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    Ogre in the Playground
     
    unosarta's Avatar

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    May 2008
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    Default Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Barbarian




    ”Scream! Scream until your heart has beat its last beat, and your voice has worn to a tiny scratch! Scream until your eyes bleed! Scream until the whole world screams! Scream at the stars! Scream at the moon! Scream at the burning sun! There is no anger, there is no pain. There is no hate, no fear, nobody who can hurt you. There is only RAGE! AAAAAAAAAAHHHHH!!!!!!!!!” – Krao’S


    Civilized people call them barbarians or beserkers. They fear, and hate. They respect and warn against. They wonder aloud at their rage, but do not understand. They do not heed the call, the voices of rage. They do not understand the pain that comes with anger, the pain of action, the pain of what is to come, the pain of not understanding.
    Adventures: Adventuring is a way to get rid of the pain. When in danger, one does not need to understand, to hear, to think of the future, or the anger that fills their lives. All you have to do is act. And try not to be killed of course. Adventures are places to throw away. Throw away your fear, your caution. Your life. They live in this place, this precariously balanced knife of a place, full of hate and fear. And love.
    Characteristics:They fight. They fight because they know nothing else. They rage; against the law, against what is “right” against good, against evil. They know not else how. They only understand anger. It fills and permeates them, filling them with power, and yet still leaving them empty. The only way for them to deal with their problems is to become angry. They seek nature, for peace, solitude, and a sense of whole. No one can hurt them in nature, without their permission. No one can harm them, or kill them, without their allowing it.
    Alignment: They hate the law. They also hate the swirling chaos of their emotions. They care not, they just hate. The law binds and seals, tears away and fills. The chaos swirls, and sucks, down beneath the roiling mass. Chaos confuses and confounds, confounds away the possibilities.
    Religion: Gods do not help the pain. Anger cannot be overcome by gods alone. It permeates them, corrupts them, and sucks away their power. Gods live by belief. Anger takes the belief away, and replaces it with mistrust, confusion and doubt. When all is said and done, hate will still be there. The gods may abandon, leave to fate, or dispose. The anger will still be there, waiting. Waiting for them to come back. Back into its loving embrace.
    Background: Anger does not just appear at birth. Anger must be fed, nurtured and healed, helped and harnessed. For them, it never goes away. Anger leads to hate, which leads to more anger. Anger never leaves. Anger stays. Anger never forgets. Anger lives on. Anger means that they can never forget, not until the greatest sun has gone beneath the ground for its final rest, and the last moon has left the sky forever, not until the gods themselves have gone, and the people are all dead. But even then, it will remain.
    Races: The rage does not choose to whom it comes. It reaches all, with its weathered and bony fingers. It encompasses them, and leaves them wanting more. Anger is like a drug. It fills and fills, and then leaves empty. It is eternal emptiness, full of a hard and sharp silence. A silence that cuts down to the bone.
    Other Classes: Their anger gets in the way of others. It tangles and messes, making obstacles and disasters. It makes it hard to speak, it chokes and twists. Anger does not want to be said. It does not want to be examined or thought of. It only wants vengeance and hatred. Anger does not seek redemption. Anger knows what it is, and what it is capable of.
    Role: They stay in the thick of battle. They want to throw away; their memories, their needs, their lives. They want to throw away it all. They want to throw away their anger, and do so with battle. They throw the anger from themselves, by throwing themselves into battle.


    Abilities: Strength and Constitution are important for the class’s role as a frontline fighter, and dexterity also helps on that front. A high Constitution also increases the Barbarians Rage Pool, and gives them higher hit points. Wisdom is important for several of the Barbarian’s class skills. Charisma and Intelligence are important for several Rage Abilities.
    Alignment: Any.
    Hit Die: d12






    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (4+Intelligence Modifier)x4.
    Skill Points at Each Additional Level: 4+Intelligence Modifier.

    Barbarian
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Rage Pool, Rage Ability

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | Frenzied Strike

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Rage Ability

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Powerful Rage, Trap Sense +1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Rage Ability

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    | Uncanny Dodge

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    | Rage Ability, Trap Sense +2

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    | Superior Rage

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    | Rage Ability

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    | Trap Sense +3

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

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    | Improved Uncanny Dodge

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    | Rage Ability, Trap Sense +4

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    | Greater Rage

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    | Rage Ability

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    | Tireless Rage, Trap Sense +5

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    | Rage Ability

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    | Endless Rage

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    | Rage Ability, Trap Sense +6

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    | Ultimate Rage [/table]

    Weapon and Armor Proficiencies: The Barbarian is proficient with all Simple and Martial weapons, and light and medium armor. They are not proficient with shields.

    Rage Pool (Ex): Whenever the Barbarian takes hit point damage, his rage pool fills with rage points equal to one-half of the damage (rounded down). His rage pool has a cap of total rage points allowed equal to his Barbarian levels, plus his constitution modifier. These rage points do not fade away unless they are used for abilities, or the encounter ends. His rage pool aumatically starts the encounter with a number of rage points equal to one fourth of his level, rounded down, minimum 1.

    The Barbarian can start a rage by spending a number of rage points equal to one-fourth his Barbarian levels, rounded down (minimum 1). Each round the Barbarian must pay 1 rage point, or the rage ends. During a rage, the Barbarian gains a +4 enhancement bonus to Strength and Dexterity, a +1 competence bonus to all Strength and Dexterity based skills, and a +2 bonus to will saves. During a rage, the Barbarian is unable to use any Intelligence or Charisma based checks, excepting Intimidate. After the rage is over, the Barbarian is fatigued for 1d4 rounds. He cannot start a new rage until he is no longer fatigued, but he can use any rage abilities that require rage points as normal.

    Rage Abilities (Ex): At every level described in the table, the Barbarian gains an additional rage ability (see: Rage Abilities). He must meet all prerequisites for the Rage Abilities. The Barbarian may not change rage abilities after he has chosen them. At fourth level, and once every fourth level thereafter, the Barbarian may choose to lose one Rage ability that they have chosen, and choose a single new Rage ability in its place. They must meet all of the prerequisites of the new Rage ability.

    Frenzied Strike (Ex): Starting at second level, every time the Barbarian successfully hits an opponent with a melee or ranged attack, or any time he makes a successful Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder or Trip check, he gains a number of rage points equal to one fourth his Barbarian levels.

    Powerful Rage (Ex): Starting at fourth level, the bonuses from rage become +6 enhancement bonus to Strength and Dexterity, +2 competency bonus to Strength and Dexterity based skill checks, and a +3 bonus to will saves.

    Trap Sense (Ex): Starting at fourth level, the Barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise by +1 every three Barbarian levels thereafter (7th, 10th, 13th, 16th, and 19th level). Trap sense bonuses gained from multiple sources stack.

    Uncanny Dodge (Ex): At sixth level, the Barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized.

    If a Barbarian already has uncanny dodge from another source, he automatically gains improved uncanny dodge instead.

    Superior Rage (Ex): Starting at Eighth level, the bonuses from rage become +8 enhancement bonus to Strength and Dexterity, +3 competency bonus to Strength and Dexterity based skill checks, and a +4 bonus to will saves.

    Improved Uncanny Dodge (Ex): At level twelve and higher, the Barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has Barbarian levels.

    If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    Greater Rage (Ex): Starting at fourteenth level, the bonuses from rage become +10 enhancement bonus to Strength and Dexterity, +4 competency bonus to Strength and Dexterity based skill checks, and a +5 bonus to will saves.

    Tireless Rage (Ex): Starting at level sixteen, the Barbarian no longer becomes fatigued after his rage ends.

    Endless Rage (Ex): Starting at level eighteen, the Barbarian no longer must pay a rage point per round of raging; instead, he only has to pay the activation cost of the rage.

    Ultimate Rage (Ex): Starting at twentieth level, the bonuses from rage become +12 enhancement bonus to Strength and Dexterity, +5 competency bonus to Strength and Dexterity based skill checks, and a +6 bonus to will saves.



    Rage Abilities:

    If a rage ability mentions rage pool, it is your rage pool at the time of gaining the benefit. So, if a Barbarian 12, with a Constitution of 21 is hit for 25 damage, his rage pool fills to 12 rage points. If he has the Blitz rage ability, he gains a +6 bonus to all bull rush attempts. If he activates his rage by spending 3 rage points, his pool goes down to 9, and his bonus is +4 (of course, he still gains a bonus for extra strength from rage).

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    Martial Endeavor
    Prerequisites: Barbarian 1, Intelligence, Charisma or Wisdom 14
    Benefits: You gain Martial Study as a bonus feat, with your initiator level equal to your Barbarian levels. You may gain this ability multiple times.


    Increased Speed
    Prerequisites: Barbarian 1, Dexterity 15
    Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.


    Telling Blow
    Prerequisites: Barbarian 1, Strength 13
    Benefits: You may make an intimidate check against an opponent within melee range as a standard action, and that opponent must also make a check. If your check is higher, for the duration of the encounter, each round the target must try to attack you by any mean at his disposition. If they beat your check, you become shaken for 2 rounds.
    Cost: 1 rage point.


    Intimidating Glare
    Prerequisites: Barbarian 1, Charisma 13
    Benefits: Make an intimidate check against one foe within 30 feet as a standard action. They must also make an intimidate check. If you beat their check, they become shaken for 1d4 rounds +1 round per every 5 points by which your check exceeds the opponents roll. If they beat your roll, you become shaken for 2 rounds.
    Cost: 1 rage point.


    Pain Never Forgotten
    Prerequisites: Barbarian 1, Constitution 13
    Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.


    Martial Improvement
    Prerequisites: Barbarian 3, Intelligence, Charisma or Wisdom 15, Martial Endeavor
    Benefits: You gain Martial Stance as a bonus feat, with an initiator level equal to your Barbarian levels. You may gain this ability multiple times.


    Charismatic Rage
    Prerequisites: Barbarian 3, Charisma 15
    Benefits: During a rage, you may still use any Charisma based skill checks, and you gain the bonus to Dexterity and Strength based skill checks to Charisma based skill checks as well.


    Cunning Rage
    Prerequisites: Barbarian 3, Intelligence 15
    Benefits: During a rage, you may still use any Intelligence based skill checks, and you gain the bonus to Dexterity and Strength based skill checks to Intelligence based skill checks as well.


    Pounce
    Prerequisites: Barbarian 3, Strength or Dexterity 15
    Benefits: You gain pounce, as the special ability, useable with any weapon.


    Skirmish (1)
    Prerequisites: Barbarian 5, Dexterity 15
    Benefits: Whenever you move more than 10 feet in a round, you deal an extra 1d6 damage on any attacks you make, and you gain a +1 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.


    Stoneskin
    Prerequisites: Barbarian 5, Constitution 15
    Benefits: You gain Damage Reduction 7/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
    Cost: 3 rage points.


    Precision
    Prerequisites: Barbarian 5, Dexterity 15
    Benefits: You deal extra damage with all weapons (melee and ranged) equal to your dexterity modifier.


    Ferocity
    Prerequisites: Barbarian 7, Strength or Dexterity 17
    Benefits: You deal an extra amount of damage equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Vicious.
    Cost: 3 rage points.


    Evasion
    Prerequisites: Barbarian 7, Dexterity 17
    Benefits: You gain the Evasion class feature, as the rogue.


    Vicious
    Prerequisites: Barbarian 7, Strength or Dexterity 17
    Benefits: You gain a bonus to all attack rolls equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Ferocity.
    Cost: 3 rage points.


    Blitz
    Prerequisites: Barbarian 7, Strength 17
    Benefits: You add one-fourth your rage pool as a bonus on the strength check made as part of a bull-rush attempt.


    Extra Attack
    Prerequisites: Barbarian 7, Dexterity 15
    Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus. This only stacks with other attacks from the Extra Attack line of rage abilities.


    Anger is All That Remains
    Prerequisites: Barbarian 7, Constitution 15
    Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.


    Superior Increased Speed
    Prerequisites: Barbarian 9, Dexterity 17, Increased Speed
    Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.


    Power-Attacking
    Prerequisites: Barbarian 9, Strength 17, Vicious
    Benefits: You gain power attack as a bonus feat and it's benefits are enhanced. You deal an extra 2 damage per -1 penalty taken. If you use a two handed weapon with this ability, instead you deal 3 damage per -1 penalty. This does not stack with any other power attack enhancing effects, such as the Improved Power Attack and Supreme Power Attack class abilities of the Frenzied Berserker.


    Plunge
    Prerequisites: Barbarian 9, Dexterity or Strength 17
    Benefits: You gain a bonus equal to one-fourth of your rage pool as a bonus on strength checks made as part of a trip attempt.


