5th level, this bonus increases to +4.
Once per combat, if the Knight of Badassdom makes a melee attack and hits a creature whose Hit Dice exceeds his own by 7 or more, he may spend a Badass Point to cause the attack to automatically threaten a critical hit; he may choose to do this in addition to using a Feat of Prowess, if applicable.
None Left to Give (Ex): At 4th level, the Knight of Badassdom automatically succeeds on all Fear and Charm effects, becoming effectively immune to them. This ability allows the Knight to gain Badass Points from Sheer Tenacity when foes foolishly attempt to charm or frighten him.
Ultimate Invocation of Badassdom (Su): When he reaches 5th level, the Knight of Badassdom becomes worthy of petitioning the Metal Gods for direct intervention.
Once per week, the Knight of Badassdom may invoke the power of Metal for one of the following boons:
Ascension: The Knight of Badassdom assumes the likeness of a powerful outsider; this outsider may be Good, Evil or otherwise, as long as it is Metal AF. At the GM’s discretion, this outsider may be one which most reflects the aesthetic inclinations of the Knight’s own moral compass - or some nonsense like that. Using this ability is a free action.
For 10 minutes, the Knight of Badassdom gains the following benefits:
A +4 bonus to Strength, Constitution, and all saving throws. This bonus is profane (if the Knight’s alignment is evil or neutral) or sacred (if the Knight’s alignment is good).
The Knight’s attacks with natural or manufactured weapons are considered to be the most favorable alignment for the purpose of bypassing Damage Reduction.
A Fly speed of 60 feet (good maneuverability) and a +5 insight bonus to Fly checks.
The ability to speak and understand all languages known to mortalkind; this benefit may be restricted to merely granting Abyssal, Celestial or Infernal, or a benefit similar to the Tongues spell, if it would cause your GM to have an aneurism otherwise.
The power to invoke a number of spell-like abilities, each usable once per Ascension. The Knight’s Hit Dice determines what spell-like abilities are available to him. The abilities are cumulative, such that an 18th level Knight of Badassdom will have five abilities he can use.
Table: Ascension Spell-Like Abilities
Hit Dice Spell-Like Ability
10-11 Flame Strike
12-13 Blade Barrier
14-15 Destruction
16-17 Sunburst
18+ Storm of Vengeance
Berserker Rage: The Knight of Badassdom has set forth onto him The Berserker Rage(™); this is not to be confused with ordinary, inferior barbarian rage. This imparts him with nothing short of awesome and superhuman power for a very short amount of time. Using this ability is a free action.
For the next minute, the Knight of Badassdom gains the following benefits:
All the effects of the Rage feature from the Barbarian class, except the Knight does not become fatigued afterwards; furthermore, the duration is fixed at one minute and is not influenced by his Barbarian level or Constitution score. If the Knight of Badassdom has at least six levels in Barbarian, he benefits from Greater Rage instead, and furthermore benefits from Mighty Rage if he has fifteen or more levels in Barbarian. The GM may rule that other classes with Rage progressions may enhance The Berserker Rage(™) in a similar fashion.
Immunity to the fatigued and exhausted conditions, and if applicable, the Knight immediately recovers from those conditions.
DR/magic equal to the Knight’s Hit Dice (so DR 15/magic at 15 HD).
Once per round, the Knight of Badassdom may use any one Feat of Prowess without requiring or expending any Badass Points; he may even use the stronger, 3-point variations of those abilities.
Celestial Host: The Knight of Badassdom calls forth the Metal Gods’ otherworldly servants. The strength and number of the Metal host varies with the Knight’s Hit Dice, as per the table below.
Depending upon thematic implications and what role outsiders play in the campaign, the creatures summoned could be represented as Valkyries literally descending from the sky in a host of thunder while cacophonous riffs rock the horizon. Alternatively, the Metal Gods may send demons instead.
