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  1. - Top - End - #31
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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
    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.
    Probably. Well, I limited it anyway, it seems to make more sense this way
    (there is not other class that gets over (+5d6/+5) skirmish). Also, I can believe the totemist, but glaive-lock? They deal like 30d6 damage on a full attack, IIRC. Well, either way, this guy is probably dealing upwards of 40d6 damage, if he goes the skirmish route.
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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
    Probably. Well, I limited it anyway, it seems to make more sense this way
    (there is not other class that gets over (+5d6/+5) skirmish). Also, I can believe the totemist, but glaive-lock? They deal like 30d6 damage on a full attack, IIRC. Well, either way, this guy is probably dealing upwards of 40d6 damage, if he goes the skirmish route.
    I believe optimize glaivelock can go well above 30d6, you need a magic item to boost your eldritch blast damage, plusof the top of my head something like assasin stance but i'm not an expert.

    Anyway what's the Silvershaft about and when do you expect to post it ?
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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
    I believe optimize glaivelock can go well above 30d6, you need a magic item to boost your eldritch blast damage, plusof the top of my head something like assasin stance but i'm not an expert.
    Ah yes, Chausable of Fell Power. That would net about 6d6 more damage, and then another 6d6 from SA ends up with just around the damage of a Skirmishing Bladedancer.

    Quote Originally Posted by zagan View Post
    Anyway what's the Silvershaft about and when do you expect to post it ?
    The Silvershaft is the ranged attacker of the Barbarian PrCs, with small hints of Bard Mixed in. I can post it up right now, actually.

    Silvershaft



    ”Fear the Knights of night, and the children of the mother moon. Fear their arrows, made of the tears of truth. Fear their bows, which feel no remorse. Feel the fear that comes with their presence. Fear us. Fear the children of the mother moon.” Shippou Gin, Knight of Night.

    The Silvershaft are those who fight monsters of the night,

    BECOMING A SILVERSHAFT
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +7
    Skills: Spot 10 ranks
    Feat: Point Blank Shot
    Special: Rage Pool class feature; Precision rage ability

    Class Skills
    The Silvershaft's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge
    (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int)
    Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

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

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | Shaft Ability

    3rd|
    +3
    |
    +3
    |
    + 1
    |
    +3
    | Alchemical

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Shaft Ability

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Argent Smite

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    | Shaft Ability

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    | Silversnipe

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    | Shaft Ability

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    | Argent Shot

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    | Silver Rain, Shaft Ability[/table]

    Weapon Proficiencies: The Silvershaft is proficient with all ranged weapons, and one martial weapon of his choice.

    Rage Pool: The Silvershaft’s class levels and barbarian levels stack for determining:
    • The size of the Silvershaft's rage pool.
    • The rage points gained from Frenzied Strike.


    Silvershot (Ex): The Silvershaft may start a Silvershot rage, gaining him a +6 bonus to Dexterity and Constitution, as well as a +3 bonus to all ranged attack and damage rolls. The Silvershaft must spend a number of rage points equal to one half his level in order to activate his Silvershot rage (minimum 1), and must spend one point per round in order to keep it activated.

    Shaft Ability(Ex): At every level described in the table, the Silvershaft gains an additional shaft ability (see: Shaft Abilities). He must meet all prerequisites for the Shaft Abilities. He may not trade in a Shaft Ability.

    Alchemical (Ex): Starting at level two all weapons the Silvershaft uses count as silver for the purposes of damage reduction and regeneration, and the Silvershaft adds his class levels to all damage rolls against creatures that are vulnerable to silver.

    Argent Smite (Ex): Starting at level five, you may make a smite, by spending 2 rage points, and a swift action, and all attacks for the next round become smite. When using a smite, the Silvershaft adds his Charisma modifier to the attack roll, and his class level to the attack and damage rolls.

    Silversnipe (Ex): Starting at level seven, the range of all ranged attacks you make is doubled.

    Argent Shot (Ex): Starting at level nine, if a Silvershaft makes a Spot check, equal to the Hit Dice of a single opponent plus ten, he can ignore all damage reduction that creature possess. This does not function against those who are immune to precision damage. Using this ability costs 2 rage points in order to reduce a single creatures damage reduction, and lasts for the rest of the encounter.

    Silver Rain (Ex): Starting at level ten, the Silvershaft may make ranged full attacks as standard actions, instead of full round ones.

    Shaft Abilities

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    Silvered
    Prerequisites: Silvershaft 2, Wisdom and Dexterity 15
    Benefits: You may make a single ranged attack as a standard action, and if the attack hit, the opponent takes a -2 sacred penalty to all rolls and checks for a number of rounds equal to your wisdom modifier, or the end of the encounter, whichever comes first.
    Cost: 2 rage points.


    Sing to the Moon
    Prerequisites: Silvershaft 2, Charisma 15
    Benefits: All allies within 30 feet gain a bonus to all attack and damage rolls against enemies that are vulnerable to silver equal to your Charisma modifier. For a number of rounds equal to your Charisma modifier.
    Cost: 3 rage points.


    Slice the Heavens
    Prerequisites: Silvershaft 2, Intelligence and Dexterity 15
    Benefits: You deal an extra +2d6 damage on all attacks against those who are vulnerable to silver. This is not precision damage.


    Bleed the Alchemical
    Prerequisites: Silvershaft 4, Wisdom, Charisma or Intelligence 15
    Benefits: You may make a ranged attack as a move action, and if it hits, the opponent must make a Will save (10 + Silvershaft levels + Your highest mental score modifier), or become vulnerable to silver for the rest of the encounter (E.G., if they have regeneration, its weakness now becomes silver, until the end of the encounter).
    Cost: 1 rage point.


    Howl at the Stars
    Prerequisites: Silvershaft 4, Charisma 16
    Benefits: As a standard action, you may force all opponents within 20 to make a will save (DC 10 + Silvershaft levels + Charisma modifier), or be Shaken for 3 rounds. This is a mindaffecting ability.
    Cost: 4 rage points.


    Pierce the Reflection
    Prerequisites: Silvershaft 4, Wisdom 15, Spot 14 ranks
    Benefits: You may ignore the miss chance of an opponent for the rest of the encounter if you make a Spot check with a DC equal to (10 + ½ of their Hit Dice + 1/10 their miss chance).


    Slice to the Heart
    Prerequisites: Silvershaft 6, Intelligence and Dexterity 17
    Benefits: You deal an extra 2d6 damage on all attacks against those who are vulnerable to silver. This ability stacks with Slice the Heavens, and Pierce the Heavens!. This is not precision damage.


    Weaken
    Prerequisites: Silvershaft 6, Charisma 17
    Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier), or be fatigued for 2d6 rounds. If they fail the save by 5 or more, they are instead exhausted for 2d6 rounds. This is a mindaffecting ability.
    Cost: 7 rage points.


    Arrows of the Argent Quiver
    Prerequisites: Silvershaft 6, Wisdom 15
    Benefits: As a move action, you may conjure 20 arrows made out of pure silver. They have an enhancement bonus equal to one half your Silvershaft levels, and they have the returning enhancement. If they ever leave your possession, they disappear. They disappear at the end of your current encounter, or if you start a new encounter.


    Cull the Frail
    Prerequisites: Silvershaft 8, Charisma 17
    Benefits: you may make a ranged attack as a standard action, and if the opponent is fatigued, and the attack hits, they take double damage from it. If they are exhausted, they must make fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die.
    Cost: Half of your total rage pool (effective barbarian levels + Constitution modifier).


    Heart of Silver
    Prerequisites: Silvershaft 8, Charisma 15
    Benefits: All allies within 20 feet gain the benefit of your rage and/or Silvershot, but you must pay the cost to keep it activated (1 rage point per round, per person). You may not keep this activate for longer than a number of rounds equal to your Constitution modifier. You do not have to pay for the activation of each person, and using this ability is a move action.
    Cost: 4 rage points.


    Eyes of Gold
    Prerequisites: Silvershaft 8, Wisdom or Intelligence 15
    Benefits: You may make a gaze attack as a standard action. Creatures hit must make a will save (DC 10 + Silvershaft levels + Intelligence or Wisdom modifier, whichever is higher) or become panicked for 2d6 rounds. If they make the save, they become shaken for 2d6 rounds. This is a mindaffecting ability.
    Cost: 8 rage points.


    Pierce the Heavens!
    Prerequisites: Silvershaft 10, Intelligence and Dexterity 19
    Benefits: you deal an extra +2d6 damage against those who are vulnerable to silver. This stacks with Slice the Heavens, and Slice to the Heart. This is not precision damage.


    Sight of the Alchemical Goddess
    Prerequisites: Silvershaft 10, Wisdom 19, Spot 20 ranks.
    Benefits: As a swift action, you may gain True Seeing, as the spell, for a number of rounds equal to your Wisdom modifier, with a caster level equal to your Hit Dice.
    Cost: 8 rage points.


    Stop the Heart
    Prerequisites: Silvershaft 10, Charisma 19
    Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die. If they make the save, they are stunned for 2d6 rounds.
    Cost: Your entire rage pool (effective barbarian levels + Constitution modifier).