    Guarded Stance
    Prerequisites: Barbarian 9, Dexterity and Constitution 16
    Benefits: You gain a dodge bonus to Armor Class equal to one half of your rage pool for a number of rounds equal to your Constitution modifier.
    Cost: 3 rage points.


    Tackle
    Prerequisites: Barbarian 9, Strength 16
    Benefits: Whenever you successfully bull rush an opponent and push them back against a solid surface, they take 2d4 damage per 5 feet they do not move from the solid object. They must make a Reflex save afterward (DC 10 + 1/2 ECL + Strength modifier) or fall prone.


    Skirmish (2)
    Prerequisites: Barbarian 11, Dexterity 17, Skirmish (1)
    Benefits: Whenever you move more than 10 feet in a round, you deal an extra 2d6 damage on any attacks you make, and you gain a +2 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.


    Ferality (Claws)
    Prerequisites: Barbarian 11, Strength or Dexterity 17
    Benefits: You gain 2 claw attacks. They deal 1d6 damage plus your strength modifier. They are secondary natural weapons, and you are proficient with them.


    Elemental Rage
    Prerequisites: Barbarian 11, Intelligence 15
    Benefits: Choose an element (fire, cold, electricity, acid, or sonic). You deal an extra 1d6 damage per 4 rage points in your rage pool during a rage.
    Special: You may take this ability multiple times, each time choosing a new element.


    Crash
    Prerequisites: Barbarian 11, Strength 15, Blitz
    Benefits: Whenever you successfully bull rush an opponent, you may make a single melee attack at your highest attack bonus against that opponent. That counts as your attack of opportunity for the round.


    Ferality (Bite)
    Prerequisites: Barbarian 13, Strength or Dexterity 17, Ferality (Claws)
    Benefits: You gain a bite attack. It deals 1d8 damage plus twice your strength modifier. It is a natural weapon, and you are proficient with it.


    Blank Mind
    Prerequisites: Barbarian 13, Wisdom 15
    Benefits: You are immune to mind affecting spells and abilities while raging.


    Intimidating Roar
    Prerequisites: Barbarian 13, Charisma 15, Intimidating Glare
    Benefits: You roar as a standard action, and all enemies within 30 feet must make a will save (DC 10 + 1/2 barbarian levels + Charisma modifier) or be panicked for 1d4+1 rounds.
    Cost: 5 rage points.


    Agony Eternal
    Prerequisites: Barbarian 13, Constitution 17
    Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.


    Regeneration
    Prerequisites: Barbarian 15, Constitution 21
    Benefits: You heal 1d6 damager per point of constitution modifier you have. Using this ability is a swift action.
    Cost: 5 rage points.


    Improved Extra Attack
    Prerequisites: Barbarian 15, Dexterity 19, Extra Attack
    Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus. This only stacks with other attacks from the Extra Attack line of rage abilities.


    Skirmish (3)
    Prerequisites: Barbarian 17, Dexterity 19, Skirmish (2)
    Benefits: Whenever you move more than 10 feet in a round, you deal an extra 3d6 damage on any attacks you make, and you gain a +3 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.


    Swiftness
    Prerequisites: Barbarian 17, Dexterity 23, Superior Increased Speed
    Benefits: You may make full attack actions as standard actions.


    Improved Evasion
    Prerequisites: Barbarian 17, Dexterity 19, Evasion
    Benefits: You gain the Improved Evasion class feature, as the rogue ability.


    Smash
    Prerequisites: Barbarian 17, Strength 19
    Benefits: Your next Bull Rush attempt gains a +4 bonus to the Strength check, and you need not enter their space in order to initiate it, simply make a melee attack against them, which deals no damage, and provokes no attacks of opportunity from any opponents.
    Cost: 4 rage points.


    Greater Improved Speed
    Prerequisites: Barbarian 19, Dexterity 21, Superior Improved Speed
    Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.


    Ironskin
    Prerequisites: Barbarian 19, Constitution 21
    Benefits: You gain Damage Reduction 20/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
    Cost: 5 rage points.


    Killing Blow
    Prerequisites: Barbarian 19, Strength 21
    Benefits: You deal bonus damage equal to the number of rage points in your rage pool (before activating this ability) times three on all attacks in the round of activation. Activating this ability is a swift action.
    Cost: All rage points.

    Enmity Forever
    Prerequisites: Barbarian 19, Constitution 19
    Benefits: Your Rage Pool's cap on rage points increases by 2. This stacks with other sources that increase your Rage Pool's cap.



    Template:

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    [size=3][b]Name[/b][/size]
    [b]Prerequisites:[/b]
    [b]Benefits:[/b]
    [b]Cost (if any):[/b]


    Feat
    Spoiler
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    Extra Rage Ability
    Prerequisites: Rage Pool class feature
    Benefits: You gain an additional Rage Ability. You must qualify for this rage ability in order to gain it's benefits.
    Special: This ability may be taken multiple times.




    I would love any new Rage Abilities you happen to think of or want to homebrew! I have about 32 right now and any new ones would be greatly appreciated! Also, I was trying to make a couple that gave ToB maneuvers (like the martial study and martial stance feats), but didn’t know how to word them.

    This is roughly made for Tier 3, for those who care. I understand that not necessarily all of the stuff that it has allows for that kind of flexibility, but that is also why I really want more Rage Abilities. I have several PrCs already made, but I want to “test the waters” so to speak, and see how this class is seen first.


    Index:
    Last edited by unosarta; 2011-11-08 at 11:31 PM.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Primal Fury's Avatar

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    Default Re: Roar and the World Roars With You [3.5, Base Class]

    Quote Originally Posted by unosarta View Post
    ”Scream! Scream until your heart has beat its last beat, and your voice has worn to a tiny scratch! Scream until your eyes bleed! Scream until the whole world screams! Scream at the stars! Scream at the moon! Scream at the burning sun! There is no anger, there is no pain. There is no hate, no fear, nobody who can hurt you. There is only RAGE! AAAAAAAAAAHHHHH!!!!!!!!!” – Krao’S
    Damn dude. I like this class already. Now let's have a look at the meat of it.
    My Homebrew



  3. - Top - End - #3
    Ogre in the Playground
     
    unosarta's Avatar

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    Default Re: Roar and the World Roars With You [3.5, Base Class]

    Quote Originally Posted by Primal Fury View Post
    Damn dude. I like this class already. Now let's have a look at the meat of it.
    When I wrote that out, I imagined Krao'S breaking down into tears partway through, and then finishing it with the scream. Yeah.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  4. - Top - End - #4
    Ogre in the Playground
     
    zagan's Avatar

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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Barbarian

    ”Scream! Scream until your heart has beat its last beat, and your voice has worn to a tiny scratch! Scream until your eyes bleed! Scream until the whole world screams! Scream at the stars! Scream at the moon! Scream at the burning sun! There is no anger, there is no pain. There is no hate, no fear, nobody who can hurt you. There is only RAGE! AAAAAAAAAAHHHHH!!!!!!!!!” – Krao’S
    Very good image and the quote is just cool.

    -snip detail-
    Very interesting, much darker than what I normally like but it's an original angle. It personify the anger in a weird way alsmot like a possesing spirit or something it's an interesting idea.


    Abilities: Strength and Constitution are important for the class’s role as a frontline fighter, and dexterity also helps on that front. A high Constitution also increases the Barbarians Rage Pool, and gives them higher hit points. Wisdom is important for several of the Barbarian’s class skills. Charisma and Intelligence are important for several Rage Abilities.
    Describe like that they look very MAD but I will see with the abilities/

    Alignment: Any.
    Didn't this contradict the earlier fluff ?
    "They hate the law. They also hate the swirling chaos of their emotions. They care not, they just hate."

    If they hate both law and chaos, neutral would make sense, but chaos seem to fit best still.
    That said i don't much like alignement restriction on base class so i'm fine with any. (particulary because it cut of on some potentially nice multiclass option.)

    Hit Die: d12
    Normal.

    -snip image-
    Another very good one.

    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (4+Intelligence Modifier)x4.
    Skill Points at Each Additional Level: 4+Intelligence Modifier.
    Same skill point but more choice, hide and move silently I understand for hunting but know (local) ?

    -snip table-
    Full Bab and good fort save, good will less so since they also get a bonus to will save from the rage. Not sure on that, what's the resonning ?

    Weapon and Armor Proficiencies: The Barbarian is proficient with all Simple and Martial weapons, and light and medium armor. They are not proficient with shields.
    Okay.

    Rage Pool (Ex): Whenever the Barbarian takes hit point damage, his rage pool fills with rage points equal to one-half of the damage (rounded down). His rage pool has a cap of total rage points allowed of his Barbarian levels, plus his constitution modifier. These rage points do not fade away unless they are used for abilities, or the encounter ends.
    niptick: allowed equal to his barbarian level.
    I don't much like the need to take damage to gain point, in some encounter where the enemy use save or suck abilities it could mean that you must deal with only your non rage ability. Perhaps giving a few point at the start of en encounter, not much but just enough to start with ?


    The Barbarian can start a rage by spending a number of rage points equal to one-fourth his Barbarian levels, rounded down (minimum 1). Each round the Barbarian must pay 1 rage point, or the rage ends. During a rage, the Barbarian gains a +4 enhancement bonus to Strength and Dexterity, a +1 competence bonus to all Strength and Dexterity based skills, and a +2 bonus to will saves. During a rage, the Barbarian is unable to use any Intelligence or Charisma based checks, excepting Intimidate. After the rage is over, the Barbarian is fatigued for 1d4 rounds. He cannot start a new rage until he is no longer fatigued, but he can use any rage abilities that require rage points as normal.
    Okay, I big NO enhancement bonus ! This mean that you can't benefit from any magic item or spell from friendly caster unless you have a very good reason, possible, I advise to change that. If you really want to give a type to the bonus moral could work but untype seem fine to me.
    You remove the concentration limitation and the inability to cast spell, seem weird. It make perfect sense.

    Rage Abilities (Ex): At every level described in the table, the Barbarian gains an additional rage ability (see: Rage Abilities). He must meet all prerequisites for the Rage Abilities.
    Look promising, we'll se when we get there.
    Do you gain all the ability you qualify for or do you need to learn them like spell or invocation and if so they're no mean to change them later ?

    Frenzied Strike (Ex): Starting at second level, every time the Barbarian successfully hits an opponent with a melee or ranged attack, he gains a number of rage points equal to one fourth his Barbarian levels.
    Ah that help with the point.

    Powerful Rage (Ex): Starting at fourth level, the bonuses from rage become +6 enhancement bonus to Strength and Dexterity, +2 competency bonus to Strength and Dexterity based skill checks, and a +3 bonus to will saves.
    Much sooner than normal barbarian. Perhaps even too soon but it's hard to tell. Still fourth seem early to me.

    Trap Sense (Ex): Starting at fourth level, the Barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise by +1 every three Barbarian levels thereafter (7th, 10th, 13th, 16th, and 19th level). Trap sense bonuses gained from multiple sources stack.
    Okay.

    Uncanny Dodge (Ex): At sixth level, the Barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized.

    If a Barbarian already has uncanny dodge from another source, he automatically gains improved uncanny dodge instead.
    Standard.

    Superior Rage (Ex): Starting at Eighth level, the bonuses from rage become +8 enhancement bonus to Strength and Dexterity, +3 competency bonus to Strength and Dexterity based skill checks, and a +4 bonus to will saves.
    This seem to be a little soon too.

    Improved Uncanny Dodge (Ex): At level twelve and higher, the Barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has Barbarian levels.

    If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
    Okay.

    Greater Rage (Ex): Starting at fourteenth level, the bonuses from rage become +10 enhancement bonus to Strength and Dexterity, +4 competency bonus to Strength and Dexterity based skill checks, and a +5 bonus to will saves.
    At this level it seem almost fine but still +10.

    Tireless Rage (Ex): Starting at level sixteen, the Barbarian no longer becomes fatigued after his rage ends.
    Normal.

    Endless Rage (Ex): Starting at level eighteen, the Barbarian no longer must pay a rage point per round of raging; instead, he only has to pay the activation cost of the rage.
    Very good.

    Ultimate Rage (Ex): Starting at twentieth level, the bonuses from rage become +12 enhancement bonus to Strength and Dexterity, +5 competency bonus to Strength and Dexterity based skill checks, and a +6 bonus to will saves.
    At this level I have no complaint.

    -snip image-
    My favorite of the lot, I wonder why.