In either case, consider the table below to be a set of polite suggestions, entirely subject to the GM’s discretion; creatures of similar power will also do. This ability is designed to be roughly the equivalent of casting Summon Monster at 2 spell levels higher than the indicated number of Hit Dice would allow (for example, the benefit at 12 HD - when a cleric or wizard would normally be able to cast Summon Monster VI - is roughly comparable to casting Summon Monster VIII).
Table: Celestial Host
Knight’s Hit Dice Outsider Summoned
12 or less 3 Celestial Griffons / 3 Shadow Demons
13-14 3 Celestial Rocs / 3 Vrocks
15-16 5 Movanic Devas / 2 Nalfeshnee
17-19 3 Cloud Giants / 5 Frost Giants
20+ 1 Solar / 1 Balor
Alternative Limit
If the GM finds a limit of "once per week" to be dubiously balanced or unsuited to the campaign, this method may be used instead:
The Knight of Badassdom may use Ultimate Invocation of Badassdom once per day, but only when he has reached 8 Badass Points (his maximum amount); he spends 4 of those Badass Points to activate the ability.
Here's a prestige class I'm working on. It's part of an ongoing series of related Heavy-Metal-themed D&D content.
Goals of this class include to:
-- Allow for single-class Fighters and other non-caster warrior archetypes to kick serious ass and overcome some of their limitations.
-- Create a class that encourages and rewards daring gameplay, while maintaining the risk of said gameplay.
To fulfill these ends, the Knight has class features which grant Badass Points for accepting certain risks or challenges and subsequently powerful abilities that use these points. The class also gains Badass Points when brought to death's door, some added survivability, and combat bonuses in lopsided situations to help ensure that they will go down gloriously.
This class is theoretically done but may still need some fine tuning in terms of balance and cohesion.
*************
Google Doc version. (https://docs.google.com/document/d/10dAXdUVMyLRIjzFpKfo-IQJBjCqnDCd7oBqbssvXLSo/edit?usp=sharing)
Knight of Badassdom
The Knights of Badassdom are warriors from across the realms who perished before their time, but not before their spirit and prowess earned recognition from the Gods of Metal. Thus they have been resurrected to do battle again; this time, with the Metal Gods’ power flowing through their veins. The ultimate aspiration for a Knight of Badassdom is to earn not merely a death worthy of song, but a death worthy… of Metal.
Role: In order to reach his full potential, a Knight of Badassdom must regularly engage in acts of intrepid recklessness with no ****s given. Such a daring warrior can only be at home in the frontlines, shaking off blows and plunging balls-deep into the womb of danger. The more who engage him in battle, the better: a true Knight of Badassdom accepts all challengers.
Alignment: The Knight of Badassdom may be of any alignment, for there is death and glory to be had whether one fights orcs, fell demons, or warriors of a righteous cause.
Hit Die: d12.
Requirements
To become a Knight of Badassdom, a character must meet the following criteria:
Base Attack Bonus: +5
Feats: Endurance, Diehard.
Special: The character must have died in battle and had their soul raised from the dead. Alternatively, a character who is brought "to the brink of death" (within 5 hit points of death) will also qualify as having visited the realms of death only to be returned fortuitously, overseen by the Gods of Metal on the condition that this next chance at life will be their last.
Class Skills
The Knight of Badassdom’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Table: Knight of Badassdom
Level
BaB
Fort
Ref
Will
Badass Points gained per Day
Maximum Badass Points
Special
1
+1
+2
+0
+2
2
4
At the Gates, Badassdom Manifest, Feats of Prowess
2
+2
+3
+0
+3
3
5
Dauntless
3
+3
+3
+1
+3
3
6
Against all Odds
4
+4
+4
+1
+4
4
7
None Left to Give
5
+5
+4
+1
+4
4
8
Ultimate Invocation of Badassdom
At the Gates (Ex): As soon as the Knight of Badassdom reaches Death's Door, the Gods of Metal begin a cosmic fanfare to welcome a worthy soul among their ranks. The Knight of Badassdom soars with resolve and Metal power such that he may attain the most spectacular end to his adventuring career. When Death finally knocks, the Knight's essence is drawn into the Planes of Mayhem, Beyond the realms of Death, where it is forever outside of mortalkind’s reach.