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    [b][size=3]Name[/size][/b]
    [b]Prerequisites:[/b]
    [b]Benefits:[/b]
    [b]Cost:[/b]


    Epic Silvershaft

    {table=head]Level|Abilities

    11th|Bonus Feat

    12th|Shaft Ability

    13th|Silver Flow

    14th|Shaft Ability

    15th|Bonus Feat

    16th|Shaft Ability

    17th|Greater Silvershot

    18th|Shaft Ability

    19th|Bonus Feat

    20th|Silver Hurricane, Shaft Ability[/table]

    Bonus Feats: At every level listed on the table, the Silvershaft gains a bonus feat from the following list: Point Blank Shot, Shot on the Run, Meditation, Psionic Shot, Greater Psionic Shot, Fell Shot, Return Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Augmented Alchemy, Dodge, Mobility, Combat Archery, Distant Shot, or any Shifter feat. The Silvershaft must meet all prerequisites for a feat in order to gain it.

    Shaft Abilities: At 12nd level, and every other level thereafter (24th, 26th, etc etc), the Silvershaft gains one an additional Shaft Ability, chosen from the Epic Shaft Ability list, below, or two shaft abilities from the non-epic Shaft ability list.

    Silver Flow (Su): Starting at 13rd level, the Silvershaft becomes able to control the direction and flow of his arrows. Whenever the Silvershaft make a ranged attack, he may, as a free action, change the target of the ranged attack, as long as it is before the ranged attack has resolved. He takes no penalty for this effect, and uses the attack roll that he first made, against the opponent's armor class. Any targets after the first target must be within 20 feet per Silvershaft level the Silvershaft possesses of the original target.

    Greater Silvershot (Ex): Starting at 17th level, the Silvershaft's Silvershot rage becomes more powerful. While in a Silvershot rage, the Silvershaft gains a +12 enhancement bonus to Dexterity and Constitution, and the highest Mental ability score the Silvershaft possesses. In addition, she gains a +6 Insight bonus to all ranged attack and damage rolls, as well as Spot checks. The Silvershaft must spend a number of rage points equal to one half of his Silvershaft levels in order to activate his Silvershot rage, but need not pay any further rage points after that point.

    Silver Hurricane (Ex): Starting at 20th level, the Silvershaft may, as a full round action, make a single ranged attack roll, at her highest attack bonus. All enemies within 300 feet of the Silvershaft compare this to their armor class. If the attack roll equals or exceeds their armor class, they are hit by a ranged attack made by the Silvershaft. The Silvershaft counts any creature hit in this way to be vulnerable to silver for the attack, and for the rest of the encounter.

    Epic Shaft Abilities
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    Argent Dance
    Prerequisites: Silvershaft level 12
    Benefits: The Silvershaft may, as a move action, cast the Dimension Door spell, with a caster level equal to his effective Barbarian level. When he uses this ability, his turn does not automatically end.
    Cost: 3 Rage Points.


    Tears of the Moon
    Prerequisites: Silvershaft level 12
    Benefits: As a standard action, the Silvershaft may spray quicksilver within 60 feet of himself. All creatures within the area affected must make a Reflex save (DC 10 + Silvershaft levels + highest mental ability score modifier) or take 3d6 acid damage per Silvershaft level the Silvershaft possesses. The area within 60 feet of the Silvershaft is coated in quicksilver, dealing 9d6 Acid damage to any who move more than 5 feet through the area, and forcing them to make a Balance check (DC 10 + Silvershaft levels + 1/2 the Silvershaft's current rage pool + highest mental ability score modifier) or fall prone.
    Cost: 5 Rage Points.


    Alchemical Parry
    Prerequisites: Silvershaft level 14
    Benefits: As an Immediate action, the Silvershaft may create a shield of alchemical liquid, stopping an attack in its tracks. The Silvershaft makes a ranged attack at his highest attack bonus, and if it is higher than an attack that has not yet resolved within 30 feet, that attack fails, and the attacker takes 6d6 Acid damage.
    Cost: 5 Rage Points.


    Silver Shafts
    Prerequisites: Silvershaft level 14, Quiver of Argent Arrows
    Benefits: The Silvershaft may, as a free action once per round, create an arrow made of quicksilver. The arrows have an enhancement bonus equal to the Silvershaft's Silvershaft levels, and deal an extra 2d6 Acid damage, or 1d6 piercing damage per three silvershaft levels the silvershaft possesses, the Silvershaft's choice upon firing the arrows. They automatically return to the Silvershaft's grasp after being fired, but only 5 may ever exist at a time.
    Cost: None.


    Moonsoak
    Prerequisites: Silvershaft level 16
    Benefits:
    Cost:


    Shoot at the Sun
    Prerequisites: Silvershaft level 16
    Benefits:
    Cost:


    Blot Out
    Prerequisites: Silvershaft level 18
    Benefits:
    Cost:


    Double Helix of the Ageless Lake
    Prerequisites: Silvershaft level 18
    Benefits:
    Cost:


    The Moon Goddess Smiles
    Prerequisites: Silvershaft level 20
    Benefits:
    Cost:


    Lay the Abominations Low
    Prerequisites: Silvershaft level 20
    Benefits:
    Cost:

    Last edited by unosarta; 2011-05-12 at 09:50 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  4. - Top - End - #34
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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
    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.
    It's in the Faerun book on religion. If you don't have it I can tell you the basics.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  5. - Top - End - #35
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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
    It's in the Faerun book on religion. If you don't have it I can tell you the basics.
    I think I found it online.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  6. - Top - End - #36
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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
    The Silvershaft is the ranged attacker of the Barbarian PrCs, with small hints of Bard Mixed in. I can post it up right now, actually.
    Excellent.

    Silvershaft

    -snip-
    as usual good image and quote.

    BECOMING A SILVERSHAFT
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +7
    Skills: Spot 10 ranks
    Feat: Point Blank Shot
    Special: Rage Pool class feature; Precision rage ability
    Make perfect sense.

    Skills
    Good too.

    Hd, Bab, save
    No problem.

    Weapon Proficiencies: The Silvershaft is proficient with all ranged weapons, and one martial weapon of his choice.
    Any reason for the bonus martial weapon ?

    Rage Pool: The Silvershaft’s 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 Silvershaft levels.
    After reading multiple of your barbarian Prc one thing about the rage pool progression is beginning to bother me.
    Each time you call it rage pool, but for each Prc it progress a different set of ability be it the rage pool itself, the rage ability and/or frenzied strike. It's not big put personaly I would either list them separatly or call it barbarian abilities and list what it progress such as:

    Barbarian ability: X Prc level stack with barbarian level for the purpose of determining:
    -rage pool
    -rage ability
    -frenzied strike.

    It need more detail of course but I think that something like that would be clearer. *shrug*

    Silvershot (Ex): The Silvershaft may start a Silvershot rage, gaining him a +6 bonus to Dexterity and Constitution, as well as a +3 bonus to all ranged attack and damage rolls. The Silvershaft must spend a number of rage points equal to one half his level in order to activate his Silvershot rage (minimum 1), and must spend one point per round in order to keep it activated.
    Okay.

    Shaft Ability(Ex): At every level described in the table, the Silvershaft gains an additional shaft ability (see: Shaft Abilities). He must meet all prerequisites for the Shaft Abilities. He may not trade in a Shaft Ability.
    It's become standard.

    Alchemical (Ex): Starting at level two all weapons the Silvershaft uses count as silver for the purposes of damage reduction and regeneration, and the Silvershaft adds his class levels to all damage rolls against creatures that are vulnerable to silver.
    I like the fact that you include regeneration as being bypass its too often forgotten, nearly always in fact particulary in official product.

    Argent Smite (Ex): Starting at level five, you may make a smite, by spending 2 rage points, and a swift action, and all attacks for the next round become smite. When using a smite, the Silvershaft adds his Charisma modifier to the attack roll, and his class level to the attack and damage rolls.
    Affecting all attack for the round is an original idea.

    Silversnipe (Ex): Starting at level seven, the range of all ranged attacks you make is doubled.
    okay.

    Argent Shot (Ex): Starting at level nine, if a Silvershaft makes a Spot check, equal to the Hit Dice of a single opponent plus ten, he can ignore all damage reduction that creature possess. This does not function against those who are immune to precision damage. Using this ability costs rage points in order to reduce a single creatures damage reduction, and lasts for the rest of the encounter.
    How many rage point ?

    Silver Rain (Ex): Starting at level ten, the Silvershaft may make ranged full attacks as standard actions, instead of full round ones.
    Very good that.

    Shaft Abilities

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    Silvered
    Prerequisites: Silvershaft 2, Wisdom and Dexterity 15
    Benefits: You may make a single ranged attack as a standard action, and the opponent takes a -2 sacred penalty to all rolls and checks for a number of rounds equal to your wisdom modifier, or the end of the encounter, whichever comes first.
    Cost: 2 rage points.
    You need to add "...and if the attack hit and deal damage the opponent...."
    Otherwise even if you miss the target get the penality.

    Sing to the Moon
    Prerequisites: Silvershaft 2, Charisma 15
    Benefits: All allies within 30 feet gain a bonus to all attack and damage rolls against enemies that are vulnerable to silver equal to your Charisma modifier. For a number of rounds equal to your Charisma modifier.
    Cost: 3 rage points.
    Situational but interesting.

    Slice the Heavens
    Prerequisites: Silvershaft 2, Intelligence and Dexterity 15
    Benefits: You deal an extra +2d6 damage on all attacks against those who are vulnerable to silver.
    Does it count as precision damage ?

    Bleed the Alchemical
    Prerequisites: Silvershaft 4, Wisdom, Charisma or Intelligence 15
    Benefits: You may make a ranged attack as a move action, and if it hits, the opponent must make a Will save (10 + Silvershaft levels + Your highest mental score modifier), or become vulnerable to silver for the rest of the encounter.
    Cost: 1 rage point.
    Very nice, but what do you mean by vulnerable to silver ? If he got DR it is now bypass by silver ? same thing for regeneration ? Other thing ?