    Rage Abilities:

    If a rage ability mentions rage pool, it is your rage pool at the time of gaining the benefit. So, if a Barbarian 12, with a Constitution of 21 is hit for 25 damage, his rage pool fills to 12 rage points. If he has the Blitz rage ability, he gains a +6 bonus to all bull rush attempts. If he activates his rage by spending 3 rage points, his pool goes down to 9, and his bonus is +4 (of course, he still gains a bonus for extra strength from rage).
    Okay seem clear. A few question:
    Do you need to spend the rage point for the ability each round of the rage in addition to the one to maintain it or does it last until the end of the rage.
    If you don't need to spend point on the ability do you gain the benefit even when not raging ?

    Continu in the spoiler:
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    Increased Speed
    Prerequisites: Barbarian 1, Dexterity 15
    Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
    enhcancement again ?

    Telling Blow
    Prerequisites: Barbarian 1, Strength 13
    Benefits: You make a melee touch attack. If it is successful, the target must attack you for the duration of the encounter.
    Cost: 1 rage point.
    Hum, what ?!
    That's way too strong for a first level ability.
    No save ? no skill check even ?
    Can the creature do other thing other than attack, like heal itself or an ally, can it chose any mean of attack ? Must it be melee attack ?
    You need to work on that one, look at the knight in the PHBII. it's is main class feature and it's not as strong.

    Intimidating Glare
    Prerequisites: Barbarian 1, Charisma 13
    Benefits: Make an intimidate check against one foe within 30 feet as a swift action. If you beat their check, they become shaken for 2d6 rounds.
    Cost: 1 rage point.
    Too long duration normal intimidate only last one round and it's a standard action and you must threaten it in melee.

    Charismatic Rage
    Prerequisites: Barbarian 3, Charisma 15
    Benefits: During a rage, you may still use any Charisma based skill checks.
    Okay.

    Cunning Rage
    Prerequisites: Barbarian 3, Intelligence 15
    Benefits: During a rage, you may still use any Intelligence based skill checks.
    Same.

    Pounce
    Prerequisites: Barbarian 3, Strength or Dexterity 15
    Benefits: You gain pounce, as the special ability, useable with any weapon.
    Perfect and better balanced than the freaking lion totem because you can't get it at first level. Applaude !

    Skirmish (1)
    Prerequisites: Barbarian 5, Dexterity 15
    Benefits: Whenever you move more than 10 feet in a round, you deal an extra 1d6 damage on any attacks you make, and you gain a +1 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
    Nice.

    Stoneskin
    Prerequisites: Barbarian 5, Constitution 15
    Benefits: You gain Damage Reduction 10/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
    Cost: 3 rage points.
    10 might be too much at this level, 5 is probably enough. i like the fact that it still allow you to to gain rage point.

    Precision
    Prerequisites: Barbarian 5, Dexterity 15
    Benefits: You deal extra damage with all weapons (melee and ranged) equal to your dexterity modifier.
    Little strong and not sure it's fitting with the barbarian fluff.

    Ferocity
    Prerequisites: Barbarian 7, Strength or Dexterity 17
    Benefits: You deal an extra amount of damage equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Vicious.
    Cost: 4 rage points.
    Okay.

    Evasion
    Prerequisites: Barbarian 7, Dexterity 17
    Benefits: You gain the Evasion class feature, as the rogue.
    Cool.

    Vicious
    Prerequisites: Barbarian 7, Strength or Dexterity 17
    Benefits: You gain a bonus to all attack rolls equal to one-half of your rage pool for a number of rounds equal to your Constitution modifier. This effect may not be in effect at the same time as Ferocity.
    Cost: 4 rage points.
    Nice too.

    Blitz
    Prerequisites: Barbarian 7, Strength 17
    Benefits: You add ½ your rage pool to bull rush attempts.
    niptick: "as a bonus on strength check made as part of a bull-rush attempt"

    Extra Attack
    Prerequisites: Barbarian 7, Dexterity 15
    Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus.
    Cool, no rage point cost ? And does it stack with haste or similar ?

    Superior Increased Speed
    Prerequisites: Barbarian 9, Dexterity 17, Increased Speed
    Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
    Kay.

    Power-Attacking
    Prerequisites: Barbarian 9, Strength 17, Vicious
    Benefits: Whenever you take a penalty to attack rolls with the Power-attack feat, you deal an extra 2 damage per -1 penalty taken. This does not stack with any other Power-attack enhancing effect. If you did not have the Power-attack feat before taking this ability, you gain it. If you did, it instead provides 3 damage per -1 penalty. It still does not stack with other enhancing effects.
    The wording is weird, I would have gone with something like that:
    "You gain power attack as a bonus feat and it's benefit are enhance, you deal an extra 2 damage per -1 penalty taken. If you already add the feat before gaining this ability this instead increase to 3 damage per - penality"

    Or something like that, but the second part is still probably too much.
    a bonus feat (even a little late) and an increase in effect is probably enough.
    Also what happen if you wield a two hand weapon ?

    Plunge
    Prerequisites: Barbarian 9, Dexterity or Strength 17
    Benefits: You gain a bonus all trip attempts equal to one-half your rage pool.
    Same remark as with bull-rush.


    Guarded Stance
    Prerequisites: Barbarian 9, Dexterity and Constitution 16
    Benefits: You gain a dodge bonus to Armor Class equal to one half of your rage pool for a number of rounds equal to your Constitution modifier.
    Cost: 4 rage points.
    Cool.

    Skirmish (2)
    Prerequisites: Barbarian 11, Dexterity 17, Skirmish (1)
    Benefits: Whenever you move more than 10 feet in a round, you deal an extra 2d6 damage on any attacks you make, and you gain a +2 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
    kay.

    Ferality (Claws)
    Prerequisites: Barbarian 11, Strength or Dexterity 17
    Benefits: You gain 2 claw attacks. They deal 1d6 damage plus your strength modifier. They are natural weapons, and you are proficient with them.
    niptick: Just to say if they are primary or secondary.

    Elemental Rage
    Prerequisites: Barbarian 11, Intelligence 15
    Benefits: Choose an element (fire, cold, electricity, acid, or sonic). You deal an extra 1d6 damage per 4 rage points in your rage pool during a rage
    .

    Can you chose that ability multiple time or change the element ?

    Ferality (Bite)
    Prerequisites: Barbarian 13, Strength or Dexterity 17, Ferality (Claws)
    Benefits: You gain a bite attack. It deals 1d8 damage plus twice your strength modifier. It is a natural weapon, and you are proficient with it.
    Same as with claw. Why twice str mod ? Normally if you only have one natural attack it's 1.5.

    Blank Mind
    Prerequisites: Barbarian 13, Wisdom 15
    Benefits: You are immune to mind affecting spells and abilities while raging.
    Very good.

    Intimidating Roar
    Prerequisites: Barbarian 13, Charisma 15, Intimidating Glare
    Benefits: You roar as a standard action, and all enemies within 30 feet must make a will save (DC 10 + 1/2 barbarian levels + Charisma modifier) or be panicked for 1d4+1 rounds.
    Cost: 5 rage points.
    Might be a bit strong.

    Regeneration
    Prerequisites: Barbarian 15, Constitution 21
    Benefits: You heal 1d6 damager per point of constitution modifier you have.
    Cost: 6 rage points.
    Good.

    Improved Extra Attack
    Prerequisites: Barbarian 15, Dexterity 19, Extra Attack
    Benefits: You can take an additional attack as part of a full attack action at your highest attack bonus. This stacks with Extra Attac
    Very nice. too much ?

    Skirmish (3)
    Prerequisites: Barbarian 17, Dexterity 19, Skirmish (2)
    Benefits: Whenever you move more than 10 feet in a round, you deal an extra 3d6 damage on any attacks you make, and you gain a +3 dodge bonus to Armor Class. This does not stack with other Skirmish abilities gained from rage abilities.
    okay.

    Swiftness
    Prerequisites: Barbarian 17, Dexterity 23, Superior Increased Speed
    Benefits: You may make full attack actions as standard actions.
    Well at this level okay.

    Improved Evasion
    Prerequisites: Barbarian 17, Dexterity 19, Evasion
    Benefits: You gain the Improved Evasion class feature, as the rogue ability.
    sure.

    Greater Improved Speed
    Prerequisites: Barbarian 19, Dexterity 21, Superior Improved Speed
    Benefits: You gain a +10 enhancement bonus to base land speed. This stacks with other movement increasing rage abilities.
    again.

    Ironskin
    Prerequisites: Barbarian 19, Constitution 21
    Benefits: You gain Damage Reduction 20/-- for a number of rounds equal to your Constitution modifier. Every point of damage negated in this way is converted to rage points.
    Cost: 5 rage points.
    At this level it's alright.

    Killing Blow
    Prerequisites: Barbarian 19, Strength 21
    Benefits: You deal bonus damage equal to the number of rage points in your rage pool (before activating this ability) times three on all attacks in the round of activation. Activating this ability is a swift action.
    Cost: All rage points.
    Very good.



    I would love any new Rage Abilities you happen to think of or want to homebrew! I have about 32 right now and any new ones would be greatly appreciated! Also, I was trying to make a couple that gave ToB maneuvers (like the martial study and martial stance feats), but didn’t know how to word them.
    You could just give martial study as a bonus feat but with an initiator level for purpose of that maneuver equal to their barbarian level.
    No other idea at the moment.

    This is roughly made for Tier 3, for those who care. I understand that not necessarily all of the stuff that it has allows for that kind of flexibility, but that is also why I really want more Rage Abilities. I have several PrCs already made, but I want to “test the waters” so to speak, and see how this class is seen first.
    It's hard to judge the tier but it stronger than the standard barbarian that's for sure. Some abilties really need balancing but apart from that it's nice.
    If i don't peach the Prc don't hesitate to send me a pm.
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  5. - Top - End - #5
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    I suppose I should have mentioned this as a foreword or an afterthought; this class is meant to represent anyone who feels some sort of rage or anger, and then uses it in order to fight. For instance, one prestige class I made was the Templar, who channels his rage into destroying the evil and impure. This could be a soldier with PTSD, a constable who's family was killed, a scout who can't control his anger; anyone. As the barbarian is currently, it really doesn't do that all that well, and sort of fails to represent varied archetypes, and doesn't even manage to make very different characters crunch-wise, and that is always something that has been sort of a disappointment for me.

    Anyway.

    Quote Originally Posted by zagan View Post
    Very good image and the quote is just cool.
    Thanks! I love DeviantArt. So many good images.


    Quote Originally Posted by zagan View Post
    Very interesting, much darker than what I normally like but it's an original angle. It personify the anger in a weird way alsmot like a possesing spirit or something it's an interesting idea.
    Yeah, well, that was sort of to show exactly how twisted having so much anger and rage makes a person. Living, fighting, and dying based solely on anger, and for some characters to the point of excluding all other emotions, does not, a healthy psyche make.



    Quote Originally Posted by zagan View Post
    Describe like that they look very MAD but I will see with the abilities.
    Yeah, I didn't want to make them completely physical abilities only. They get even more MAD with the prestige classes, but then they also start to not care so much about other secondary scores. Hopefully it evens out.


    Quote Originally Posted by zagan View Post
    Didn't this contradict the earlier fluff ?
    "They hate the law. They also hate the swirling chaos of their emotions. They care not, they just hate."

    If they hate both law and chaos, neutral would make sense, but chaos seem to fit best still.
    That said i don't much like alignement restriction on base class so i'm fine with any. (particulary because it cut of on some potentially nice multiclass option.)
    Anger doesn't define itself along the axes of law and chaos. I would argue that anger supersedes them. To be sure, neutral would probably be better, but like you said yourself; I dislike alignment restrictions a lot. And a knight who channels his anger into protecting others, often to the point of racism and exclusion if he feels that others might harm a member of his "group" or be evil, is a pretty interesting character.


    Quote Originally Posted by zagan View Post
    Normal.
    OK.


    Quote Originally Posted by zagan View Post
    Another very good one.
    Thanks!


    Quote Originally Posted by zagan View Post
    Same skill point but more choice, hide and move silently I understand for hunting but know (local) ?
    Again, I wanted the Barbarian to represent more archetypes than the normal Barbarian does.


    Quote Originally Posted by zagan View Post
    Full Bab and good fort save, good will less so since they also get a bonus to will save from the rage. Not sure on that, what's the resonning ?
    Their minds steel themselves against outside forces by channeling their anger. Also happens to be the reasoning for them gaining the Mindblank rage ability. Also, a good reflex doesn't make sense mechanically for someone who is actually sort of intent on having damage dealt to them. For the prestige classes that are more skirmisher/scouts, those gain a better reflex save, so I figure it all evens out.