This results in the following benefits for the Knight of Badassdom:
The Knight of Badassdom does not become staggered as a result of being reduced to 0 HP or less, and may act normally even at the brink of annihilation.
The Knight of Badassdom adds his Hit Dice to his Constitution score for the purpose of determining how much of a negative HP total he can obtain before dying. (For example, a 10 Hit Die Knight dies when his hit points are reduced to a negative amount equal to his Constitution score +10).
Once per day, when the Knight of Badassdom would be reduced from 0 HP or greater to -1 HP or less, his HP total becomes 0 instead and he gains 2 Badass Points (see below).
Whenever a spell or effect would cause instant death or destruction to the Knight of Badassdom (including Disintegrate and other such effects that trigger upon reducing a target to 0 HP), the Knight of Badassdom ignores that effect and merely suffers the damage and other spell effects normally.
As long as the Knight of Badassdom has a Constitution score, it may not be reduced below 1.
When the Knight of Badassdom is killed, no mortal magic - not even a Wish or Miracle spell - may restore his soul to its body.
Badassdom Manifest: The Knight of Badassdom is defined by his capacity to perform deeds of particular valor and madness… and either live to speak of them, or perish in a blaze of glory.
At the start of each day, the Knight of Badassdom gains a number of Badass Points based on his class level, as indicated in the table above; these points replace the Knight’s previous total and he effectively loses any points he may have accumulated on the previous day. Badass Points represent a combination of the Metal Gods’ favor, the Knight’s own blazing spirit, and the tears of his enemies. They allow the Knight to perform superhuman deeds, kicking ass and taking names all while impressing the Gods of Metal.
In addition to the points allotted to him each day, the Knight of Badassdom can earn additional points from certain actions or circumstances in the battlefield that demonstrate the Knight’s guts and hellbent determination. The Knight is limited on how many Badass Points he can accumulate at any one time, as shown above. Below are the listed ways in which the Knight may gain additional Badass Points.
Killing Blow: Whenever the Knight of Badassdom reduces a worthy foe to 0 or fewer hit points with a melee attack, he gains 1 Badass Point. A foe is considered worthy if they are not helpless or unaware, and if they have Hit Dice equal to or greater than half the Knight’s character level.
Grievous Wounds: Whenever the Knight of Badassdom suffers damage equal to half his maximum hit points or greater in a single round, he gains 1 Badass Point.
Sheer Tenacity: Whenever the Knight of Badassdom succeeds on a Fortitude or Willpower save with a DC of 20 or greater, he gains 1 Badass Point. The Knight of Badassdom may only gain a Badass Point this way once per round.
Act of Badassdom (Optional): Whenever the Knight of Badassdom performs an Act of Badassdom, he gains 1-3 Badass Points as determined by the GM. Acts of Badassdom must be dramatic and inspiring and involve a particular amount of risk. Consider the below to be GM guidelines based on how many Badass Points to award:
1 Point: The Knight of Badassdom undertakes a particularly daring and risky course of action which naturally inspires the response “That’s badass!”
2 Point: The Knight of Badassdom does something which is especially risky and against sound, tactical judgment. The chance of success should either be low, or the action should involve placing the Knight in significant and unnecessary danger whether it succeeds or not.
3 Points: All of the above, except the action must be practically guaranteed to result in death, either because of a miniscule chance of success or a certainty that the Knight will die achieving it.
Feats of Prowess (Ex): At 1st level, the Knight of Badassdom learns two abilities from the list below, and one additional ability every class level thereafter. These abilities require Badass Points to activate.
Badass Boast (Ex): Whenever the Knight of Badassdom spends at least one round espousing the successes of himself or his group, detailing the manner in which enemies will be vanquished, or undergoing a similar boast, he may spend one or more Badass Points to invoke a variety of effects. The Knight may spend up to three Badass Points, and he chooses one effect from the list below for each such Point he spends. Using this ability when combat has already started requires a standard action.