    Howl at the Stars
    Prerequisites: Silvershaft 4, Charisma 16
    Benefits: As a standard action, you may force all opponents within 20 must make a will save (DC 10 + Silvershaft levels + Charisma modifier), or be Shaken for 3 rounds.
    Cost: 4 rage points.
    "all opponents within 20ft to make...."

    It's mind affecting ? Fear effect, as shaken is a fear condition, always are I believe. (Rules compendium p53)

    Pierce the Reflection
    Prerequisites: Silvershaft 4, Wisdom 15, Spot 14 ranks
    Benefits: You may ignore the miss chance of an opponent for the rest of the encounter if you make a Spot check with a DC equal to (10 + ½ of their Hit Dice + 1/10 their miss chance).
    Interesting mechanic.

    Slice to the Heart
    Prerequisites: Silvershaft 6, Intelligence and Dexterity 17
    Benefits: You deal an extra 2d6 damage on all attacks against those who are vulnerable to silver. This ability stacks with Slice the Heavens, and Pierce the Heavens!.
    Okay, same question as previous one.

    Weaken
    Prerequisites: Silvershaft 6, Charisma 17
    Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier), or be fatigued for 2d6 rounds. If they fail the save by 5 or more, they are instead exhausted for 2d6 rounds.
    Cost: 7 rage points.
    Very good.

    Arrows of the Argent Quiver
    Prerequisites: Silvershaft 6, Wisdom 15
    Benefits: As a swift action, you may conjure 20 arrows made out of pure silver. They have an enhancement bonus equal to one half your Silvershaft levels, and they have the returning enhancement. If they ever leave your possession, they disappear.
    I would make it standard action or even full round if thet don't have a limit on duration because nothing stopping you from conjuring them every morning, multiple time even so the swift action is useless. And you can always go back to normal arrow if you run out after all you just lose a little enchantment bonus (because your weapon count as silver already)

    Cull the Frail
    Prerequisites: Silvershaft 8, Charisma 17
    Benefits: you may make a ranged attack as a standard action, and if the opponent is fatigued, and the attack hits, they take double damage from it. If they are exhausted, they must make fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die.
    Cost: Half of your total rage pool (effective barbarian levels + Constitution modifier).
    Awesome combo with the arlier ability but at this level it's fine.

    Heart of Silver
    Prerequisites: Silvershaft 8, Charisma 15
    Benefits: All allies within 20 feet gain the benefit of your rage and/or Silvershot, but you must pay the cost to keep it activated (1 rage point per round, per person). You may not keep this activate for longer than a number of rounds equal to your Constitution modifier. You do not have to pay for the activation of each person, and using this ability is a move action.
    Cost: 4 rage points.
    Could get costly in rage point but the image is nice.

    Eyes of Gold
    Prerequisites: Silvershaft 8, Wisdom or Intelligence 15
    Benefits: You may make a gaze attack as a standard action. Creatures hit must make a will save (DC 10 + Silvershaft levels + Intelligence or Wisdom modifier, whichever is higher) or become panicked for 2d6 rounds. If they make the save, they become shaken for 2d6 rounds.
    Cost: 8 rage points.
    As earlier, Mind affecting ?

    Pierce the Heavens!
    Prerequisites: Silvershaft 10, Intelligence and Dexterity 19
    Benefits: you deal an extra +2d6 damage against those who are vulnerable to silver. This stacks with Slice the Heavens, and Slice to the Heart.
    see above

    Sight of the Alchemical Goddess
    Prerequisites: Silvershaft 10, Wisdom 19, Spot 20 ranks.
    Benefits: You gain True Seeing, as the spell, for a number of rounds equal to your Wisdom modifier.
    Cost: 8 rage points.
    action used ? and caster level (in case of dispel)

    Stop the Heart
    Prerequisites: Silvershaft 10, Charisma 19
    Benefits: You may make a ranged attack as a standard action, and if it hits, the target must make a fortitude save (DC 10 + Silvershaft levels + Charisma modifier) or die. If they make the save, they are stunned for 2d6 rounds.
    Cost: Your entire rage pool (effective barbarian levels + Constitution modifier).
    Awesome !


    Another very good class.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
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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
    Excellent.
    I like getting my finished products up as fast as possible. Which reminds me, I have like 3 base and/or prestige classes that I have finished and have yet to post.

    Quote Originally Posted by zagan View Post
    Any reason for the bonus martial weapon ?
    Variety. For most of these classes, they do not get any more proficiencies than those gained from being a barbarian, and I wanted a) to spice it up and b) to represent their increased training.


    Quote Originally Posted by zagan View Post
    After reading multiple of your barbarian Prc one thing about the rage pool progression is beginning to bother me.
    Each time you call it rage pool, but for each Prc it progress a different set of ability be it the rage pool itself, the rage ability and/or frenzied strike. It's not big put personaly I would either list them separatly or call it barbarian abilities and list what it progress such as:

    Barbarian ability: X Prc level stack with barbarian level for the purpose of determining:
    -rage pool
    -rage ability
    -frenzied strike.

    It need more detail of course but I think that something like that would be clearer. *shrug*
    For a couple it is a balance thing, such as with the Stoneskin. For them, they do not gain frenzied strike progression because they gain so much rage from damage reduction anyway, if an opponent is hitting them, they will not run out of rage points. For the others, especially those who grant more rage abilities, it is for variety. For instance, the Bladedancer doesn't really have any activated or on-command dance abilities, so I decided that she would also be able to gain those abilities that a Barbarian gets. For these guys, they do not gain more rage abilities because their abilities are already fairly active. I guess I could do something like what you suggest.


    Quote Originally Posted by zagan View Post
    It's become standard.
    Heh, just a little bit.


    Quote Originally Posted by zagan View Post
    I like the fact that you include regeneration as being bypass its too often forgotten, nearly always in fact particulary in official product.
    Yeah, I mostly realized this after making my entry for this months PrC contest, and I realized that all of the fiends with regeneration have silver as a weakness.


    Quote Originally Posted by zagan View Post
    How many rage point ?
    2. Will be edited in.

    Shaft Abilities

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    Quote Originally Posted by zagan View Post
    You need to add "...and if the attack hit and deal damage the opponent...."
    Otherwise even if you miss the target get the penality.
    Oh, thanks for catching that.


    Quote Originally Posted by zagan View Post
    Does it count as precision damage ?
    No. It is more like, the Silvershaft fills themselves with anger against those who are weak to the moon, and the attacks against them become more powerful. Or something like that.


    Quote Originally Posted by zagan View Post
    Very nice, but what do you mean by vulnerable to silver ? If he got DR it is now bypass by silver ? same thing for regeneration ? Other thing ?
    Maybe for regeneration. The other ability that the Silvershaft gets that allows him to ignore DR makes that worthless, but I like the idea of him getting rid of regeneration.


    Quote Originally Posted by zagan View Post
    "all opponents within 20ft to make...."

    It's mind affecting ? Fear effect, as shaken is a fear condition, always are I believe. (Rules compendium p53)
    Yes. I will clarify.


    Quote Originally Posted by zagan View Post
    Okay, same question as previous one.
    Again, yes, I will clarify.


    Quote Originally Posted by zagan View Post
    I would make it standard action or even full round if they don't have a limit on duration because nothing stopping you from conjuring them every morning, multiple time even so the swift action is useless. And you can always go back to normal arrow if you run out after all you just lose a little enchantment bonus (because your weapon count as silver already)
    Shoot, I forgot to mention that you could only have 20 at a time. But it is meant to only last until the end of the encounter. I might bump it up to a move action to conjure them.


    Quote Originally Posted by zagan View Post
    Could get costly in rage point but the image is nice.
    Well, it should be. If you are granting all of your allies a +6 to either Dexterity and Strength and various other things, or +6 to Dexterity and Constitution, it should cost a bit.


    Quote Originally Posted by zagan View Post
    As earlier, Mind affecting ?
    Yes.


    Quote Originally Posted by zagan View Post
    action used ? and caster level (in case of dispel)
    Swift action, HD. Will be clarified.


    Quote Originally Posted by zagan View Post
    Awesome !
    Thanks.


    Quote Originally Posted by zagan View Post
    Another very good class.
    Thank you!
    Last edited by unosarta; 2010-09-26 at 04:34 PM.
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    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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

    Axe of the Feral Gods



    ”Scream with Bahgtru! Fight with Ilneval! Nurture the warriors with Luthic! Hide in the shadows with Shargaas! Seek the stench of death with Yurtrus! Destroy those who would destroy us with GRUUMSH! KILL THEM ALL!” –Grotklor Sikisikla, Axe of the Feral Gods, and war thane.

    An Axe of the Feral Gods is someone who allows the gods of the orcs to fill them with power, and take on aspects of the gods themselves. He uses his power in order to help his orcish bethren, and to protect the honor and power of his gods.

    BECOMING AN AXE OF THE FERAL GODS
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +8
    Skills: Knowledge (the Planes) 5 ranks, Intimidate 11 ranks
    Race: Orc
    Feats: Knowledge Devotion
    Special: Rage Pool class feature; Ferocity and Vicious rage abilities

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), 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: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Bind the Gods (One Vestige), Bind Baghtru, Rage Pool|0|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Totem +1|1|-|-|-

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    | Bind Ilneval|2|0|-|-

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    | Aspect|2|1|-|-

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    | Bind Luthic, Totem +2|3|2|0|-

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Bind the Gods (Two Vestiges)|3|2|1|-

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    | Bind Shargaas|4|3|2|0

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    | Totem +3|4|3|3|1

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    | Bind Yurtrus|4|4|4|2

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    | Bind Gruumsh, Transcend|4|4|4|3[/table]

    Weapon Proficiencies: The Axe of the Primal Gods gains proficiency with all weapons with the word “Orc” or “Orcish” in their title. They do not gain proficiency with any armor or Shields.