    Quote Originally Posted by zagan View Post
    niptick: allowed equal to his barbarian level.
    I don't much like the need to take damage to gain point, in some encounter where the enemy use save or suck abilities it could mean that you must deal with only your non rage ability. Perhaps giving a few point at the start of en encounter, not much but just enough to start with ?
    Thanks for catching that.
    This is alleviated by the Frenzied Strike class ability, the Evasion rage ability (if they decide to get it). Maybe. I was thinking that at higher levels, the Barbarian might gain a set number of rage points per round, probably like 1. Thoughts?



    Quote Originally Posted by zagan View Post
    Okay, I big NO enhancement bonus ! This mean that you can't benefit from any magic item or spell from friendly caster unless you have a very good reason, possible, I advise to change that. If you really want to give a type to the bonus moral could work but untype seem fine to me.
    You remove the concentration limitation and the inability to cast spell, seem weird. It make perfect sense.
    Actually, that was my exact thinking. It makes almost no sense at all that someone so focused on rage and anger, which is an entirely personal and self centered concept, would have to rely on magical items. The rage ability progression was sped up because of that.


    Quote Originally Posted by zagan View Post
    Look promising, we'll se when we get there.
    Do you gain all the ability you qualify for or do you need to learn them like spell or invocation and if so they're no mean to change them later ?
    There is no means to change them, unless you use the retraining rules. I will add that in.


    Quote Originally Posted by zagan View Post
    Ah that help with the point.
    Yup. Almost all of the prestige classes also progress Frenzied Strike as well.


    Quote Originally Posted by zagan View Post
    Much sooner than normal barbarian. Perhaps even too soon but it's hard to tell. Still fourth seem early to me.
    Again, this is mostly because the Barbarian does not have access to normal magical items with an enhancement bonus. Actually, this Barbarian is worse off in that sense; if you think about it, at level 20, the WotC version has a +8 bonus to Strength, and if he buys a manual and belt, he has a +19 to Strength, plus his normal level increases, plus his base. So, that is at the very least 42 strength while raging. Compare that to this Barbarian. He only has level based, plus manual, plus rage. That is a total of 12+5+5, plus his base. So, during a rage, he has 40 strength. He can use a belt, for out of combat purposes, but he gains no use for it in combat, which makes sense, because if a barbarian is using anger and rage, why would he want to rely on something besides himself during combat?


    Quote Originally Posted by zagan View Post
    This seem to be a little soon too.
    See above.


    Quote Originally Posted by zagan View Post
    At this level it seem almost fine but still +10.
    Again, see above.


    Quote Originally Posted by zagan View Post
    Very good.



    Quote Originally Posted by zagan View Post
    At this level I have no complaint.
    OK.


    Quote Originally Posted by zagan View Post
    My favorite of the lot, I wonder why.
    I love that picture too. So much epic.


    Quote Originally Posted by zagan View Post
    Okay seem clear. A few question:
    Do you need to spend the rage point for the ability each round of the rage in addition to the one to maintain it or does it last until the end of the rage.
    If you don't need to spend point on the ability do you gain the benefit even when not raging ?
    If a rage ability does not have a cost, it is permanent, and always in function. some depend on rage pool, which is always your current rage pool.

    Continued in the spoiler:
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    Quote Originally Posted by zagan View Post
    enhcancement again ?
    Yup. I didn't want to have them rely on others, as I stated before.


    Quote Originally Posted by zagan View Post
    Hum, what ?!
    That's way too strong for a first level ability.
    No save ? no skill check even ?
    Can the creature do other thing other than attack, like heal itself or an ally, can it chose any mean of attack ? Must it be melee attack ?
    You need to work on that one, look at the knight in the PHBII. it's is main class feature and it's not as strong.
    Hurgh, I knew I should have read through that ability. Basically, I wanted some way for it to make sure that it takes damage all encounter. Maybe they must make an intimidate check, and if they succeed, the target must attack them, choosing the method, but must attack? And the knight is just a bad class. Honestly. Almost every creature by level 8 will have Mind-blank, and their almost only class ability has just been negated. Yippee. Also, not too many early monsters have an intelligence of more than 4, and those who appear later on usually have mindblank, or immunity to mind-affecting abilities.


    Quote Originally Posted by zagan View Post
    Too long duration normal intimidate only last one round and it's a standard action and you must threaten it in melee.
    It was based on the beta Pathfinder Barbarian rage power. I have it changed now, 1d4 rounds, plus 1 round per 5 DC you beat your opponents check by.


    Quote Originally Posted by zagan View Post
    Perfect and better balanced than the freaking lion totem because you can't get it at first level. Applaude !
    Thanks.


    Quote Originally Posted by zagan View Post
    10 might be too much at this level, 5 is probably enough. i like the fact that it still allow you to to gain rage point.
    OK, 5 it is.


    Quote Originally Posted by zagan View Post
    Little strong and not sure it's fitting with the barbarian fluff.
    I wanted to make it so that ranged Barbarians were possible. I am working on the ranged Barbarian PrC now.


    Quote Originally Posted by zagan View Post
    niptick: "as a bonus on strength check made as part of a bull-rush attempt"
    OK.


    Quote Originally Posted by zagan View Post
    Cool, no rage point cost ? And does it stack with haste or similar ?
    Yup. Any ability that doesn't have a rage cost is always active. And no, I forget to add it in, it does not stack.


    Quote Originally Posted by zagan View Post
    The wording is weird, I would have gone with something like that:
    "You gain power attack as a bonus feat and it's benefit are enhance, you deal an extra 2 damage per -1 penalty taken. If you already add the feat before gaining this ability this instead increase to 3 damage per - penality"

    Or something like that, but the second part is still probably too much.
    a bonus feat (even a little late) and an increase in effect is probably enough.
    Also what happen if you wield a two hand weapon ?
    OK. I will add that in. I based it on the improved power attack class ability of the Frenzied Berserker, and it has no clause. Maybe get rid of the second part of yours, and add in a clause that states that it is 3 per penalty if it is utilized with two handed weapons.


    Quote Originally Posted by zagan View Post
    Same remark as with bull-rush.
    OK.


    Quote Originally Posted by zagan View Post
    niptick: Just to say if they are primary or secondary.
    OK.


    Quote Originally Posted by zagan View Post
    Can you chose that ability multiple time or change the element ?
    The first one. Added in.


    Quote Originally Posted by zagan View Post
    Same as with claw. Why twice str mod ? Normally if you only have one natural attack it's 1.5.
    Well, the fact that bite attacks in D&D are always .5 if you have multiple always struck me as stupid, considering how insanely powerful some creature's bites are. Also, by that point, the Barbarian must have the Ferality (Claws) rage ability in order to have the (Bite) rage ability, so they already have two natural attacks.


    Quote Originally Posted by zagan View Post
    Very good.
    Thanks!


    Quote Originally Posted by zagan View Post
    Might be a bit strong.
    At that level, 5 rage points is probably 1/4 of their total rage pool, and they must take 10 points of damage in order to use it, or hit at least twice, and if they did that, they wouldn't be able to use their rage unless they got hit, or hit again, and considering a large part of their attack modifier comes from their rage, it doesn't seem that bad to me.


    Quote Originally Posted by zagan View Post
    Very nice. too much ?
    I don't think so. Also, edited in that it doesn't stack with non-Extra Attack line of rage ability extra attacks.




    Quote Originally Posted by zagan View Post
    You could just give martial study as a bonus feat but with an initiator level for purpose of that maneuver equal to their barbarian level.
    No other idea at the moment.
    I guess. Probably a level 1 rage ability, able to be taken multiple times.


    Quote Originally Posted by zagan View Post
    It's hard to judge the tier but it stronger than the standard barbarian that's for sure. Some abilties really need balancing but apart from that it's nice.
    If i don't peach the Prc don't hesitate to send me a pm.
    Thanks for what you have critiqued! I really appreciate it!
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    Quote Originally Posted by Lix Lorn View Post
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  6. - Top - End - #6
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    ”Scream! Scream until your heart has beat its last beat, and your voice has worn to a tiny scratch! Scream until your eyes bleed! Scream until the whole world screams! Scream at the stars! Scream at the moon! Scream at the burning sun! There is no anger, there is no pain. There is no hate, no fear, nobody who can hurt you. There is only RAGE! AAAAAAAAAAHHHHH!!!!!!!!!” – Krao’S
    Scream, scream like you never have before
    Scream, scream till you can't scream anymore
    Scream, scream like your throat is bleeding
    Scream, scream till your heart stops beating
    Scream for me


    Hm...

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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Yeah, I didn't want to make them completely physical abilities only. They get even more MAD with the prestige classes, but then they also start to not care so much about other secondary scores. Hopefully it evens out.
    As is it's alright, because you select your rage ability depending on your score.

    Their minds steel themselves against outside forces by channeling their anger. Also happens to be the reasoning for them gaining the Mindblank rage ability. Also, a good reflex doesn't make sense mechanically for someone who is actually sort of intent on having damage dealt to them. For the prestige classes that are more skirmisher/scouts, those gain a better reflex save, so I figure it all evens out.
    Well yeah but that's reprsent by the bonus to will save during rage no ?

    Thanks for catching that.
    This is alleviated by the Frenzied Strike class ability, the Evasion rage ability (if they decide to get it). Maybe. I was thinking that at higher levels, the Barbarian might gain a set number of rage points per round, probably like 1. Thoughts?
    Thinking about it with frenzied strike it should be alright and if you gain 1 point per round the endless rage ability doesn't make sense anymore.

    Actually, that was my exact thinking. It makes almost no sense at all that someone so focused on rage and anger, which is an entirely personal and self centered concept, would have to rely on magical items. The rage ability progression was sped up because of that.
    I suppose.
    I also mentionned the concentration skill and spellcasting what's the reasoning for that ?

    There is no means to change them, unless you use the retraining rules. I will add that in.
    Okay, so you need to chose well.

    Yup. Almost all of the prestige classes also progress Frenzied Strike as well.
    Kay.

    Again, this is mostly because the Barbarian does not have access to normal magical items with an enhancement bonus. Actually, this Barbarian is worse off in that sense; if you think about it, at level 20, the WotC version has a +8 bonus to Strength, and if he buys a manual and belt, he has a +19 to Strength, plus his normal level increases, plus his base. So, that is at the very least 42 strength while raging. Compare that to this Barbarian. He only has level based, plus manual, plus rage. That is a total of 12+5+5, plus his base. So, during a rage, he has 40 strength. He can use a belt, for out of combat purposes, but he gains no use for it in combat, which makes sense, because if a barbarian is using anger and rage, why would he want to rely on something besides himself during combat?
    But this also mean that they have more money for other thing, they just have more choice. it's not a bad thing but they will still lit like christmas tree under detect magic so they're still dependdant on magic item just different one and perhaps more or them.

    If a rage ability does not have a cost, it is permanent, and always in function. some depend on rage pool, which is always your current rage pool.
    Okay.

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    Hurgh, I knew I should have read through that ability. Basically, I wanted some way for it to make sure that it takes damage all encounter. Maybe they must make an intimidate check, and if they succeed, the target must attack them, choosing the method, but must attack? And the knight is just a bad class. Honestly. Almost every creature by level 8 will have Mind-blank, and their almost only class ability has just been negated. Yippee. Also, not too many early monsters have an intelligence of more than 4, and those who appear later on usually have mindblank, or immunity to mind-affecting abilities.
    The new version seem fine. Action need for the check ?
    Wording a little vague, how about:
    "If your check is higher, for the duration of the duration of the encounter, each round the target must try to attack you by any mean at his disposition."
    Also can they still do AOO against other creature ?
    The shaken on your part is nice, probably won't come up often but it's a good balancing mecanique.
    And yes the knight is not a great class but if yours replace it with one ability it's just really bad form.

    It was based on the beta Pathfinder Barbarian rage power. I have it changed now, 1d4 rounds, plus 1 round per 5 DC you beat your opponents check by.
    Way better now, standard action ?

    I wanted to make it so that ranged Barbarians were possible. I am working on the ranged Barbarian PrC now.
    In that case perhaps limit it to range weapon ?

    Yup. Any ability that doesn't have a rage cost is always active. And no, I forget to add it in, it does not stack.
    Good.

    OK. I will add that in. I based it on the improved power attack class ability of the Frenzied Berserker, and it has no clause. Maybe get rid of the second part of yours, and add in a clause that states that it is 3 per penalty if it is utilized with two handed weapons.
    New wording is much better.


    The first one. Added in.
    Great.

