Ziegander
2008-10-20, 09:02 AM
The Savager
http://fc33.deviantart.com/fs31/i/2008/205/6/4/Savage_by_akins7075.jpg
"Monsters? I know monsters. Girillons, Bulettes, Pyrohydras. All the same to me. Kill or be killed. Got it? Stick with me kid, I'll get you through this," - Rejarr, Wilderness Guide and Savager.
(In my games this class replaces the Barbarian, Ranger, and Scout.)
HD: d8
Saves: Good Fort/Ref, Poor Will
LV Base Atk Bonus Class Features Man. Known Man. Ready Stances
1. +1 Adrenaline, Dire Charge, Trapfinding 3 3 1
2. +2 Uncanny Dodge, Flawless Stride 4 3 1
3. +3 Skirmish +1d6 5 3 1
4. +4 Camouflage 5 4 1
5. +5 Improved Uncanny Dodge 6 4 2
6. +6/+1 Skirmish +1d6/+1 6 4 2
7. +7/+2 7 4 2
8. +8/+3 Unstoppable Charge 7 4 2
9. +9/+4 Skirmish +2d6/+1 8 4 3
10. +10/+5 Mighty Adrenaline 8 5 3
11. +11/+6/+1 Hidden Stride 9 5 3
12. +12/+7/+2 Skirmish +2d6/+2 9 5 3
13. +13/+8/+3 10 5 4
14. +14/+9/+4 Hide in Plain Sight 10 5 4
15. +15/+10/+5 Skirmish +3d6/+2 11 6 4
16. +16/+11/+6/+1 Savage Charge 11 6 4
17. +17/+12/+7/+2 12 6 5
18. +18/+13/+8/+3 Skirmish +3d6/+3 12 6 5
19. +19/+14/+9/+4 Free Movement 13 6 5
20. +20/+15/+10/+5 Supreme Adrenaline 13 7 5
Class Skills (6+Int per level): Balance, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Knowledge (Dungeoneering), Listen, Move Silently, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: All simple weapons, light armor, no shields.
Maneuvers (Ex): You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, and White Raven. Whenever you are dealt damage, and are under the effects of your Adrenaline class feature (see below), you recover a single maneuver. You can also spend a swift action, at any time, to recover a single maneuver. During any turn in which you recover a maneuver you can't use the recovered maneuver.
(It should be noted that the progression for stances is faster than that of the Warblade's. In my houserules the progressions are identical. If you think it is too much for your campaign, lower it to the normal Warblade progression.)
Adrenaline (Ex): As long as a Savager is at or below 50% of his maximum hitpoints, and hostile creatures are within his line of sight, he gains a +1 circumstance bonus to melee attack rolls, a +3 circumstance bonus to melee damage rolls, a +2 circumstance bonus to AC, a +10 bonus to his base land speed, and Fast Healing 1. At 10th level these bonuses improve to +2 to melee attacks and +6 to melee damage, +4 to AC, +20 to base land speed, and Fast Healing 3. At 20th level these bonuses improve again to +4 to melee attacks and + 12 to melee damage, +6 to AC, +30 to base land speed, and Fast Healing 5.
Dire Charge (Ex): As a swift action, whenever you charge a foe you may gain a +30ft bonus to your movement speed. If you do you gain a +2 bonus to the attack roll, but recieve a -1 penalty to AC and saving throws until the start of your next turn.
Trapfinding (Ex): As Rogue.
Uncanny Dodge (Ex): As Barbarian.
Camouflage (Ex): As Ranger.
Skirmish (Ex): As Scout.
Flawless Stride (Ex): As Scout.
Unstoppable Charge (Ex): Whenever you charge a foe you may make an extra attack at any time during the charge at your highest attack bonus -5, against any foe you move within reach of during the movement (this includes the original target of the charge). Additionally, you may charge through occupied spaces, attempting to overrun any creature between you and the foe you choose to charge.
Hidden Stride (Ex): When you hide or move silently, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. You cannot be tracked.
Hide in Plain Sight (Ex): As Ranger.
Savage Charge (Ex): Whenever you charge a foe you may make a second extra attack at any time during the movement at your highest attack bonus -5. Additionally, any foes you hit during the charge, are subject to a free bull rush attempt on your part. Finally, you may make a single 90 degree turn at any point during your charge.