    Bind the Gods (Ex): Through special methods known only to Axes of the Feral Gods, the Axe of the Feral Gods can contact the Orcish pantheon and make a pact with them. At 1st level, hecan make a pact with one vestige at a time. At level six, he can form and maintain pacts with two vestiges simultaneously. He must complete the summoning and binding process with each separately, so each has its normal chance to influence him. He bears the physical sign of binding for each one. Prestige classes that progress binder level can also progress this ability, but cannot progress it past level 10.

    To contact a vestige, the Axe of the Feral Gods must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and he must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16). Once the seal is drawn, he must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, he must touch the seal and call out to the vestige using both its name and its title. The ritual fails if he cannot be heard (for example, if he is within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as he finishes the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but the Axe of the Feral Gods. If he fail to address it within 1 round, it disappears. The vestige speaks in whatever language used to call it.

    To make a pact with the summoned vestige, the Axe of the Feral Gods must make a binding check (1d20 + his effective Axe of the Feral Gods level + his Cha modifier). This process requires 1 minute, but he can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). The Axe of the Feral Gods must make his perilous pact alone; others cannot aid him in any way. Whether the binding check succeeds or fails, he gain the powers granted by the vestige for 24 hours. During that time, he cannot rid himself of the vestige unless he possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If the Axe of the Feral Gods fails the binding check, the vestige influences his personality and his actions, and he is said to have made a poor pact. (Specifically, the vestige’s presence changes his general demeanor, and it can force him to perform or refrain from certain actions.) If his binding check is successful, the vestige has no control over his actions and does not influence his personality. In this case, he are said to have made a good pact. While under the influence of a vestige, he must adhere to its requirements to the best of his ability. If the Axe of the Feral Gods is conscious and free-willed, and he encounters a situation in which he cannot or will not refrain from a prohibited action or perform a required one, he takes a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves him. If he is influenced by more than one vestige, he must act according to all their influences. If he fails to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack. As long as he is bound to a vestige, he manifests a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. He can hide a sign by mundane or magical means without penalty, or he can prevent it from appearing at all if he have the suppress sign ability.

    Vestiges are bound to his soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 his effective Axe of the Feral level + his Cha modifier.


    Spellcasting: An Axe of the Feral Gods casts divine spells. Unlike most divine casters, he knows any spell that is on the spell list of his chosen deity of the day, and can cast any spell he knows spontaneously. His caster level is equal to his effective binder level.

    To cast a spell, an Axe of the Feral Gods must have an ability score, depending on his chosen deity, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is (10 + the spell level + the Axe of the Feral Gods’s ability modifier).
    The table for which god uses which ability score is as follows;

    {table=head]God|Ability Score

    Bahgtru|Strength

    Ilneval|Dexterity

    Luthic|Wisdom

    Sharagass|Charisma

    Yurtrus|Intelligence

    Gruumsh|Constitution[/table]

    Like other spellcasters, an Axe of the Feral Gods can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high pertinent ability score.

    He must choose which god he represents at the beginning of the day, and his spell list changes to the spell list of the chosen god. He may choose any deity of the Orcish pantheon.

    Bind Bahgtru (Ex): The Axe of the Primal Gods gains access to the Bahgtru vestige.

    Rage Pool: The Axe of the Feral Gods’s class levels and barbarian levels stack for determining:
    • The size of the Axe of the Feral Gods's rage pool.
    • The rage points gained from Frenzied Strike.


    Totem (Su): Starting at level two, the Axe of the Feral Gods may draw a totem on the ground, channeling the power of his gods through it, empowering allies. He does so as a standard action, and he must spend 2 rage points in order to use this ability. The totem affects all allies within 30 feet. The totem lasts 5 rounds. Anyone may snuff the totem out by spending a standard action that provokes attacks of opportunity.

    The Totem bonus is equal to the bonus on the class table.
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    {table=head]Totem Name|Totem Bonus

    Wolf| +[Totem Bonus] to all opposed strength checks in order to trip an opponent.

    Bear| +[Totem Bonus] to all opposed strength checks in order to start or maintain a grapple.

    Panther|+[Totem Bonus] to Hide and Move Silently.

    Horse|+([Totem Bonus]*5) to base land speed.

    Fire|+[Totem Bonus] to damage rolls.

    Water|+[Totem Bonus] to Escape Artist and Tumble checks.

    Earth|+[Totem Bonus] to Constitution and Concentration checks.

    Air|+[Totem Bonus] as a dodge bonus to Armor Class.

    Monkey|+[Totem Bonus] to Climb and Sleight of Hand checks.

    Unicorn|+[Totem Bonus] to Sense Motive and Diplomacy checks.

    Dragon|+[Totem Bonus] to rolls made to confirm critical hits.

    Ox|+[Totem Bonus] to opposed strength checks as part of a bull rush attempt.[/table]


    You may only know one totem at level 1. You learn an additional totem every two levels thereafter (two totems at level 3, 3 at level 5, 4 at level 7, and 5 at level 9). The totem affects all allies within 30 feet, as well as the Axe of the Feral Gods.

    Bind Ilneval (Ex): Starting at third level, the Axe of the Primal Gods gains access to the Ilneval vestige.

    Aspect (Ex): Starting at level four, the Axe of the Feral Gods gain benefits based on the god that he chooses to represent each day for spells.

    Bahgtru: +2 to Strength and Constitution. He gains the benefit of the power attack feat, and when he uses power attack, he may take an additional -2 penalty to the attack roll, and gain a +2 bonus to the damage.

    Ilneval: +2 to Strength and Dexterity. He may take an additional five foot step as a swift action.

    Luthic: +2 to Wisdom and Constitution. He may heal an ally as a touch attack that is a swift action, healing them for a number of hit points equal to his Wisdom modifier. This does not harm undead.

    Sharagass: +2 to Dexterity and Intelligence. He may add his Intelligence modifier to all damage rolls that are made against flanked or flatfooted opponents.

    Yurtrus: +2 to Charisma and Intelligence. He may deal negative energy damage with a touch attack, as a swift action. It deals a number of negative energy damage equal to the Axe of the Feral Gods’ Charisma modifier. This damage heals undead.

    Gruumsh: +2 to Constitution and Charisma. He may instill fear in an opponent as a touch attack that uses a swift action. They must make a will save (DC 10 + Axe of the Feral Gods’ levels + Constitution modifier) or become frightened for 2 rounds. If they make the save, they are shaken for the same amount of time.

    Bind Luthic (Ex): Starting at level five, the Axe of the Primal Gods gains access to the Luthic vestige.

    Bind Sharagass (Ex): Starting at level seven, the Axe of the Primal Gods gains access to the Sharagass vestige.

    Bind Yurtrus (Ex): Starting at level nine, the Axe of the Primal Gods gains access to the Yurtrus vestige.

    Bind Gruumsh (Ex): Starting at level ten, the Axe of the Primal Gods gains access to the Gruumsh vestige.

    Transcend (Ex): Starting at level ten, the Axe of the Primal Gods transcends his mortality, and becomes the purest servant of his gods that he can be. He becomes an outsider with the native subtype. He gains all abilities and features associated with that type, however unlike other outsiders, he can still be brought back from the dead as if he were a member of her previous creature type. He grants all orcs within 30 feet the benefits of his totem ability constantly, but he must choose which totem, and can only have one totem active at a time. Switching totems is a swift action. He must lay down an actual totem in order to allow other allies the benefit, and when he both affects orcs with the physical totem as well as the constant effect, they do not stack, and he must choose which to affect orcs with. Whenever he casts a spell that has a duration longer than instantaneous and is beneficial, he may share than spell with one orcish ally within 30 feet. Beneficial spells are those that do not prevent or cause the target to be less able to do, an action or actions. Hit point damage counts as a non-beneficial effect. All orcish allies within 30 feet gain the passive benefits of the Axe of the Primal Gods’ current orcish god vestige, passive being any effect that does not require an action in order to start or have any benefit from. If he does not have an orcish god bound to his vestige, they gain no benefit.


    Vestiges
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    Bahgtru
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    Bahgtru
    Vestige Level: 3th
    Binding DC: 19
    Special Requirements: Yes

    Legend: Gruumsh's son is a the god of mindless brutality. Other deities think Bahgtru slow and stupid, an appellation that drives him into a fury but is none the less correct. Bahgtru values nothing more than pure physical might and distains anyone who he feels is weaker (which is just about everyone else). Despite his stupidity and general distain for others, Bahgtru is fanatically loyal to his father. By extension, he expects his clerics to follow the orders of their chieftains unquestioningly. This philosophy has earned him the position as the orcish god of loyalty as well as strength.

    Special Requirements: You must place a small weight, similar in shape to an hourglass, in the center of the rune.

    Manifestation: The small weight hovers, and then spins. It spins incredibly fast, and in the reflection, you can see a giant, burly orc, who has large red streaks painted on his face and on his forearms.

    Sign: You gains streaks of a red substance upon your face, and as stripes all over your body. It does not wash off.

    Influence: If you have a chance to prove your strength (if by a contest of arms, a chance to prove your ability in weight lifting, etc), you must take it.

    Granted Abilities: Bahgtru grants you strength and determination enough to protect your people. He gives you strength in and out of battle, and the ability to fly into a rage.