    Well, the fact that bite attacks in D&D are always .5 if you have multiple always struck me as stupid, considering how insanely powerful some creature's bites are. Also, by that point, the Barbarian must have the Ferality (Claws) rage ability in order to have the (Bite) rage ability, so they already have two natural attacks.
    Miss that requirement, it's fine then.

    At that level, 5 rage points is probably 1/4 of their total rage pool, and they must take 10 points of damage in order to use it, or hit at least twice, and if they did that, they wouldn't be able to use their rage unless they got hit, or hit again, and considering a large part of their attack modifier comes from their rage, it doesn't seem that bad to me.
    Okay.

    I don't think so. Also, edited in that it doesn't stack with non-Extra Attack line of rage ability extra attacks.
    Good.


    I guess. Probably a level 1 rage ability, able to be taken multiple times.
    Yeah.

    Thanks for what you have critiqued! I really appreciate it!
    My pleasure. I've taken a look at your class in the next prc contect and whoa you work fast. Still look promising.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    As is it's alright, because you select your rage ability depending on your score.
    Yeah.


    Quote Originally Posted by zagan View Post
    Well yeah but that's reprsent by the bonus to will save during rage no ?
    I guess I can change it.


    Quote Originally Posted by zagan View Post
    Thinking about it with frenzied strike it should be alright and if you gain 1 point per round the endless rage ability doesn't make sense anymore.
    OK.


    Quote Originally Posted by zagan View Post
    I suppose.
    I also mentionned the concentration skill and spellcasting what's the reasoning for that ?
    Oh, well, if the Barbarian is actually channeling his anger, that would require a lot of focus and concentration. And to be honest, not being able to doesn't make much sense. "Oh man, he is so angry that he can't even concentrate on anything!"


    Quote Originally Posted by zagan View Post
    Okay, so you need to chose well.
    Yeah.


    Quote Originally Posted by zagan View Post
    But this also mean that they have more money for other thing, they just have more choice. it's not a bad thing but they will still lit like christmas tree under detect magic so they're still dependdant on magic item just different one and perhaps more or them.
    I understand that, but Strength is like an integral thing to most warriors. It is how powerful you are, how strong you are. Using magic for other things, I can see. Using it for something like your ability, your base, doesn't make much sense to me.

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    Quote Originally Posted by zagan View Post
    The new version seem fine. Action need for the check ?
    Wording a little vague, how about:
    "If your check is higher, for the duration of the duration of the encounter, each round the target must try to attack you by any mean at his disposition."
    Also can they still do AOO against other creature ?
    The shaken on your part is nice, probably won't come up often but it's a good balancing mecanique.
    And yes the knight is not a great class but if yours replace it with one ability it's just really bad form.
    Added in the action, and the wording.
    I guess I can understand that.


    Quote Originally Posted by zagan View Post
    Way better now, standard action ?
    I suppose that does make sense.


    Quote Originally Posted by zagan View Post
    In that case perhaps limit it to range weapon ?
    Well, I could, but that would limit those who wanted to play a more dexterous melee fighter.




    Quote Originally Posted by zagan View Post
    Yeah.
    OK, added in.


    Quote Originally Posted by zagan View Post
    My pleasure. I've taken a look at your class in the next prc contect and whoa you work fast. Still look promising.
    Heh, when I have inspiration, and it is late at night? Yes I do.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    First prestige class!

    Stoneskinned



    ”Stone is hard, and unforgiving. Stone remembers. Stone cannot forget.”

    The Stoneskinned is a martial warrior who has dedicated their lives to channeling their rage into a shield, around them, and their minds. They protect themselves by hating everything. Most try to emulate the gargoyle, one who has become completely stone, and who still can move. They try to turn their hatred into a stone skin. Those who master the ways succeed.

    BECOMING A STONESKINNED
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Skills: Hide 8 ranks
    Special: Rage Pool class feature; Stoneskin rage ability

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d12

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | DR 2/--, Stoneskin (Hardened Skin), Rage Pool

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | Stone Rage

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | DR 4/--

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Stoneskin (Claws)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | DR 6/--

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    | Sever the Cord

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    | DR 8/--

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    | Graniteskin

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    | DR 10/--, Granite Rage

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    | Stoneskin (Full Transformation)[/table]

    Weapon Proficiencies: The Stoneskinned does not gain any proficiencies.

    Rage Pool: The Stoneskin’s class levels and barbarian levels stack for determining:
    • Rage Pool size
    • Rage Abilities gained


    Damage Reduction (Ex): The Stoneskinned gains damage reduction 2/-- at first level, which increases by 2 every other level afterward (4/-- at level 3, 6/-- at level 5, and so on). Every point of damage reduce by damage reduction gains the Stoneskinned 1 rage point.

    Stoneskin (Ex): The Stoneskinned slowly becomes like those it emulates, the gargoyles, over his career. At first level the Stoneskinned’s skin hardens, granting him a natural armor bonus to his Armor Class equal to one half of his Stoneskinned levels (minimum 1). At fourth level, he gains claws made of stone. They deal 1d10 damage plus his strength modifier, and gain a bonus to attack and damage rolls equal to one half of his Stoneskinned levels (rounded down). At seventh level, he gains wings, and gains a fly speed of 5 times his Stoneskinned levels in feet, with a maneuverability of average. At tenth level, he completes the full transformation. He becomes immune to poison and petrification. He gains the earth subtype, and a burrow speed of 20 feet per round. His claw attacks now deal 2d6 damage plus his strength modifier.

    Stone Rage (Ex): Starting at level two, the Stoneskinned can activate his stone rage by spending rage points equal to one half his Stoneskinned levels, as a swift action. During his rage, the Stone Stoneskinned gains extra damage reduction (stacks with all other forms of damage reduction) of Constitution modifier/Adamantine. He also gains a +6 enhancement bonus to Constitution and Strength, as well as a +3 bonus to fortitude saves. It costs 1 rage point per round in order to maintain the stone rage, and the Stoneskinned is fatigued for 2d4 rounds after his rage ends. He cannot start a stone rage while he is fatigued. The Stoneskinned may not use the standard Barbarian rage while using stone rage.

    Sever the Cord (Ex): Starting at sixth level, the Stoneskinned may, as a swift action, spend 4 rage points in order to have their next attack this turn deal 2d4 constitution damage, in addition to the normal damage.

    Graniteskin (Ex): Starting at level eight, by spending 6 rage points, the Stoneskinned gains hardness 20 for a number of rounds equal to his Constitution modifier. This ability may only be used 1 per encounter. Each point of damage negated by this ability adds one rage point to the Stoneskinned’s rage pool. If the Stoneskinned is killed while under the effect of this ability he can only be ressurect using a True Resurrection, Wish, or Miracle Spell.

    Granite Rage (Ex): The bonuses from Stone Rage become +8 enhancement bonus to Constitution and Strength, and a +4 bonus to fortitude saves.
    Last edited by unosarta; 2010-09-27 at 05:34 PM.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    First prestige class!

    Stoneskinned

    -snip image and fluff-
    Concept look interesting, image not terrible but it fit.

    BECOMING A STONESKINNED
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Skills: Jump 8 ranks
    Special: Rage Pool class feature; Stoneskin rage ability
    I'm not sure on jump as prereq I understand it's to imitate flying but once you gain the fly speed it become useless. Perhaps hide instead ? gargoyles can hide pretty well.

    -snip skill-
    nice list

    -HD, Bab, save-
    Fine.

    Rage Pool: The Stoneskinned’s levels stack with his Barbarian levels for determining his barbarian level for rage abilities, his rage pool cap, and when he gets rage abilities. So, a Barbarian 5/Stoneskinned 6 gains a rage ability that level, and has 6 rage abilities in total.
    Normal.

    Damage Reduction (Ex): The Stoneskinned gains damage reduction 2/-- at first level, which increases by 2 every other level afterward (4/-- at level 3, 6/-- at level 5, and so on). Every point of damage reduce by damage reduction gains the Stoneskinned 1 rage point.
    Make sense too.

    Stoneskin (Ex): The Stoneskinned slowly becomes like those it emulates, the gargoyles, over his career. At first level the Stoneskinned’s skin hardens, granting him a natural armor bonus to his Armor Class equal to one half of his Stoneskinned levels (minimum 1).
    Good but may end up counterproductive because, the higher your AC is the less often you take damage and your rage pool doesn't regenerate. But it's not a huge deal.

    At fourth level, he gains claws made of stone. They deal 1d10 damage plus his strength modifier, and gain a bonus to attack and damage rolls equal to one half of his Stoneskinned levels (rounded down).
    Why that much damage and not based on size ? The bonus on attack and damge is untyped ?

    At seventh level, he gains wings, and gains a fly speed of 5 times his Stoneskinned levels in feet, with a maneuverability of average.
    Fine.

    At tenth level, he completes the full transformation. He becomes immune to poison and petrification. He gains the earth subtype, and a burrow speed of 20 feet per round. His claw attacks now deal 2d6 damage plus his strength modifier.
    Gargoyles don't have a burrow speed why give one ? Note it's flavorfull so i have nothing against it but it's curious.

    Stone Rage (Ex): Starting at level two, the Stoneskinned can activate his stone rage by spending rage points equal to one half his Stoneskinned levels, as a swift action. During his rage, the Stone Stoneskinned gains extra damage reduction (stacks with all other forms of damage reduction) of Constitution modifier/Adamantine. He also gains a +6 enhancement bonus to Constitution and Strength, as well as a +3 bonus to fortitude saves. It costs 1 rage point per round in order to maintain the stone rage, and the Stoneskinned is fatigued for 2d4 rounds after his rage ends. He cannot start a stone rage while he is fatigued.
    Can you be in stone rage and standard rage at the same time ? (the str bonus don't stack but you get the str, dex and con that way plus the other bonus.) Not overporewerd but you need to say if it's possible.

    Sever the Cord (Ex): Starting at sixth level, the Stoneskinned may, as a swift action, spend 4 rage points in order to have their next attack this turn deal 2d4 constitution damage, in addition to the normal damage.
    Weird name. Fine otherwise.

    Steelskin (Ex): Starting at level eight, by spending 6 rage points, the Stoneskinned gains hardness 30 for a number of rounds equal to his Constitution modifier. This ability may only be used 1 per encounter. Each point of damage negated by this ability adds one rage point to the Stoneskinned’s rage pool. If the Stoneskinned takes damage equal to his total hit points while this ability is in effect, he shatters, breaking into thousands of tiny fragments, and cannot be resurrected by normal means, only by a True Resurrection, Wish, or Miracle Spell.
    30 seem like a lot, even adamantine only have 20. For the damage do you count only the damage dealt after applying the hardness or total ?

    Granite Rage (Ex): The bonuses from Stone Rage become +8 enhancement bonus to Constitution and Strength, and a +4 bonus to fortitude saves.
    Fine.

    A nice Prc with an interesting flavor, a little more fluff on how you just transformed into a gargoyles might be nice but it's fine otherwise.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    Concept look interesting, image not terrible but it fit.
    It is pretty hard to find a good gargoyle image.


    Quote Originally Posted by zagan View Post
    I'm not sure on jump as prereq I understand it's to imitate flying but once you gain the fly speed it become useless. Perhaps hide instead ? gargoyles can hide pretty well.
    I guess hide works.


    Quote Originally Posted by zagan View Post
    Why that much damage and not based on size ? The bonus on attack and damge is untyped ?
    It was a number I just kind of chose. I can have it based on size.


    Quote Originally Posted by zagan View Post
    Gargoyles don't have a burrow speed why give one ? Note it's flavorfull so i have nothing against it but it's curious.
    Mostly because like every other creature with the Earth subtype does have it, and it never made sense for me that the Gargoyle doesn't.

    Quote Originally Posted by zagan View Post
    Can you be in stone rage and standard rage at the same time ? (the str bonus don't stack but you get the str, dex and con that way plus the other bonus.) Not overporewerd but you need to say if it's possible.
    I am thinking no.

    Quote Originally Posted by zagan View Post
    Weird name. Fine otherwise.
    Heh, it was originally Claws of Death, which was just a terrible name, so I certainly like this better.


    Quote Originally Posted by zagan View Post
    30 seem like a lot, even adamantine only have 20. For the damage do you count only the damage dealt after applying the hardness or total ?
    I can lower it. After applying the hardness. Anything negated by the hardness doesn't actually deal any damage, so it wouldn't matter. Basically, what I was saying is, if they die while this is in effect, it is pretty hard to bring them back.