Free Movement (Ex): As Scout.
http://fc33.deviantart.com/fs31/i/2008/205/6/4/Savage_by_akins7075.jpg
"Monsters? I know monsters. Girillons, Bulettes, Pyrohydras. All the same to me. Kill or be killed. Got it? Stick with me kid, I'll get you through this," - Rejarr, Wilderness Guide and Savager.
(In my games this class replaces the Barbarian, Ranger, and Scout.)
HD: d8
Saves: Good Fort/Ref, Poor Will
LV Base Atk Bonus Class Features Man. Known Man. Ready Stances
1. +1 Adrenaline, Dire Charge, Trapfinding 3 3 1
2. +2 Uncanny Dodge, Flawless Stride 4 3 1
3. +3 Skirmish +1d6 5 3 1
4. +4 Camouflage 5 4 1
5. +5 Improved Uncanny Dodge 6 4 2
6. +6/+1 Skirmish +1d6/+1 6 4 2
7. +7/+2 7 4 2
8. +8/+3 Unstoppable Charge 7 4 2
9. +9/+4 Skirmish +2d6/+1 8 4 3
10. +10/+5 Mighty Adrenaline 8 5 3
11. +11/+6/+1 Hidden Stride 9 5 3
12. +12/+7/+2 Skirmish +2d6/+2 9 5 3
13. +13/+8/+3 10 5 4
14. +14/+9/+4 Hide in Plain Sight 10 5 4
15. +15/+10/+5 Skirmish +3d6/+2 11 6 4
16. +16/+11/+6/+1 Savage Charge 11 6 4
17. +17/+12/+7/+2 12 6 5
18. +18/+13/+8/+3 Skirmish +3d6/+3 12 6 5
19. +19/+14/+9/+4 Free Movement 13 6 5
20. +20/+15/+10/+5 Supreme Adrenaline 13 7 5
Class Skills (6+Int per level): Balance, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Knowledge (Dungeoneering), Listen, Move Silently, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: All simple weapons, light armor, no shields.
Maneuvers (Ex): You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, and White Raven. Whenever you are dealt damage, and are under the effects of your Adrenaline class feature (see below), you recover a single maneuver. You can also spend a swift action, at any time, to recover a single maneuver. During any turn in which you recover a maneuver you can't use the recovered maneuver.
(It should be noted that the progression for stances is faster than that of the Warblade's. In my houserules the progressions are identical. If you think it is too much for your campaign, lower it to the normal Warblade progression.)
Adrenaline (Ex): As long as a Savager is at or below 50% of his maximum hitpoints, and hostile creatures are within his line of sight, he gains a +1 circumstance bonus to melee attack rolls, a +3 circumstance bonus to melee damage rolls, a +2 circumstance bonus to AC, a +10 bonus to his base land speed, and Fast Healing 1. At 10th level these bonuses improve to +2 to melee attacks and +6 to melee damage, +4 to AC, +20 to base land speed, and Fast Healing 3. At 20th level these bonuses improve again to +4 to melee attacks and + 12 to melee damage, +6 to AC, +30 to base land speed, and Fast Healing 5.
Dire Charge (Ex): As a swift action, whenever you charge a foe you may gain a +30ft bonus to your movement speed. If you do you gain a +2 bonus to the attack roll, but recieve a -1 penalty to AC and saving throws until the start of your next turn.
Trapfinding (Ex): As Rogue.
Uncanny Dodge (Ex): As Barbarian.
Camouflage (Ex): As Ranger.
Skirmish (Ex): As Scout.
Flawless Stride (Ex): As Scout.
Unstoppable Charge (Ex): Whenever you charge a foe you may make an extra attack at any time during the charge at your highest attack bonus -5, against any foe you move within reach of during the movement (this includes the original target of the charge). Additionally, you may charge through occupied spaces, attempting to overrun any creature between you and the foe you choose to charge.
Hidden Stride (Ex): When you hide or move silently, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. You cannot be tracked.
Hide in Plain Sight (Ex): As Ranger.
Savage Charge (Ex): Whenever you charge a foe you may make a second extra attack at any time during the movement at your highest attack bonus -5. Additionally, any foes you hit during the charge, are subject to a free bull rush attempt on your part. Finally, you may make a single 90 degree turn at any point during your charge.
Free Movement (Ex): As Scout.