    Brutality of the God of Strength: You gain a +2 sacred bonus to all damage rolls with weapons with the name “Orc” or “Orcish” in their title, as well as the spiked gauntlet.

    Fear the Arm: You gain a +2 bonus to all intimidate checks.

    Bloodthirsty Rage: As a move action you may enter into a Bloodthirsty Rage, granting you a +4 bonus to Strength and Constitution, as well as a +2 bonus to all will saves, for a number of rounds equal to your modified Constitution modifier. Once the rage ends you are fatigued for 3 rounds and you must wait 5 rounds before using this ability again.

    Battle Frenzy: You may make an additional attack on the end of a charge per 2 rage points spent, to a maximum of the number of attacks you gain through a high Base Attack Bonus. Using this ability is an immediate action.

    Physical Might: You gain a +2 bonus to all Strength checks.


    Ilneval
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    Ilneval
    Vestige Level: 4th
    Binding DC: 22
    Special Requirements: Yes


    Legend: As Gruumsh's chief lieutenant, Ilneval holds a prominent position in orcish life. Unlike Bahgtru, Ilneval teaches that strength is not only in the arm but in the mind as well. He is an ambitious deity with eyes for the throne of Gruumsh. Ilneval would never betray the orc race however, no matter how strong his ambition. When the chieftains call for war, it is the clerics of Ilneval who marshal the forces and lead the battles. His favored weapon is the Longsword.

    Special Requirements: You must place a small talisman in the shape of a silver longsword in the center of the rune.

    Manifestation: The longsword extends and grows, bleeding the silvery substance, and then morphs into the shape of a large orc. He seems wiry and strong, and he grins at you, his lips cracked and the scars on his face stretching.

    Sign: Your face becomes lined with scars and cracks.

    Influence: If you have a chance to protect your allies or any friendly orcs who are in harm, or who may soon become so, you must take it. It does not necessarily have to be combat related, but it probably might be.

    Granted Abilities: Ilneval grants you grace and power in battle.

    Cunning of the War God: You gain a +2 sacred bonus to damage rolls with any weapon with “Orc” or “Orcish” in their title, as well as with the longsword.

    Grace: You gain a +2 bonus to all Balance and Tumble checks.

    Change the Flow: You gain the Improved Bullrush feat. You may not use this feat in order to qualify for other feats or classes.

    Whirlwind: You may attack all enemies within 10 feet as a full round action. You may only make one attack per enemy, and only eight attacks in total. After using this ability, you must wait 5 rounds before using it again.

    Stand the Tide: If you don’t move during a round, you gain a +1 bonus to all melee attack rolls. This bonus increases by +1 for each round you do not move. If you ever move, you lose this bonus. This bonus may not rise above a number equal to one half the Axe of the Feral Gods' class levels, rounded up.


    Luthic
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    Luthic
    Vestige Level: 5th
    Binding DC: 25
    Special Requirements: Yes


    Legend: Luthic is the consort of Gruumsh and mother of Bahgtru. She represents the subservience of orc femailes and is associated with fertility, healing, and caverns. Her clerics tend to the wounded from battles, care for children, and attend childbirths. It is her clergy which more than any other that ensures the continual survival of the orc species by ensuring a steady supply of young to replace the dying. She teaches that life springs from the earth and to the earth all must return. She also teaches that each orc must know their place in the grand workings of the tribe.

    Special Requirements: You must place a bundle of protective herbs on the rune.

    Manifestation: The herbs burns slowly, and the smoke reaches upward. It eventually condense into a sort of black liquid, and on the reflection of that, you can see a matronly orc, who holds a baby and a great club. Her features are fierce and wrathful.

    Sign: Streaks of red appear all across your face, in strange patterns.

    Influence: If you have the chance to heal or tend to an injured ally or comrade, you must take it.

    Granted Abilities: Luthic grants you the natural abilities of a healer, and a mother.

    Wisdom of the Matron Goddess: You gain a +2 bonus to Heal, Survival, and Diplomacy checks.

    Heal the Wounds: You may heal one target with a touch. You may touch one target, and make a Heal check. You heal the target that much health, plus your Axe of the Feral Gods levels. After using this ability, you must wait 5 rounds before using it again.

    Protect the Children: You may change to target one attack that is targeting an ally within 10 feet of you to yourself, as an immediate action, and by spending 3 rage points. You may only use this ability once every 2 rounds.


    Sharagass
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    Sharagass
    Vestige Level: 6th
    Binding DC: 26
    Special Requirements: Yes


    Legend: Sharagass is the orc patron of silent death. A cruel and secretive deity, he is favored by those who work in the shadows, especially assassins and thieves. Clerics of Shargass are a secretive lot hiding themselves within the tribe to cull the weak with stealth and cunning. Orcs who live in the ever-present dark of Traykon's underworld revere him as their patron even above Gruumsh. A fact that angers the Orc-Father but there is little he can do without risking a war that could jeopardize his own power.

    Special Requirements: You must have absolute silence within the area that the binding is to happen.

    Manifestation: Shadows twist and swirl around the rune, and a twisted dagger rises from the center. In its reflection, you can see a pale orc, who appears to be spattered in blood. The knife flashes a blinding white, and then fades, both the shadows and the knife gone.

    Sign: Shadows slightly swirl about your feet, especially so when you move.

    Influence: When you are offered a wager or bet, you cannot back down from it, while under Sharagass’ influence.

    Granted Abilities: Sharagass allows you to hide in the shadows, and kill from the darkness, as well as manipulate those who oppose you.

    Silence of the Nightlord You gain a +2 bonus to Hide, Move Silently, Bluff, and Forgery checks.

    Shadow of the Assassin: You may gain Hide In Plain Sight for 2 rounds, as a swift action. After this effect ends, you must wait 5 rounds before using it again.

    Vital Spot: You gain +1d6 Sneak Attack damage per two levels in the Axe of the Feral Gods levels. So, for a level 7 Axe of the Feral Gods, he would have +3d6 Sneak Attack damage dice when he has Sharagass bound.


    Yurtrus
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    Yurtrus
    Vestige Level: 7th
    Binding DC: 29
    Special Requirements: Yes


    Legend: Yurtrus represents the fearful and superstitious nature of orcs as the bringer of disease and misfortune. Yurtrus does not communicate with other deities or even with his own clerics and is feared rather than worshiped. Although few in numbers, clerics of Yurtrus act as mediators for their tribes to help appease the deity's wrath when pestilence strikes. His clergy also dispose of the dead, a duty which no other orcs will perform for fear of drawing Yurtrus' attention.

    Special Requirements: You must place a small white clay replica of a hand inside the rune.

    Manifestation: The hand shakes, and levitates up. It appears to be able to move, despite being clay, and creates an “o” with its thumb and forefinger, and a small mirror appears there. In it, you can see a completely white orc. He stands on a field of corpses, and is looking down. He looks up and you, and you can see his pupils are red.

    Sign: A large white handprint appears on your face.

    Influence: You may not leave a body unburied or left a lone; you must either bury it or do its final rights. If you do not have the time in your current location, you must take the corpse with you.

    Granted Abilities: Yurtrus gives you powers of death and the knowledge of a necromancer.

    Stop the Heart: As a touch attack, you make force an opponent to make a Fortitude save (DC 10 + Axe of Feral Gods levels + your Intelligence modifier), or take 3 Constitution damage. They take no damage on a successful save. You must pay 3 rage points in order to use this ability, and you must wait 5 rounds after using it before you are able to use it again.

    Bleed: Any opponent that you hit with an attack when they are flatfooted or flanked takes a number of damage equal to your Intelligence modifier or 3, whichever is lower, the next round. Multiple hits in a round do not make the target take more damage.

    Deathblow: You gain the Death Blow (Complete Adventurer) feat. You may not use this feat in order to qualify for feats and prestige classes.

    Knowledge of the White Hand: You gain a +2 bonus to all Knowledge (Religion), and Craft (Poisonmaking) checks.


    Gruumsh
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    Gruumsh
    Vestige Level: 8th
    Binding DC: 32
    Special Requirements: Yes


    Legend: As the father of orcs and the leader of the orcish pantheon, Gruumsh is a fearsome and terrible god. He exhorts his followers to great acts of savagery and bloodshed, teaching that only by taking what they want from those weaker than themselves may they prove their superiority above the other races. He calls no one friend who is not an orc and holds a special hatred for elves and especially Corellon Larethian for an ancient grudge. His preferred weapon is the Longspear.

    Special Requirements: You must have torn out your eye at some point in your life, in service to Gruumsh. You must place a small figure of a longspear in the rune.

    Manifestation: The longspear extends and loops around, in a huge circle. In the center of that circle, a huge eye appears. In the reflection of the eye, you can see a huge orc, who looks sidelong at you, and then disappears. The eye pops, and the longspear returns to its regular size.

    Sign: You constantly bleed tears of blood from the eye that you have torn out.

    Influence: If you have the chance to use intimidate against a helpless target who is aware of you, and able to be effected by the intimidate, you must do so.

    Granted Abilities: Gruumsh gives you power against his foes, and non-orcs.

    Eyes of the All-Seer: You gain See Invisibility as the spell as a swift action, with caster level equal to your hit dice, for 2 rounds, by spending 3 rage points as swift. After using this ability, you must wait 2 rounds before doing so again.

    Smite the Infidels: You may make a melee attack against a non-orc and add your effective binder level to the attack and damage rolls, and you charisma modifier to the attack roll, as a standard action. You must wait 5 rounds after using this ability before using it again.

    All-Father’s Fury: You gain a +3 sacred bonus to attack and damage rolls with weapons with “Orc” or “Orcish” in their titles, or that are of orcish manufacture, and Longspears.