1 Point: The Knight makes an Intimidate check to demoralize each enemy within 30 feet who can hear and understand his boast.
2 Points: As above. Furthermore, the Knight and allies within 30 feet who can hear and understand him gain a +2 morale bonus to attack rolls and saving throws for 1 minute.
3 Points: As above, except that both effects have no range limit and instead affect all enemies or allies who can hear and understand the Boast.
Culling Strike (Ex): After damaging a creature with a melee attack, the Knight of Badassdom may spend one or more Badass Points to perform a Culling Strike; if he does, he has a chance of instantly disabling or incapacitating the attack’s target, as noted below. The Knight may choose to use this ability after seeing the effects of his attack (and thus avoid wasting his points).
1 Point: The Knight rolls 1d4 per point of Base Attack Bonus that he has. If the total roll is equal to or greater than the creature’s remaining Hit Points, the creature is immediately reduced to 0 hit points; otherwise, there is no additional effect.
2 Points: As above, except that the Knight rolls 1d6 per point of Base Attack Bonus that he has.
3 Points: As above, except that the Knight rolls 1d8 per point of Base Attack Bonus that he has.
Deluge of Nightmares (Su): As a standard action, the Knight of Badassdom can briefly assume the visage of forces far more terrifying than whatever fools he happens to be fighting. He must spend two or more Badass Points to use this ability.
2 Points: All enemies within 30 feet must succeed on a Willpower save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Charisma modifier) or become panicked for 1 round, then shaken for 1 minute. Enemies who succeed on their saving throw instead become shaken for 1 round. This is a Fear effect.
3 Points: As above, except enemies who fail their saving throw are panicked for 1d4+1 rounds (instead of 1 round).
Inexorable (Ex): Whenever the Knight of Badassdom would make a saving throw, he may spend a Badass Point to gain benefits as indicated below. He must choose to use this ability prior to rolling.
1 Point: The Knight gains a +4 luck bonus to the saving throw.
2 Points: As above, except that if the Knight rolls below a 10 on his saving throw, he may treat the result as though he had rolled a 10.
3 Points: As above, and furthermore the Knight gains the Evasion and Stalwart class abilities until the start of his next turn.
Martial Virtuosity (Ex): As a free action during combat, the Knight of Badassdom may spend a Badass Point to gain a single Combat feat of his choice. He must choose a feat for which he meets the prerequisites, and he learns the feat only for the duration of the combat. The Knight of Badassdom may use this ability up to three times during a single combat to gain a different feat he qualifies for each time; if the Knight uses this ability more than that in the same combat, he changes one of his three feat selections from Martial Virtuosity to a different feat instead of gaining another one.
No Limits (Su): As an immediate action, the Knight of Badassdom may spend one or more Badass Points to overcome boundaries and limitations as per the options below. These benefits last until the start of his next turn.
1 Point: The Knight gains a Climb speed equal to his base land speed, and a +20 enhancement bonus to Acrobatics checks made to attempt high or long jumps.
2 Points: As above, and the Knight becomes affected by Freedom of Movement (as the spell).
Alternatively, if the Knight of Badassdom is already under this ability’s effects, he may spend a Badass Point to extend their duration by 1 round; this does not require an action, and he may do so as often as he has Badass Points and desires to extend or renew the duration.
Radiant Burst (Su): As a standard action, the Knight of Badassdom can cause his weapon to emit a burst of blinding light and glory that is awesome to behold. He must spend two or more Badass Points to use this ability.
2 Points: All enemies within 30 feet must succeed on a Fortitude save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Charisma modifier) or become blinded for 1 round, then dazzled for 1 minute. Enemies who succeed on their saving throw instead become dazzled for 1 round.
3 Points: As above, except enemies who fail their saving throw are blinded for 1d4+1 rounds (instead of 1 round).
Reach for Blood (Su): Whenever the Knight of Badassdom takes the attack action, he may spend Badass Points to embark upon a brutal rampage that rends even the air, causing his attack to affect multiple foes in an area.