    Quote Originally Posted by zagan View Post
    A nice Prc with an interesting flavor, a little more fluff on how you just transformed into a gargoyles might be nice but it's fine otherwise.
    Hum. The idea was that they simply harden their skin after years and years of practice. They noticed the Gargoyles, who have naturally harder skin, and try to emulate them. Their focus brought about their own transformation.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    It is pretty hard to find a good gargoyle image.
    Yeah.

    It was a number I just kind of chose. I can have it based on size.
    I think it would be better.

    Mostly because like every other creature with the Earth subtype does have it, and it never made sense for me that the Gargoyle doesn't.
    True.

    I can lower it. After applying the hardness. Anything negated by the hardness doesn't actually deal any damage, so it wouldn't matter. Basically, what I was saying is, if they die while this is in effect, it is pretty hard to bring them back.
    20 should work it's powerfull but it fine the theme really well.
    Also if your intend is to make it hard for them to be ressurect if kill in this state you need to change the wording to make it clear, such as.
    "If the Stoneskinned is killed while under the effect of this ability he can only be ressurect using ...."
    Also I forget to ask but does the DR still apply ?

    Hum. The idea was that they simply harden their skin after years and years of practice. They noticed the Gargoyles, who have naturally harder skin, and try to emulate them. Their focus brought about their own transformation.
    Okay, it's D&d after all so it's not too out there.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    20 should work it's powerfull but it fine the theme really well.
    Also if your intend is to make it hard for them to be ressurect if kill in this state you need to change the wording to make it clear, such as.
    "If the Stoneskinned is killed while under the effect of this ability he can only be ressurect using ...."
    Also I forget to ask but does the DR still apply ?
    I guess I can use that wording.


    Quote Originally Posted by zagan View Post
    Okay, it's D&d after all so it's not too out there.
    Yeah, some of the stuff D&D has kind breaks the verisimilitude. But at least it looks cool!
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Templar.
    No, this is definitely not a bump. Definitely not.

    Templar



    ”Bow beneath the weight of judgment, and pray that the light does not eat you, filth of evil!” Soncrux, Templar of the northern wastes.

    The Templar is a holy warrior who focuses his rage into a divine area, using extreme discipline instead of raw fury. The Templar exists as a beacon of zealotry and good, fighting evil wherever it is found. They tend to work alone, fighting crime and villains as if they were above the law, to the consternation of local police forces.

    BECOMING A TEMPLAR
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Alignment: Lawful Good
    Special: Rage Pool class feature; Telling Blow and Charismatic Rage rage abilities.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
    Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),
    Profession (Wis), Ride (Dex), and Sense Motive (Wis).
    Skills Points at Each Level: 4 + int
    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Crusade, Rage Pool

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | Focused Smite

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Crusade Ability

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Cloak of Faith

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Crusade Ability

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    | Aura of Zealotry

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    | Crusade Ability

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    | No Rest For the Wicked

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    | Crusade Ability

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Divine Form[/table]

    Weapon Proficiencies: The Templar does not gain any proficiencies.

    Crusade (Ex): The Templar can focus his anger against the impure and evil as a swift action by spending rage points equal to one half his Templar levels (minimum 1). He gains a +6 enhancement bonus to strength, and a +3 competency bonus to attack and damage rolls, and a +5 bonus to Sense Motive, Diplomacy, Intimidate and Bluff checks.

    Rage Pool (Ex): The Templar’s class levels and barbarian levels stack for determining:
    • Rage Pool size
    • Frenzied Strike progression


    Focused Smite (Ex): Starting at second level, the Templar may spend 2 rage points, as an immediate action, and his next melee or ranged attack is a smite. The attack roll for that attack gains a bonus to it equal to the Templar’s Charisma modifier. The smite deals extra damage depending on the alignment of the opponent. If the opponent is not evil, the smite deals 1d6 damage per two Templar levels. If they are evil, it deals 1d6 damage per Templar level. If they are a non-evil outsider, it deals 1d6 damage per Templar level, and if they are an evil outsider, it deals 2d6 damage per Templar level.

    Crusade Ability (Ex): At every level described in the table, the Templar gains an additional crusade ability (see: Crusade Abilities). He must meet all prerequisites for the crusade Abilities.

    Cloak of Faith (Ex): Starting at fourth level, the Templar adds his Charisma modifier to his saving throws and Armor Class, as a sacred bonus.

    Aura of Zealotry (Ex): Starting at level six, the Templar can activate an Aura of Zealotry, by spending 4 rage points and spending his move action, which has a radius of 20 feet, and gives all good creatures in the area a sacred bonus to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. Neutral creatures gain no benefit, and evil creatures take a sacred penalty to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. This effect lasts a number of rounds equal to the Templar’s Charisma modifier, and may only be activated once per encounter.

    No Rest For the Wicked (Ex): Starting at level 8, as a full round action, the templar can release his righteous anger in a mighty blow to all those within 20 feet. The Templar must spend all rage points to use this ability, and it deals damage to all those within 20 feet equal to 1d6 per 2 points of rage used (rounded down), and the targets must make a fortitude save (DC 10 + Templar levels + Charisma modifier) or be stunned for 2d6 rounds.

    Divine Form (Ex): At level ten, the templar becomes a supreme being of good and law. He becomes and outsider with the Good, Law, and Native subtypes. He gains a fly speed of 60 feet (Perfect), as giant billowing wings spring from his shoulders, and he constantly has an Aura of Truth, as the Zone of Truth spell, with a caster level equal to his hitdice. All attacks he makes are infused with holy fire, and deal damage equal to his rage pool plus his Templar levels, half of which is fire damage, and half of which is holy damage.


    Crusade Abilities

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    Detect Evil
    Prerequisites: Templar 3, Wisdom 14, Sense Motive 11 ranks
    Benefit: You constantly benefit from the Detect Evil spell.


    Templar Mount
    Prerequisites: Templar 3, Charisma 15, Handle Animal 11
    Benefit: You gain a special mount, exactly as the paladin special ability. For this effect, your effective Paladin levels are equal to your Templar levels plus one half of your non-Templar levels. If you also have any levels in Paladin, your Paladin and Templar levels stack for the purposes of the abilities and bonuses your mount gains.


    Lay on Hands
    Prerequisites: Templar 5, Wisdom 15, Heal 13 ranks
    Benefit: You gain a pool of healing equal to twice (your level + your Charisma modifier). You may split this healing up over the period of one day, or use it all at once. This is positive energy, healing the living, and harming the undead.


    Protection From Evil
    Prerequisites: Templar 5, Charisma or Wisdom 15
    Benefit: You cast the Protection From Evil spell, with a caster level equal to your hit dice, as a standard action.
    Cost: 5 rage points.


    Purify
    Prerequisites: Templar 7, Wisdom 17, Heal 15 ranks, Lay on Hands
    Benefit: You may spend 15 points of healing order to cast a Cure Disease or Remove Curse spell on one ally with a touch, with a caster level equal to your hitdice.


    Turn Undead
    Prerequisites: Templar 7, Charisma 17
    Benefit: You gain Turn Undead, as the Cleric ability, with an effective turn level equal to your Templar levels.


    Resurrection
    Prerequisites: Templar 9, Wisdom 19, Heal 17 ranks, Purify
    Benefit: You may, as a 10 minute ritual, raise someone from the dead, as the Raise Dead spell, by spending 40 points of healing.


    Holy Sword
    Prerequisites: Templar 9, Charisma 19, Strength 19, Protection From Evil
    Benefit: You cast the Holy Sword spell, with a caster level equal to your hit dice.
    Cost: 5 rage points.





    Template

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    [b][size=3]Name[/size][/b]
    [b]Prerequisites:[/b]
    [b]Benefit:[/b]
    [b]Cost:[/b]
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    [QUOTE=unosarta;9403418]
    Templar
    -snip-
    Image doesn't show.

    ”Bow beneath the weight of judgment, and pray that the light does not eat you, filth of evil!” Soncrux, Templar of the northern wastes.

    The Templar is a holy warrior who focuses his rage into a divine area, using extreme discipline instead of raw fury. The Templar exists as a beacon of zealotry and good, fighting evil wherever it is found. They tend to work alone, fighting crime and villains as if they were above the law, to the consternation of local police forces.
    Nice fluff.

    BECOMING A TEMPLAR
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Alignment: Lawful Good
    Special: Rage Pool class feature; Telling Blow and Charismatic Rage rage abilities.
    Okay.

    -snip skill-
    Seem fine, note on formating you've skipped line for no reason.

    -snip table-
    hd and Bab seem fine.

    Crusade (Ex): The Templar can focus his anger against the impure and evil as a swift action by spending rage points equal to one half his Templar levels (minimum 1). He gains a +6 enhancement bonus to strength, and a +3 competency bonus to attack and damage rolls, and a +5 bonus to Sense Motive, Diplomacy, Intimidate and Bluff checks.
    same question as stone child can you use both this and standard rage ?

    Rage Pool (Ex): The Templars class levels and barbarian levels stack for determining the size of their rage pool. They do not gain rage abilities unless they take more levels in barbarian, though. This ability also advances the rage points he gets from Frenzied Strike, as if he had more barbarian levels equal to his Templar levels.
    Normal.

    Focused Smite (Ex): Starting at second level, the Templar may spend 2 rage points, as an immediate action, in order to smite an opponent as a melee or ranged attack. The attack roll for that attack gains a bonus to it equal to the Templar’s Charisma modifier. The smite deals extra damage depending on the alignment of the opponent. If the opponent is not evil, the smite deals 1d6 damage per two Templar levels. If they are evil, it deals 1d6 damage per Templar level. If they are a non-evil outsider, it deals 1d6 damage per Templar level, and if they are an evil outsider, it deals 2d6 damage per Templar level.
    Does the attack is an immediate action or only spending the point to affect the next attack ? You need to clarify that.

    Crusade Ability (Ex): At every level described in the table, the Templar gains an additional crusade ability (see: Crusade Abilities). He must meet all prerequisites for the crusade Abilities.
    We'll se when we get there. Formating niptick: you skip two line betwen that and next ability.

    Cloak of Faith (Ex): Starting at fourth level, the Templar adds his Charisma modifier to his saving throws and Armor Class, as a sacred bonus.
    Does it stack with paladin ability ?

    Aura of Zealotry (Ex): Starting at level six, the Templar can activate an Aura of Zealotry, by spending 4 rage points, which has a radius of 20 feet, and gives all good creatures in the area a sacred bonus to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. Neutral creatures gain no benefit, and evil creatures take a sacred penalty to attack and damage rolls, and all saving throws equal to the Templar’s Charisma modifier. This effect lasts a number of rounds equal to the Templar’s Charisma modifier, and may only be activated once per encounter.
    Very good ! What action is need to activate it ?

    No Rest For the Wicked (Ex): Starting at level 8, as a full round action, the templar can release his righteous anger in a mighty blow to all those within 20 feet. The Templar must spend all rage points to use this ability, and it deals damage to all those within 20 feet equal to 1d6 per 2 points of rage used (rounded down), and the targets must make a fortitude save (DC 10 + Templar levels + Charisma modifier) or be stunned for 2d6 rounds.
    Nice but it seem to also affect ally. is that normal ?

    Divine Form (Ex): At level ten, the templar becomes a supreme being of good and law. He becomes and outsider with the Good, Law, and Native subtypes. He gains a fly speed of 60 feet (Perfect), as giant billowing wings spring from his shoulders, and he constantly has an Aura of Truth, as the Zone of Truth spell, with a caster level equal to his hitdice. All attacks he makes are infused with holy fire, and deal damage equal to his rage pool plus his Templar levels, half of which is fire damage, and half of which is holy damage.
    Very good capstone but at this level it's correct.

    Continuing in the spoiler:
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    Detect Evil
    Prerequisites: Templar 3, Wisdom 14, Sense Motive 11 ranks
    Benefit: You constantly benefit from the Detect Evil spell.
    Need if you don't want to make an error.

    Templar Mount
    Prerequisites: Templar 3, Charisma 15, Handle Animal 11
    Benefit: You gain a special mount, exactly as the paladin special ability. For this effect, your effective Paladin levels are equal to your Templar levels.
    Seem strong at first glance but with the limit of your templar level is should be alright. The mount might even end up be too fragile. perhaps templar level plus half other level ?

    Lay on Hands
    Prerequisites: Templar 5, Wisdom 15, Heal 13 ranks
    Benefit: You gain a pool of healing equal to twice (your level + your Charisma modifier). You may split this healing up over the period of one day, or use it all at once. This is positive energy, healing the living, and harming the undead.
    Fine.

    Protection From Evil
    Prerequisites: Templar 5, Charisma or Wisdom 15
    Benefit: You cast the Protection From Evil spell, with a caster level equal to your hit dice.
    Cost: 5 rage points.
    Interesting, cast as a standard action ?