    Seek the Enemies: You gain a +2 bonus to Spot, Listen and Sense Motive checks.

    Fear from the Watcher: You gain a +3 bonus to Intimidate checks against non-orcs, and a +2 bonus to Diplomacy with orcs.



    Spell List

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    Bahgtru
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    1st—Enlarge Person, Divine Favor, Entangle, Jump, Magic Fang, and Endure Elements.
    2nd—Bull’s Strength, Darkvision, Barkskin, Rage, Shatter, and Align Weapon.
    3rd—Magic Vestment, Haste, Greater Magic Fang, Protection from Energy, and Invisibility Purge.
    4th—Righteous Might, Mass Enlarge Person, Spell Immunity, and Song of Discord.


    Ilneval
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    1st—Magic Weapon, Longstrider, True Strike, Divine Favor, Virtue, and Bane.
    2nd—Spiritual Weapon, Cat’s Grace, Flame Blade, Blur, Heroism, and Alter Self.
    3rd—Magic Vestment, Displacement, Blink, Keen Edge, Greater Magic Weapon, and Flame Arrow.
    4th—Divine Power, Dimension Door, Weapon of the Deity (CDiv), and Prayer.


    Luthic
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    1st—Cure Light Wounds, Bless, Remove Fear, Sanctuary, Shield of Faith, and Alarm.
    2nd—Cure Medium Wounds, Shield Other, Lesser Restoration, Aid, Calm Emotions, and Delay Poison.
    3rd—Cure Serious Wounds, Good Hope, Create Food and Water, Remove Disease, Prayer, and Protection from Energy.
    4th—Cure Critical Wounds, Spell Immunity, Restoration, Detect Scrying, Leomund’s Secure Shelter, and Repel Vermin.


    Sharagass
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    1st—Disguise Self, Comprehend Languages, Charm Person, Expeditious Retreat, Silent Image, and Sleep.
    2nd—Invisibility, Alter Self, Fox’s Cunning, Darkness, Silence, and Blur.
    3rd—Nondetection, Glibness, Crushing Despair, Blindness, Deafness, and Invisibility Sphere.
    4th—Confusion, Freedom of Movement, Poison, Zone of Silence, Greater Invisibility, Tongues, and Hallucinatory Terrain.



    Yurtrus
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    1st—Cause Fear, Doom, Detect Undead, Deathwatch, Hide from Undead, and Chill Touch.
    2nd—Death Knell, Desecrate, Gentle Repose, Command Undead, and False Life.
    3rd—Animate Dead, Bestow Curse, Speak with Death, Halt Undead, Vampiric Touch, and Contagion.
    4th—Death Ward, Blight, Enervation, and Fear.


    Gruumsh
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    1st—Inflict Light Wounds, Command, Protection from Good, Cause Fear, Summon Monster I, and Protection from Law.
    2nd—Shatter, Bear’s Endurance, Undetectable Alignment, Scare, and Tasha’s Hideous Laughter.
    3rd—Contagion, Suggestion, Hold Person, Magic Circle against Good, Magic Circle against Law, and Invisibility Purge.
    4th—Inflict Critical Wounds, Dismissal, Dominate Person, Hold Monster, Fear, and Dominate Person.
    Last edited by unosarta; 2010-10-02 at 04:21 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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

    Can I link to 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
    Can I link to this?
    I was planning on posting it up there, but if you want to, go ahead. The I pretty much have the aspect thingy done, I don't know what to do for Transcend (I was thinking become a sort of orcish paragon, including turning the Axe into an outsider that gives bonuses to all orcs within the area,) and the spell list won't be all that hard. But yes, if you want to, go ahead.
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    Quote Originally Posted by Lix Lorn View Post
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Very impressive class, I'll comment more when it's finished but still very good work.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Axe of the Feral Gods... everyone will take Dragon. Change that totem ability.

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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 Aran Banks View Post
    Axe of the Feral Gods... everyone will take Dragon. Change that totem ability.
    Hm. Maybe the bonus is to melee attack rolls? Also, I would like to make sure that you understand that the bonus is, at a maximum, +3, at 17 level. But yeah. I suppose it would be pretty good. I will change it.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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

    Hmmm...
    I'm going to echo one of the earlier comments and say that this rage doesn't seem particularly rage-ish.

    You've claimed earlier that stopping spellcasting just seems odd to you. If this is the case, though, why even stop them from using intelligence- or charisma-based skills? Whether you view rage as a mad blindness that blocks out tactics or as a focusing force that makes one hyper-aware, at least 90% of rage distracts one from matters beyond the target of your agression. This is part of what categorizes rage as rage.

    I'll grant you that a focused rage might allow a barbarian/wizard to continue casting magic missiles, mage armors, and such. On the other hand, the thought of a person in a degree of rage strong enough to empower their physical body being able to cast charm person, ventriloquism, or create food and drink kind of makes no sense regardless of what type of rage we are discussing here. Even if you don't ban spellcasting, you may want to restrict it somewhat so that things make sense.

    On another note, regaining the ability to use Charisma- and Intelligence-based checks through selected abilities kind of removes the entire point of being a barbarian, doesn't it? Again, though combat bluffing (feinting), diplomacy, and knowledge checks to learn about your foes make sense, having the presence of mind to stop any sort of rage and start dancing via the perform skill is just kind of crazy. Without those vestigial "weaknesses", there is nothing that marks your character as a bad-tempered scout/PTSD soldier/normal barbarian/etc. rather than just some random strong guy.

    In the end, the rage ability has apparently been demoted from some degree of fury inherent in the mechanics to a random self-buff that you could potentially role-play as being rage. Is there any reason for the move in this direction?
    Last edited by Realms of Chaos; 2010-10-01 at 03:39 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 Realms of Chaos View Post
    Hmmm...
    I'm going to echo one of the earlier comments and say that this rage doesn't seem particularly rage-ish.
    How so?

    Quote Originally Posted by Realms of Chaos View Post
    You've claimed earlier that stopping spellcasting just seems odd to you. If this is the case, though, why even stop them from using intelligence- or charisma-based skills? Whether you view rage as a mad blindness that blocks out tactics or as a focusing force that makes one hyper-aware, at least 90% of rage distracts one from matters beyond the target of your agression. This is part of what categorizes rage as rage.
    Exactly what categorizes rage in a certain way? Is this personal opinion or actual fact? I understand where you are coming from, but it sounds a lot like personal opinion, which is great, and I really appreciate it, but not necessarily all terms of "rage" are the same. Let us consider the Dictionary.com definition:

    http://dictionary.reference.com/browse/rage
    Quote Originally Posted by Dictionary.com
    [reyj] Show IPA
    noun, verb, raged, rag·ing.
    –noun
    1.
    angry fury; violent anger.
    2.
    a fit of violent anger.
    3.
    fury or violence of wind, waves, fire, disease, etc.
    4.
    violence of feeling, desire, or appetite: the rage of thirst.
    5.
    a violent desire or passion.
    6.
    ardor; fervor; enthusiasm: poetic rage.
    7.
    the object of widespread enthusiasm, as for being popular or fashionable: Raccoon coats were the rage on campus.
    8.
    Archaic . insanity.
    Really, any of those definitions could fit this rage, as well as many others. Rage is not one definition of one single specific emotion, especially in this case, where it does not represent an actual "hate" or "anger" driven power, but something driven from many possible forms, that takes one single outlet. The Templar could have the #6 definition, or ardor or fervor against those who are evil, or he could have the #1 definition of anger or hate against evil. Both stem from different sources, but both mechanically are represented the same. I suppose that I could stop the spellcasting, but for me personally, the only way for it to make sense would be to stop prepared spellcasting, where one memorizes the actions and movements required in order to channel the energy properly and cast the spell. But what of spontaneous spellcasting? They do not memorize, or focus on the spell for it to happen. The magic is ingrained in their thoughts, their will, their very being. A spontaneous spellcasting doesn't just channel the power into some vessel in order to bring the spell forth; they channel their being. It just doesn't make sense to me that a prepared spellcaster and a spontaneous spellcaster both are unable to use their abilities, and just having one unable to use it doesn't necessarily make sense mechanically.

    Quote Originally Posted by Realms of Chaos View Post
    I'll grant you that a focused rage might allow a barbarian/wizard to continue casting magic missiles, mage armors, and such. On the other hand, the thought of a person in a degree of rage strong enough to empower their physical body being able to cast charm person, ventriloquism, or create food and drink kind of makes no sense regardless of what type of rage we are discussing here. Even if you don't ban spellcasting, you may want to restrict it somewhat so that things make sense.
    Actually, this is a very good idea. One possible solution might be to only allow magic that damages or impairs an enemy.

    Quote Originally Posted by Realms of Chaos View Post
    On another note, regaining the ability to use Charisma- and Intelligence-based checks through selected abilities kind of removes the entire point of being a barbarian, doesn't it? Again, though combat bluffing (feinting), diplomacy, and knowledge checks to learn about your foes make sense, having the presence of mind to stop any sort of rage and start dancing via the perform skill is just kind of crazy. Without those vestigial "weaknesses", there is nothing that marks your character as a bad-tempered scout/PTSD soldier/normal barbarian/etc. rather than just some random strong guy.
    The dance is just one kind of rage. The Bladedancer channels her anger, her ferocity into a dance of death, not even caring about who dies, or who is hurt, but simply using the dance as an outlet for her anger, her pain, and her frustration.