1 Point: Instead of attacking one creature, the Knight makes a single melee attack against all foes in a 15-foot cone. Situational benefits and abilities - such as Charging or the Vital Strike feat - apply to all of the attack’s targets.
2 Points: As above, except the Knight makes a single melee attack against all foes in a 30-foot cone.
3 Points: The Knight of Badassdom may use this ability when taking the full attack action (instead of an attack action). If he does, he makes all of his regular attacks against a single creature as normal, and then furthermore makes a single melee attack against every foe within a 30-foot cone.
Relentless Charge (Ex): Whenever the Knight of Badassdom makes a charge, he may spend two or more Badass Points to increase the ferocity of said charge.
2 Points: The Knight gains the Pounce special ability until end of turn.
3 Point: As above, and the Knight gains a +2 bonus to attack rolls made as part of his charge (in addition to the normal +2 bonus for charging).
Second Wind (Ex): As an immediate action, the Knight of Badassdom may spend one or more Badass Points to regain hit points and surmount afflictions as indicated below.
1 Point: The Knight regains hit points equal to his character level.
2 Points: The Knight regains hit points equal to twice his character level. The Knight loses the fatigued condition (if he has it); if the Knight has the exhausted condition, it becomes replaced by the fatigued condition. The Knight loses one temporary negative level (if he has any).
3 Points: As above, except that the Knight ends all of the following conditions upon him: exhausted, fatigued, nauseated, sickened, staggered, stunned. Furthermore, use of this ability does not count as an action when 3 Badass Points are spent, allowing the Knight to recover hit points and conditions even if he would normally be prevented from doing so. The Knight of Badassdom must still be conscious to use this ability.
Seismic Slam (Su): As a standard action, the Knight of Badassdom can smash the ground to create a shockwave of Metal energy with might and power based on how many Badass Points he spends.
1 Point: The Knight makes a trip attempt against all creatures within 10 feet that are standing on the same ground. This does not provoke any attacks of opportunity, and no creature may attempt to trip the Knight in response to a failed attempt.
2 Points: As above, but each creature also suffers 1d8 sonic damage per 2 Hit Dice the Knight possesses (max 10d8). A successful Fortitude save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Strength modifier) halves this damage. This damage is dealt regardless of whether the Knight’s foes are tripped.
3 Points: As above, but creatures who fail their saving throw are also stunned for 1 round.
Dauntless (Ex): Upon reaching 2nd level, the Knight of Badassdom becomes even more courageous and incorrigible. Whenever the Knight fails a saving throw against a Fear or Charm effect, he may immediately attempt a new saving throw to avoid or overcome the effect; if he only gets one extra chance per saving throw that he would fail. (Passing the second saving throw also counts as having made his save for the purpose of Sheer Tenacity.)
Against all Odds (Ex): The Knight of Badassdom fights at his best when the odds are stacked against him. Starting at 3rd level, the Knight of Badassdom gains the following:
A +2 morale bonus to AC and weapon damage rolls whenever he is threatened by three or more enemies. If the Knight is threatened by six or more enemies, these bonuses increase to +4.
A +2 competence bonus to attack rolls against creatures with Hit Dice greater than his own. At 5th level, this bonus increases to +4.
Once per combat, if the Knight of Badassdom makes a melee attack and hits a creature whose Hit Dice exceeds his own by 7 or more, he may spend a Badass Point to cause the attack to automatically threaten a critical hit; he may choose to do this in addition to using a Feat of Prowess, if applicable.
None Left to Give (Ex): At 4th level, the Knight of Badassdom automatically succeeds on all Fear and Charm effects, becoming effectively immune to them. This ability allows the Knight to gain Badass Points from Sheer Tenacity when foes foolishly attempt to charm or frighten him.
Ultimate Invocation of Badassdom (Su): When he reaches 5th level, the Knight of Badassdom becomes worthy of petitioning the Metal Gods for direct intervention.