    Purify
    Prerequisites: Templar 7, Wisdom 17, Heal 15 ranks, Lay on Hands
    Benefit: You may spend 15 points of healing order to cast a Cure Disease or Remove Curse spell on one ally with a touch.
    Caster level ? (frequenntly need to remove curse)

    Turn Undead
    Prerequisites: Templar 7, Charisma 17
    Benefit: You gain Turn Undead, as the Cleric ability, with an effective turn level equal to your Templar levels.
    Good.

    Resurrection
    Prerequisites: Templar 9, Wisdom 19, Heal 17 ranks, Purify
    Benefit: You may, as a 10 minute ritual, raise someone from the dead, as the Raise Dead spell, by spending 40 points of healing.
    Cost:
    The cost line is empty, do you intend to add a rage point cost ? And if so how does it work with the 10 minute ritual ?

    Holy Sword
    Prerequisites: Templar 9, Charisma 19, Strength 19, Protection From Evil
    Benefit: You cast the Holy Sword spell.
    Cost: 5 rage points.
    Good, caster level ?


    My only problem is that it replace the paladin almost completly and does it better. But the paladin isn't great to begin with so. *shrug*

    Good work once again.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    RE: the Stoneskin PrC:
    "Steelskin" seems oddly named. I think steelskin would be better as granite skin to match the rest of the powers.

    RE: the Templar:
    I like the end product but it seems like an odd progression from "I fight because i RAGE" to "I fight for the holyness and the light! WITH RAGE!!"

    I do like the capstone though, brings to mind the archangel Tyrael from Diablo 2.
    The Good Reverend
    Just call me PPR, no need to type the whole thing.

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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    Image doesn't show.
    It does for me, right now. Maybe you have a problem with DeviantArt showing on your computer? I have had that happen.



    Quote Originally Posted by zagan View Post
    Seem fine, note on formating you've skipped line for no reason.
    I guess I could fix it. It sort of seemed rather minor.



    Quote Originally Posted by zagan View Post
    same question as stone child can you use both this and standard rage ?
    Well, they are both enhancement bonuses, so they wouldn't stack, and you would have to pay the rage point cost per round, and all you would get would be a bonus to skills, a bonus to dexterity, and a rather minor bonus to will saves.



    Quote Originally Posted by zagan View Post
    Does the attack is an immediate action or only spending the point to affect the next attack ? You need to clarify that.
    I will clarify. It was meant to be that by spending the rage points, you also sacrifice and immediate action, and your next melee or ranged attack is a smite.


    Quote Originally Posted by zagan View Post
    We'll se when we get there. Formating niptick: you skip two line betwen that and next ability.
    Oops.


    Quote Originally Posted by zagan View Post
    Does it stack with paladin ability ?
    Sacred bonuses do not stack with each other, but the Paladin ability is an untyped bonus, and stacks with all other bonuses that are not from the same source (I.E. doesn't stack with divine grace).


    Quote Originally Posted by zagan View Post
    Very good ! What action is need to activate it ?
    Move, methinks. He honestly doesn't gain very much use for them, except for moving, and I want him to try to spread his actions out.


    Quote Originally Posted by zagan View Post
    Nice but it seem to also affect ally. is that normal ?
    Yup. The barbarian, and the Templar, tend to be more solo powered. They can function with others, but it tends to get dangerous. This is sort of different for the Stoneskinned and Silvershaft, who actually do better with allies (and partially with the Bladedancer, but they benefit from allies in the same way that a scout does).


    Quote Originally Posted by zagan View Post
    Very good capstone but at this level it's correct.
    Thanks.

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    Quote Originally Posted by zagan View Post
    Need if you don't want to make an error.
    Yup. Also, it is like the signature move of Paladins, and by that thread, Templars.


    Quote Originally Posted by zagan View Post
    Seem strong at first glance but with the limit of your templar level is should be alright. The mount might even end up be too fragile. perhaps templar level plus half other level ?
    I like that idea.


    Quote Originally Posted by zagan View Post
    Interesting, cast as a standard action ?
    Yes. Will be added.


    Quote Originally Posted by zagan View Post
    Caster level ? (frequenntly need to remove curse)
    Equal to your hitdice. Will be added.



    Quote Originally Posted by zagan View Post
    The cost line is empty, do you intend to add a rage point cost ? And if so how does it work with the 10 minute ritual ?
    No. Sorry, formatting error.


    Quote Originally Posted by zagan View Post
    Good, caster level ?
    Hitdice, again. Will be added.


    Quote Originally Posted by zagan View Post
    My only problem is that it replace the paladin almost completly and does it better. But the paladin isn't great to begin with so. *shrug*
    Yeah, that is a problem I have with paladins in general, but with all of the other Paladin fixes on this forum, it doesn't seem all that bad.

    Quote Originally Posted by zagan View Post
    Good work once again.
    Thank you!

    Quote Originally Posted by peterpaulrubens View Post
    RE: the Stoneskin PrC:
    "Steelskin" seems oddly named. I think steelskin would be better as granite skin to match the rest of the powers.
    Thanks, I like that name.

    Quote Originally Posted by peterpaulrubens View Post
    RE: the Templar:
    I like the end product but it seems like an odd progression from "I fight because i RAGE" to "I fight for the holyness and the light! WITH RAGE!!"
    Well, it is less "for the holiness and the light" and more "because I am afraid of what I do not understand, and I hide behind that fear with a holy aura of holiness, and because it would break my world view if those I thought were 'evil' turned out to not really be quite so... evil."

    Also, it is entirely possible with the barbarian class to have a character who "fights for the holiness and the light" while still being a barbarian, so for most characters, it won't necessarily be that gradual, this class will just provide them with actual mechanical representations of that piousness.

    Quote Originally Posted by peterpaulrubens View Post
    I do like the capstone though, brings to mind the archangel Tyrael from Diablo 2.
    I really need to go play Diablo. I have heard some great things about it, and played the beginning, but never all the way through.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    It does for me, right now. Maybe you have a problem with DeviantArt showing on your computer? I have had that happen.
    Yes, it's working now.

    I guess I could fix it. It sort of seemed rather minor.
    It is. But I like nipticking.

    Well, they are both enhancement bonuses, so they wouldn't stack, and you would have to pay the rage point cost per round, and all you would get would be a bonus to skills, a bonus to dexterity, and a rather minor bonus to will saves.
    You would also get the +3 competence bonus to attack and damage roll. It's not overpowered to allow the use of both seeing the cost but personally if able i would always use both.

    I will clarify. It was meant to be that by spending the rage points, you also sacrifice and immediate action, and your next melee or ranged attack is a smite.
    Good

    Sacred bonuses do not stack with each other, but the Paladin ability is an untyped bonus, and stacks with all other bonuses that are not from the same source (I.E. doesn't stack with divine grace).
    I asked because often with ability like that it's mentionned that it doesn't stack.

    Move, methinks. He honestly doesn't gain very much use for them, except for moving, and I want him to try to spread his actions out.
    That work.

    Yup. The barbarian, and the Templar, tend to be more solo powered. They can function with others, but it tends to get dangerous. This is sort of different for the Stoneskinned and Silvershaft, who actually do better with allies (and partially with the Bladedancer, but they benefit from allies in the same way that a scout does).
    Okay.

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    I like that idea.
    Great.

    No. Sorry, formatting error.
    No prob.

    Yeah, that is a problem I have with paladins in general, but with all of the other Paladin fixes on this forum, it doesn't seem all that bad.
    Your right.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Thanks, I like that name.
    You still have "Steelskin" in your table.
    The Good Reverend
    Just call me PPR, no need to type the whole thing.

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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    Yes, it's working now.
    Sweet.


    Quote Originally Posted by zagan View Post
    It is. But I like nipticking.
    Well, I fixed it anyway.


    Quote Originally Posted by zagan View Post
    You would also get the +3 competence bonus to attack and damage roll. It's not overpowered to allow the use of both seeing the cost but personally if able i would always use both.
    I guess I could make them incompatible. Of course, that would be a serious rage point drain if you did try to keep them both up, and still use your abilities.


    Quote Originally Posted by zagan View Post
    I asked because often with ability like that it's mentionned that it doesn't stack.
    Well, Divine Grace stacks with most everything anyway. And honestly, I do not want to screw over paladins that much.


    Quote Originally Posted by zagan View Post
    Okay.
    Which reminds me, seeing as I only have 2 dance abilities left, the Bladedancer will be up soon. I have all of the Silvershaft written out, but not on my computer.

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    Quote Originally Posted by zagan View Post
    Great.



    Quote Originally Posted by peterpaulrubens View Post
    You still have "Steelskin" in your table.
    Oops.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    I don't have the time to PEACH properly, but as a huge fan of crazy people who go psycho and smash stuff, I must approve of this
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by Bhu View Post
    I don't have the time to PEACH properly, but as a huge fan of crazy people who go psycho and smash stuff, I must approve of this
    Thanks.

    Speaking of which, I actually think I need to go make an Orc only Barbarian PrC soon.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Thanks.

    Speaking of which, I actually think I need to go make an Orc only Barbarian PrC soon.
    Ooh! Ooh! There's a thread for that!
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by Bhu View Post
    Ooh! Ooh! There's a thread for that!
    I know.
    I am not really sure how to take it though. I mean, I was originally planning to make a shifter, not an orc, and those do not really mesh very well. Maybe something like "single minded fury, who blocks out everything else because he is afraid of what he doesn't know"? Sort of sounds orc, with the same psychological struggles the normal Barbarian brings. I will think about it.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    You could do a shamanic Orc Binder/Barbarian cross that gains specific powers from worshiping gods

    oc course you'd have to do teh Orc Pantheon as Vestiges...
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by Bhu View Post
    You could do a shamanic Orc Binder/Barbarian cross that gains specific powers from worshiping gods

    oc course you'd have to do teh Orc Pantheon as Vestiges...
    This actually sounds like an amazing idea. What is the Orc pantheon?

    Oh man, I am so glad I made a forum code template for Vestiges for the last contest. This is going to be so much easier.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Now seems like a good time to post up the next prestige class. I have the Silvershaft completely written out and on my computer and coded, but I want reactions to this guy first. And then I have to go finish the Axe of the Feral Gods.

    Bladedancer

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    ”Fly like the wind, singing and swinging through the trees. But always remember; death is not and never will be a game. Death is a dance, a slow waltz danced to the tune of a slicing blade.” Soccia Farok, to her pupil.



    BECOMING A BLADEDANCER
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +7
    Skills: Perform (Dance) 5 ranks, Tumble 10 ranks
    Special: Rage Pool class ability; Increased Speed, Extra Attack, and the Skirmish (1) or Precision rage abilities.


    Class Skills
    The Bladedancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), and Use Rope (Dex).
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    | Rage Pool, Dance Ability

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    | Dance of Blades

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    | Dance Ability

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    | Whirl of Blades

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    | Dance Ability

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    | Ghostly Speed

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    | Dance Ability

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +2
    | Walk the Air

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +3
    | Dance Ability

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +3
    | Steel Waltz[/table]

    Weapon Proficiencies: The Bladedancer does not gain proficiency with any armor or weapons.

    Rage Pool (Ex): The Bladedancer’s class levels and barbarian levels stack for determining:
    • Rage Pool size
    • Frenzied Strike progression
    • Rage Abilities


    Dance Ability: At every level described in the table, the Bladedancer gains an additional Dance Ability (see: Dance Abilities). She must meet all prerequisites for the Dance Abilities.

    Dance of Blades (Ex): Starting at second level, the Bladedancer may, as a swift action, become a veritable whirlwind of blades and arrows, by spending rage points equal to one half her Bladedancer levels. She gains a +6 enhancement bonus to Dexterity, a +3 competency bonus to all attack rolls, and a +5 competency bonus to all Strength and Dexterity based skill checks. During the dance, the Bladedancer must move at least 10 feet per round, or her dance immediately ends. She also gains an additional attack at her highest bonus, per 5 points of Base Attack Bonus she possess. These extra attacks do not stack with other extra attacks, excepting those gained from a high base attack bonus. She must spend a rage point per round in order to keep the dance in effect, and once it ends, she becomes fatigued for 2d4 rounds. A Bladedancer cannot activate her dance ability while fatigued.

    Whirl of Blades (Ex): Starting at level 4, the Bladedancer gain the Spring Attack feat, even if she does not qualify for it. If she already has the Spring Attack feat, she gains a bonus feat of her choice that she qualifies for.