    How exactly does the Barbarian represent anything other than just "Groc the superstrong guy who has an intelligence less than 6"? Honestly, the Charisma and Intelligence based skills removal is partially because, as you mentioned earlier, a lot of anger and pain does not allow for clear thinking; if we go by definition #1 of the above source. This is represented mechanically, and because those who are unused to their anger, or who do not understand its causes or stems, are not as able to function during it. For those who have learned how to deal with it, or who have learned what causes it, they are able to, through the use of the Rage abilities. Those who do not use the rage abilities show how they have not fully been able to understand the anger that flows through them, and unable to deal with the pain that comes from the anger. When they start becoming angry, they are unable to interact with those around them, unable to use logic; they become a furious killer, a veritable tempest of death. But they do not understand their anger, and probably never will. The prestige classes represent the Barbarian's ability to understand and channel their rage, either through their skin, against evil, through dance, against enemies of the moon, and through worship of the orcish gods, respectively; that is also why they are able to use charisma and intelligence based abilities, as a representation of that.

    Quote Originally Posted by Realms of Chaos View Post
    In the end, the rage ability has apparently been demoted from some degree of fury inherent in the mechanics to a random self-buff that you could potentially role-play as being rage. Is there any reason for the move in this direction?
    In what way does the original portray this? How does being unable to use spontaneous spellcasting, invocations, or other spells make any sense? In what way has the rage ability been "demoted"? Originally, it portrayed little more than an idiotic warrior who got angry and then hit things. Now, it can represent far more characters, who are much more interesting. Is this a bad thing in your opinion?

    All-in-all; thanks for the comments, they were very thought provoking, and I really appreciate it.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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

    To be honest, I kind of forgot about definition #6 up there. That said, every single other definition (except #7, which really isn't applicable here) is pretty darn distracting in some way or another. That said, 6 out of 8 definitions is alot so it was an honest mistake.

    I've grown used to "dumb blind rage" barbarian, I guess. Having played DnD for this long, I've come to corellate the two things and this may be the first barbarian fix I've seen that doesn't necessarily play up to this role.

    In short, I don't really have a problem with a righteous templar using his fervor and righteous rage to attack opponents or anything like that. That said, it's just a bit disjarring to see such a versatile class labeled with the name barbarian and using an ability called rage. If the names had been different (if rage was renamed "fervor" or "ardor", for example), I would've given you the pat on the back that you deserve for this work from the get-go.

    On that topic, terrific work.
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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 Realms of Chaos View Post
    To be honest, I kind of forgot about definition #6 up there. That said, every single other definition (except #7, which really isn't applicable here) is pretty darn distracting in some way or another. That said, 6 out of 8 definitions is alot so it was an honest mistake.
    Well, I suppose.

    Quote Originally Posted by Realms of Chaos View Post
    I've grown used to "dumb blind rage" barbarian, I guess. Having played DnD for this long, I've come to corellate the two things and this may be the first barbarian fix I've seen that doesn't necessarily play up to this role.
    Yeah, this is what I suspected to be a huge problem with it for a lot of people. And that is something I found startling and a little bit of caricaturizations of many barbarians, and it forces them to play one single roleplaying standpoint, which is honestly very annoying for me personally.

    Quote Originally Posted by Realms of Chaos View Post
    In short, I don't really have a problem with a righteous templar using his fervor and righteous rage to attack opponents or anything like that. That said, it's just a bit disjarring to see such a versatile class labeled with the name barbarian and using an ability called rage. If the names had been different (if rage was renamed "fervor" or "ardor", for example), I would've given you the pat on the back that you deserve for this work from the get-go.
    Well, I suppose that not only is flavor mutable, but so are names, in effect. I chose Barbarian because there wasn't really any other precedent for such a character, and anything else I could think up seemed cheesy and pretty terrible. And rage only because that was the closest thing I could get to.

    Quote Originally Posted by Realms of Chaos View Post
    On that topic, terrific work.
    Thanks!
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    Quote Originally Posted by Lix Lorn View Post
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    D&D, though compatible with most settings, seems (imho) to have been built with a default setting of "Not-Europe". This is why almost all barbarians are type-cast, why a separate book was created for "oriental adventures", and why we possess a Knight base class (though most of us choose to ignore it )
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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 Realms of Chaos View Post
    D&D, though compatible with most settings, seems (imho) to have been built with a default setting of "Not-Europe". This is why almost all barbarians are type-cast, why a separate book was created for "oriental adventures", and why we possess a Knight base class (though most of us choose to ignore it )
    Ugh, that is one of my biggest problems with D&D in general. A lot of the work done for 3.5 is brilliant, but only sans flavor, which should never have to be. Also, it is interesting to note that OA was never updated to 3.5.

    This is also why I love campaign settings that do not focus on "Not-Europe" sort of areas, like the VUACS "Hourglass of Zihaja". Altogether to few settings are actively arabian/desert type areas.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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

    ...And the Axe of the Feral Gods is completed, spell lists and all. Any comments are welcome. Up next, I am thinking a shapeshifting PrC, and then I need one for casting, and then necromancy, and the Bear Rager, and the Frenzied Berserker... I have my work cut out for me.
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Okay, time for Peaching.

    Quote Originally Posted by unosarta View Post
    Axe of the Feral Gods

    -snip-
    Very good image and the quote is very good

    BECOMING AN AXE OF THE FERAL GODS
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +8
    Skills: Knowledge (the Planes) 5 ranks, Intimidate 11 ranks
    Race: Orc
    Special: Rage Pool class feature; Ferocity and Vicious rage abilities; Able to Bind 2rd level vestiges
    Seem logical.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (the Planes) (Int), 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).
    Skills Points at Each Level: 4 + int
    Niptick: the skill are not in alphabetical order and you have intimidate twice. Can you invest twice as many skill point ?

    -snip table-
    Whoa, full bab, two good save, rage progression, binding progression and a little spellcasting. While it make perfect sense, this seem like a lot, remove a good save perhaps ?

    Weapon Proficiencies: The Axe of the Primal Gods gains proficiency with all weapons with the word “Orc” or “Orcish” in their title, as well as one martial weapon of their choice. They do not gain proficiency with any armor or Shields.
    -Giving proficiency in orc weapon make sense.

    -Why one martial weapon ? As barbarian they are proficient with all of them already.

    Bind the Gods (Ex): The Axe of the Primal Gods’ Binder levels, Barbarian levels, and Axe of the Primal Gods levels stack for determining the level at which the Axe of the Primal Gods gains new vestiges, and their effective binder levels.
    -Niptick: generally it's called soul binding but okay.

    -Does it also progress the binding check bonus as normal ?

    Spellcasting: An Axe of the Feral Gods casts divine spells. Unlike most divine casters, he knows any spell that is on the spell list of his chosen deity of the day, and can cast any spell he knows spontaneously. His caster level is equal to his effective binder level.

    To cast a spell, an Axe of the Feral Gods must have an ability score, depending on his chosen deity, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is (10 + the spell level + the Axe of the Feral Gods’s ability modifier).
    The table for which god uses which ability score is as follows;

    {table=head]God|Ability Score

    Bahgtru|Strength

    Ilneval|Dexterity

    Luthic|Wisdom

    Sharagass|Charisma

    Yurtrus|Intelligence

    Gruumsh|Constitution[/table]

    Like other spellcasters, an Axe of the Feral Gods can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high pertinent ability score.

    He must choose which god he represents at the beginning of the day, and his spell list changes to the spell list of the chosen god. He may choose any deity of the Orcish pantheon.
    Using multiple ability score is a very original idea. It force you to invest in at least a 14 in all of them if you want acces to all the spell, a good limiter, I like it.

    Bind Bahgtru (Ex): The Axe of the Primal Gods gains access to the Bahgtru vestige.

    Rage Pool: The Silvershaft’s class levels and barbarian levels stack for determining:
    • The size of the Silvershaft's rage pool.
    • The rage points gained from Frenzied Strike.
    Copy past error you reference the Silvershaft's Prc.

    Totem (Su): Starting at level two, the Axe of the Feral Gods may draw a totem on the ground, channeling the power of his gods through it, empowering allies. He does so as a standard action, and he must spend 2 rage points in order to use this ability. The totem affects all allies within 30 feet. The totem lasts 5 rounds. Anyone may snuff the totem out by spending a standard action that provokes attacks of opportunity.

    The Totem bonus is equal to the bonus on the class table.
    Spoiler
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    {table=head]Totem Name|Totem Bonus

    Wolf| +[Totem Bonus] to all opposed strength checks in order to trip an opponent.

    Bear| +[Totem Bonus] to all opposed strength checks in order to start or maintain a grapple.

    Panther|+[Totem Bonus] to Hide and Move Silently.

    Horse|+([Totem Bonus]*5) to base land speed.

    Fire|+[Totem Bonus] to damage rolls.

    Water|+[Totem Bonus] to Escape Artist and Tumble checks.

    Earth|+[Totem Bonus] to Constitution and Concentration checks.

    Air|+[Totem Bonus] as a dodge bonus to Armor Class.

    Monkey|+[Totem Bonus] to Climb and Sleight of Hand checks.

    Unicorn|+[Totem Bonus] to Sense Motive and Diplomacy checks.

    Dragon|+[Totem Bonus] to attack rolls.

    Ox|+[Totem Bonus] to opposed strength checks as part of a bull rush attempt.[/table]


    You may only know one totem at level 1. You learn an additional totem every two levels thereafter (two totems at level 3, 3 at level 5, 4 at level 7, and 5 at level 9). The totem affects all allies within 30 feet, as well as the Axe of the Feral Gods.
    Nice ability, I'll agree with Aran you need to change Dragon, give the bonus to confirm crit instead ?