Once per week, the Knight of Badassdom may invoke the power of Metal for one of the following boons:
Ascension: The Knight of Badassdom assumes the likeness of a powerful outsider; this outsider may be Good, Evil or otherwise, as long as it is Metal AF. At the GM’s discretion, this outsider may be one which most reflects the aesthetic inclinations of the Knight’s own moral compass - or some nonsense like that. Using this ability is a free action.
For 10 minutes, the Knight of Badassdom gains the following benefits:
A +4 bonus to Strength, Constitution, and all saving throws. This bonus is profane (if the Knight’s alignment is evil or neutral) or sacred (if the Knight’s alignment is good).
The Knight’s attacks with natural or manufactured weapons are considered to be the most favorable alignment for the purpose of bypassing Damage Reduction.
A Fly speed of 60 feet (good maneuverability) and a +5 insight bonus to Fly checks.
The ability to speak and understand all languages known to mortalkind; this benefit may be restricted to merely granting Abyssal, Celestial or Infernal, or a benefit similar to the Tongues spell, if it would cause your GM to have an aneurism otherwise.
The power to invoke a number of spell-like abilities, each usable once per Ascension. The Knight’s Hit Dice determines what spell-like abilities are available to him. The abilities are cumulative, such that an 18th level Knight of Badassdom will have five abilities he can use.
Table: Ascension Spell-Like Abilities
Hit Dice Spell-Like Ability
10-11 Flame Strike
12-13 Blade Barrier
14-15 Destruction
16-17 Sunburst
18+ Storm of Vengeance
Berserker Rage: The Knight of Badassdom has set forth onto him The Berserker Rage(™); this is not to be confused with ordinary, inferior barbarian rage. This imparts him with nothing short of awesome and superhuman power for a very short amount of time. Using this ability is a free action.
For the next minute, the Knight of Badassdom gains the following benefits:
All the effects of the Rage feature from the Barbarian class, except the Knight does not become fatigued afterwards; furthermore, the duration is fixed at one minute and is not influenced by his Barbarian level or Constitution score. If the Knight of Badassdom has at least six levels in Barbarian, he benefits from Greater Rage instead, and furthermore benefits from Mighty Rage if he has fifteen or more levels in Barbarian. The GM may rule that other classes with Rage progressions may enhance The Berserker Rage(™) in a similar fashion.
Immunity to the fatigued and exhausted conditions, and if applicable, the Knight immediately recovers from those conditions.
DR/magic equal to the Knight’s Hit Dice (so DR 15/magic at 15 HD).
Once per round, the Knight of Badassdom may use any one Feat of Prowess without requiring or expending any Badass Points; he may even use the stronger, 3-point variations of those abilities.
Celestial Host: The Knight of Badassdom calls forth the Metal Gods’ otherworldly servants. The strength and number of the Metal host varies with the Knight’s Hit Dice, as per the table below.
Depending upon thematic implications and what role outsiders play in the campaign, the creatures summoned could be represented as Valkyries literally descending from the sky in a host of thunder while cacophonous riffs rock the horizon. Alternatively, the Metal Gods may send demons instead.
In either case, consider the table below to be a set of polite suggestions, entirely subject to the GM’s discretion; creatures of similar power will also do. This ability is designed to be roughly the equivalent of casting Summon Monster at 2 spell levels higher than the indicated number of Hit Dice would allow (for example, the benefit at 12 HD - when a cleric or wizard would normally be able to cast Summon Monster VI - is roughly comparable to casting Summon Monster VIII).
Table: Celestial Host
Knight’s Hit Dice Outsider Summoned
12 or less 3 Celestial Griffons / 3 Shadow Demons
13-14 3 Celestial Rocs / 3 Vrocks
15-16 5 Movanic Devas / 2 Nalfeshnee
17-19 3 Cloud Giants / 5 Frost Giants
20+ 1 Solar / 1 Balor
Alternative Limit
If the GM finds a limit of "once per week" to be dubiously balanced or unsuited to the campaign, this method may be used instead:
The Knight of Badassdom may use Ultimate Invocation of Badassdom once per day, but only when he has reached 8 Badass Points (his maximum amount); he spends 4 of those Badass Points to activate the ability.