    Ghostly Speed (Ex): Starting at level 6, the Bladedancer may increase her speed to incredible speeds, by spending 5 rage points, as a swift action. Her base land speed quadruples for a number of rounds equal to her Wisdom modifier. If she uses the run action, her move speed is 7 times the normal base land speed, and if she has the Run feat, 8 times her base land speed.

    Walk the Air (Ex): Starting at level 8, by spending 4 rage points, as a swift action, If both the Bladedancer and an ally are adjacent to the same creature, they both gain the benefit of flanking against that target. The Bladedancer and her allies can gain this benefit against multiple enemies, if they meet the conditions required. This ability lasts for a number of rounds equal to her Charisma modifier.

    Steel Waltz (Ex): Starting at level 10, the Bladedancer may make full attacks while using the spring attack feat, instead of only one single attack.


    Dance Abilities:
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    Metal Marimba
    Prerequisites: Bladedancer 1, Dexterity 15
    Benefits: You gain Skirmish (+1d6). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.


    Break-Neck Break Dance
    Prerequisites: Bladedancer 1, Dexterity or Strength 15
    Benefits: You may add one half of your rage pool to all strength checks to initiate and maintain a grapple as a competency bonus.


    Boogaloo Blade
    Prerequisites: Bladedancer 3, Dexterty or Strength 15, Break-Neck Break Dance
    Benefits: You may make a single attack while maintaining a grapple, as a swift action.
    Cost: 2 rage points.


    Ferrous Foxtrot
    Prerequisites: Bladedancer 3, Wisdom 15
    Benefits: You may add your Wisdom modifier to your Armor Class. This effect does not function when you are immobile or unable to react.


    Silent Salsa
    Prerequisites: Bladedancer 5, Dexterity 17, Metal Marimba
    Benefits: You gain Skirmish (+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.


    Sizzling Sevillana
    Prerequisites: Bladedancer 5, Dexterity 15
    Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.


    Cutlass Calypso
    Prerequisites: Bladedancer 7, Dexterity or Strength 17, Boogaloo Blade
    Benefits: You may make grapple attempts when using the Spring Attack feat. When you move, after the grapple, the opponent must make an opposed Escape Artist check against your grapple check, or be moved the same number of feet as the Bladedancer. If they make the check, they are not moved, but the Bladedancer still moves. The Bladedancer does not provoke an attack of opportunity from this action.


    Shim Sham Shank
    Prerequisites: Bladedancer 7, Dexterity 17, Sizzling Sevillana
    Benefits: You base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.


    Ballet of Blades
    Prerequisites: Bladedancer 9, Dexterity 19, Silent Salsa
    Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.


    Timely Twist
    Prerequisites: Bladedancer 9, Dexterity 19, Shim Sham Shank
    Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.



    Template

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    [b][size=3]Name[/size][/b]
    [b]Prerequisites:[/b]
    [b]Benefits:[/b]
    [b]Cost:[/b]
    Last edited by unosarta; 2011-11-08 at 11:37 PM.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    -snip-
    Nice image and quote.

    BECOMING A BLADEDANCER
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +7
    Skills: Perform (Dance) 5 ranks, Tumble 10 ranks
    Special: Rage Pool class ability; Increased Speed, Extra Attack, and the Skirmish (1) or Precision rage abilities.
    Seem fine. Any specific reason a minimum 8 level entry ?

    -snips skill-
    Fine list.

    -snip hd and table-
    d8, 3/4 bab and good ref save fit.

    Rage Pool (Ex): The Bladedancer’s levels stack with her Barbarian levels for determining her barbarian level for rage abilities, her rage pool cap, and when she gets rage abilities, as well as how many rage points her Frenzied Strike class ability adds to her rage pool. So, a Barbarian 5/Bladedancer 6 gains a rage ability that level, and has 6 rage abilities in total.
    okay.

    Dance Ability: At every level described in the table, the Bladedancer gains an additional Dance Ability (see: Dance Abilities). She must meet all prerequisites for the Dance Abilities.
    Another type of ability no problem.

    Dance of Blades (Ex): Starting at second level, the Bladedancer may, as a swift action, become a veritable whirlwind of blades and arrows, by spending rage points equal to one half her Bladedancer levels.
    You spend rage point equal to half your level. So the higher your level the more it cost you ? Also if it was intend you need to pecise minimum 1.

    She gains a +6 enhancement bonus to Dexterity, a +3 competency bonus to all attack rolls, and a +5 competency bonus to all Strength and Dexterity based skill checks. During the dance, the Bladedancer must move at least 10 feet per round, or her dance immediately ends. She also gains an additional attack at her highest bonus, per two Bladedancer levels.
    Five bonus attack (at 10, ECL 17), wow, it seem strong but thinking about it, it's probably alright.
    Also usual question can I rage and dance at the same time, not much benefit I know but I need to ask.

    These extra attacks do not stack with other extra attacks, excepting those gained from the extra attack line of rage abilities, and extra attacks gained from a high base attack bonus. She must spend a rage point per round in order to keep the dance in effect, and once it ends, she becomes fatigued for 2d4 rounds. A Bladedancer cannot activate her dance ability while fatigued.
    Okay.

    Whirl of Blades (Ex): Starting at level 4, the Bladedancer gain the Spring Attack feat, even if she do not qualify for it. If she already has the Spring Attack feat, she gains a bonus feat of her choice that she qualifies for.
    Always nice.

    Ghostly Speed (Ex): Starting at level 6, the Bladedancer may increase her speed to incredible speeds, by spending 5 rage points, as a swift action. Her base land speed quadruples for a number of rounds equal to her Wisdom modifier. If she uses the run action, her move speed is 7 times the normal base land speed, and if she has the Run feat, 8 times her base land speed.
    "increase her speed to incredible speeds" ???
    Increadible level no ?
    Otherwise fine.

    Walk the Air (Ex): Starting at level 8, by spending 4 rage points, as a swift action, the Bladedancer counts as if she flanking an opponent as if she were in another square within 1 square of her, for the purposes of gaining flanking benefits from allies, for a number of rounds equal to her Charisma modifier.
    Need work in the wording, I think you mean for the dancer to count as being in an adjacent square for the purpose of determining flanking but only for an allie and not herself ? Yeah, it need to be clarified.

    Steel Waltz (Ex): Starting at level 10, the Bladedancer may make full attacks while using the spring attack feat, instead of only one single attack.
    A fine captsone.

    Dance Abilities:
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    Metal Marimba
    Prerequisites: Bladedancer 1, Dexterity 15
    Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
    Cool.

    Break-Neck Break Dance
    Prerequisites: Bladedancer 1, Dexterity or Strength 15
    Benefits: You may add one half of your rage pool to all strength checks to initiate and maintain a grapple as a competency bonus.
    Nice.

    Boogaloo Blade
    Prerequisites: Bladedancer 3, Dexterty or Strength 15, Break-Neck Break Dance
    Benefits: You may make a single attack while maintaining a grapple, as a swift action.
    Cost: 2 rage points.
    Interesting idea.

    Ferrous Foxtrot
    Prerequisites: Bladedancer 3, Wisdom 15
    Benefits: You may add your Wisdom modifier to your Armor Class. This effect does not function when you are immobile or unable to react.
    classic but nice.

    Silent Salsa
    Prerequisites: Bladedancer 5, Dexterity 17, Metal Marimba
    Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
    Okay.

    Sizzling Sevillana
    Prerequisites: Bladedancer 5, Dexterity 15
    Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
    okay.

    Cutlass Calypso
    Prerequisites: Bladedancer 7, Dexterity or Strength 17, Boogaloo Blade
    Benefits: You may make grapple attempts when using the Spring Attack feat. When you move, after the grapple, the opponent must make an opposed Escape Artist check against your grapple check, or be moved the same number of feet as the Bladedancer. If they make the check, they are not moved, but the Bladedancer still moves. The Bladedancer does not provoke an attack of opportunity from this action.
    Very original. Does the enemy movement provoq Aoo (from your allie for example) ?

    Shim Sham Shank
    Prerequisites: Bladedancer 7, Dexterity 17, Sizzling Sevillana
    Benefits: You base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
    Still okay.

    Ballet of Blades
    Prerequisites: Bladedancer 9, Dexterity 19, Silent Salsa
    Benefits: You gain Skirmish (+1d6/+1 AC). This stacks only with Skirmish bonuses gained from Rage or Dance abilities.
    Again.

    Timely Twist
    Prerequisites: Bladedancer 9, Dexterity 19, Shim Sham Shank
    Benefits: Your base land speed increases by 20. This stacks only with other Dance Abilities that increase your base land speed.
    And again.


    Nice class, at high level it will probably deal very high amount of damage with the amount of attack it can make and skirmish.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    Seem fine. Any specific reason a minimum 8 level entry ?
    Actually, it is a minimum level 7 entry.


    Quote Originally Posted by zagan View Post
    You spend rage point equal to half your level. So the higher your level the more it cost you ? Also if it was intend you need to pecise minimum 1.
    Oh, good point. And yes, that is how all of the rage abilities work, 1/2 the prestige class level in order to start the rage. For the regular rage, it is 1/4 the barbarian level in order to start it.


    Quote Originally Posted by zagan View Post
    Five bonus attack (at 10, ECL 17), wow, it seem strong but thinking about it, it's probably alright.
    Also usual question can I rage and dance at the same time, not much benefit I know but I need to ask.
    Yeah, that is the main mechanical benefit gained from this class. And yes you can, but it costs quite a bit (you have to pay for the activation for both, and the round by round cost.)


    Quote Originally Posted by zagan View Post
    "increase her speed to incredible speeds" ???
    Increadible level no ?
    Otherwise fine.
    Well, what can I say, it is fluff. And actually, consider what would happen with only the prerequisites and this ability. 40 base land speed, and if she runs, and has the run feat, that is 320 feet in a round. Compare that to the normal humans base land speed, times four if they had the run feat, which would be 120. So, she can run almost three times faster than any normal human. Now, consider it with the rage abilities. Her base land speed at level 10 is 30+60, or 90. 90 times 8 is 720 feet. That is a full six times faster than any human being. That is the equivalent of running the 100 meter dash in
    (3.280839895 feet in a meter, therefore the 100 meter dash is 328.0839895 feet. 720/328.0839895=) 2.19456000000877824 seconds. That is so fast that a normal person's flesh would come off of their bones, and their joints would literally break.


    Quote Originally Posted by zagan View Post
    Need work in the wording, I think you mean for the dancer to count as being in an adjacent square for the purpose of determining flanking but only for an allie and not herself ? Yeah, it need to be clarified.
    Oh, yeah. I suppose I could base it off of the Shadow Hand stance, Island of Blades.

    Dance Abilities:
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    Quote Originally Posted by zagan View Post
    Very original. Does the enemy movement provoq Aoo (from your allie for example) ?
    No. It is forced movement, so that wouldn't make all that much sense.


    Quote Originally Posted by zagan View Post
    Nice class, at high level it will probably deal very high amount of damage with the amount of attack it can make and skirmish.
    Yeah, this class is meant to be the Skirmisher. Also, notice; he gains 5 attacks at his highest bonus, plus four attacks for having a highish BAB. He gains Skirmish +6d6/+6. That is only 54d6 damage, plus Strength or Dexterity, if he hits on every attack. He will most likely miss on 2, leaving him with 42d6, and this is only at level 18 or 19, in which casters are doing far, far more damage, creating planes, and destroying entire civilizations. To me, it doesn't seem all that bad.

    I could be wrong of course, and if that is the case, I will adjust this. I noticed that the Bladedancer could do 200+ damage per round, and that felt out of line. Maybe I should tone it down, and have it be an extra attack per 5 points of BAB they possess? One less skirmish ability? What do you think?
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Yeah, this class is meant to be the Skirmisher. Also, notice; he gains 5 attacks at his highest bonus, plus four attacks for having a highish BAB. He gains Skirmish +6d6/+6. That is only 54d6 damage, plus Strength or Dexterity, if he hits on every attack. He will most likely miss on 2, leaving him with 42d6, and this is only at level 18 or 19, in which casters are doing far, far more damage, creating planes, and destroying entire civilizations. To me, it doesn't seem all that bad.

    I could be wrong of course, and if that is the case, I will adjust this. I noticed that the Bladedancer could do 200+ damage per round, and that felt out of line. Maybe I should tone it down, and have it be an extra attack per 5 points of BAB they possess? One less skirmish ability? What do you think?
    I've never played to that high level so I can't really give a fair evaluation but you could probably do comparable damage with an optimize totemist or a good glaivelock. Plus skirmish count as precision damage so that contribute to limiting it.
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