    Bind Ilneval (Ex): Starting at third level, the Axe of the Primal Gods gains access to the Ilneval vestige.

    Aspect (Ex): Starting at level four, the Axe of the Feral Gods gain benefits based on the god that he chooses to represent each day for spells.
    Nice idea. let's see:

    Bahgtru: +2 to Strength and Constitution. He gains the benefit of the power attack feat, and when he uses power attack, he may take an additional -2 penalty to the attack roll, and gain a +2 bonus to the damage.
    Very good.

    Ilneval: +2 to Strength and Dexterity. He may take an additional five foot step as a swift action.
    Original.

    Luthic: +2 to Wisdom and Constitution. He may heal an ally as a touch attack that is a swift action, healing them for a number of hit points equal to ½ his Wisdom modifier.
    half wisdom ? That's pitiful even at will. Equal to wisdom instead ?

    Also does it damage undead ?

    Sharagass: +2 to Dexterity and Intelligence. He may add his Intelligence modifier to all attacks that are made against flanked or flatfooted opponents.
    niptick: "to all attacks roll"

    Yurtrus: +2 to Charisma and Intelligence. He may deal negative energy damage with a touch attack, as a swift action. It deals a number of negative energy damage equal to the Axe of the Feral Gods’ Charisma modifier.
    Funny it mirror Luthic aspect but full modifier.

    Does it heal undead ?

    Gruumsh: +2 to Constitution and Charisma. He may instill fear in an opponent as a touch attack that uses a swift action. They must make a will save (DC 10 + Axe of the Feral Gods’ levels + Constitution modifier) or become frightened for 2 rounds. If they make the save, they are shaken for the same amount of time.
    Very good that.

    Also thanks for teaching me the intend command i didn't knew it.

    Bind Luthic (Ex): Starting at level five, the Axe of the Primal Gods gains access to the Luthic vestige.

    Bind Sharagass (Ex): Starting at level seven, the Axe of the Primal Gods gains access to the Sharagass vestige.

    Bind Yurtrus (Ex): Starting at level nine, the Axe of the Primal Gods gains access to the Yurtrus vestige.

    Bind Gruumsh (Ex): Starting at level ten, the Axe of the Primal Gods gains access to the Gruumsh vestige.

    Transcend (Ex): Starting at level ten, the Axe of the Primal Gods transcends his mortality, and becomes the purest servant of his gods that he can be. He becomes an outsider with the native subtype. He gains all abilities and features associated with that type, but is resurrectable, and his soul can be brought back from the land of his gods.
    Niptick; i'm not sure ressurectable is a word. look into the *gasp* monk capstone (well last ability anyway) for a good wording.

    He grants all orcs the benefits of his totem ability constantly, but he must choose which totem, and can only have one totem active at a time. He must lay down an actual totem in order to allow other allies the benefit.
    -All orc in the world/plane ! Wow that's a capstone !

    -What type of action is need to change to totem chosen ?

    -Can he draw a different totem than the one chosen for the orc for his allies and if so does he (and other orc) gain both benefit ?

    Whenever he casts a spell that has a duration longer than instantaneous and is beneficial, he may share than spell with one orcish ally within 30 feet.
    While the spell list is very limit (and we'll see when we get there) you might want to explain what you mean by beneficial.

    All orcish allies within 30 feet gain the passive benefits of the Axe of the Primal Gods’ current orcish god vestige. If he does not have an orcish god bound to his vestige, they gain no benefit.
    You need to define what are passive benefit, it seem clear but I personally always prefer to err on the side of caution with thing like that.

    Now for the vestiges:

    Vestiges
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    Bahgtru
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    Bahgtru
    Vestige Level: 3th
    Binding DC: 19
    Special Requirements: Yes

    Legend: Gruumsh's son is a the god of mindless brutality. Other deities think Bahgtru slow and stupid, an appellation that drives him into a fury but is none the less correct. Bahgtru values nothing more than pure physical might and distains anyone who he feels is weaker (which is just about everyone else). Despite his stupidity and general distain for others, Bahgtru is fanatically loyal to his father. By extension, he expects his clerics to follow the orders of their chieftains unquestioningly. This philosophy has earned him the position as the orcish god of loyalty as well as strength.

    Special Requirements: You must place a small weight, similar in shape to an hourglass, in the center of the rune.

    Manifestation: The small weight hovers, and then spins. It spins incredibly fast, and in the reflection, you can see a giant, burly orc, who has large red streaks painted on his face and on his forearms.

    Sign: You gains streaks of a red substance upon your face, and as stripes all over your body. It does not wash off.

    Influence: If you have a chance to prove your strength (if by a contest of arms, a chance to prove your ability in weight lifting, etc), you must take it.
    Look fine.

    Granted Abilities: Bahgtru grants you strength and determination enough to protect your people. He gives you strength in and out of battle, and the ability to fly into a rage.

    Brutality of the God of Strength: You gain a +2 bonus to all damage rolls with weapons with the name “Orc” or “Orcish” in their title, as well as the spiked gauntlet.
    Kay.

    Fear the Arm: You gain a +2 bonus to all intimidate checks.
    Cool

    Bloodthirsty Rage: You may start a bloodthirsty rage, granting you a +4 bonus to Strength and Constitution, as well as a +2 bonus to all will saves, for a number of rounds equal to your modified Constitution modifier. After using this ability, you must wait 5 rounds, and you are fatigued for 3 of those rounds. Starting the rage is a move action.
    Wording need work. "As a move action you may enter into a [....] once the rage end you are fatigued for 3 round and you must wait 5 rounds before using it again.

    Battle Frenzy: You may make an additional attack on the end of a charge per 2 rage points spent, to a maximum of the number of attacks you gain through a high Base Attack Bonus. Using this ability is an immediate action.
    Pounce costing you a few rage point okay.

    Physical Might: You gain a +2 bonus to all Strength checks.
    kay.


    Ilneval
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    Ilneval
    Vestige Level: 4th
    Binding DC: 22
    Special Requirements: Yes


    Legend: As Gruumsh's chief lieutenant, Ilneval holds a prominent position in orcish life. Unlike Bahgtru, Ilneval teaches that strength is not only in the arm but in the mind as well. He is an ambitious deity with eyes for the throne of Gruumsh. Ilneval would never betray the orc race however, no matter how strong his ambition. When the chieftains call for war, it is the clerics of Ilneval who marshal the forces and lead the battles. His favored weapon is the Longsword.

    Special Requirements: You must place a small talisman in the shape of a silver longsword in the center of the rune.

    Manifestation: The longsword extends and grows, bleeding the silvery substance, and then morphs into the shape of a large orc. He seems wiry and strong, and he grins at you, his lips cracked and the scars on his face stretching.

    Sign: Your face becomes lined with scars and cracks.

    Influence: If you have a chance to protect your allies or any friendly orcs who are in harm, or who may soon become so, you must take it. It does not necessarily have to be combat related, but it probably might be.

    Granted Abilities: Ilneval grants you grace and power in battle.

    Cunning of the War God: You deal an extra +2 damage with all weapons with “Orc” or “Orcish” in their title, as well as with the longsword.
    Same thing as Bahgtru, as untyped bonus it stack so you may want to add a type, as it come from "god" perhaps sacred ?

    Grace: You gain a +2 bonus to all Balance and Tumble checks.
    kay

    Change the Flow: You gain the Improved Bullrush feat. You may not use this feat in order to qualify for other feats or classes.
    Nice.

    Whirlwind: You may attack all enemies within 10 feet as a full round action. You may only make one attack per enemy, and only eight attacks in total. After using this ability, you must wait 5 rounds before using it again.
    Very good.

    Stand the Tide: If you don’t move during a round, you gain a +1 bonus to all melee attack rolls. This bonus increases by +1 for each round you do not move. If you ever move, you lose this bonus.
    No maximum ?


    Luthic
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    Luthic
    Vestige Level: 5th
    Binding DC: 25
    Special Requirements: Yes


    Legend: Luthic is the consort of Gruumsh and mother of Bahgtru. She represents the subservience of orc femailes and is associated with fertility, healing, and caverns. Her clerics tend to the wounded from battles, care for children, and attend childbirths. It is her clergy which more than any other that ensures the continual survival of the orc species by ensuring a steady supply of young to replace the dying. She teaches that life springs from the earth and to the earth all must return. She also teaches that each orc must know their place in the grand workings of the tribe.

    Special Requirements: You must place a bundle of protective herbs on the rune.

    Manifestation: The herbs burns slowly, and the smoke reaches upward. It eventually condense into a sort of black liquid, and on the reflection of that, you can see a matronly orc, who holds a baby and a great club. Her features are fierce and wrathful.

    Sign: Streaks of red appear all across your face, in strange patterns.

    Influence: If you have the chance to heal or tend to an injured ally or comrade, you must take it.

    Granted Abilities: Luthic grants you the natural abilities of a healer, and a mother.

    Wisdom of the Matron Goddess: You gain a +2 bonus to Heal and Survival checks.

    Speak to the Outsiders: You gain a +2 bonus to all Diplomacy checks.
    You may want to fuse those two ability.

    Heal the Wounds: You may heal one target with a touch. You may touch one target, and make a Heal check. You heal the target that much health, plus your Axe of the Feral Gods levels. After using this ability, you must wait 5 rounds before using it again.
    Remind me of buer, but nice.

    Protect the Children: You may change to target one attack that is targeting an ally within 10 feet of you to yourself, as an immediate action, and by spending 3 rage points. You may only use this ability once every 3 rounds.
    Nice but why once every 3 round ?


    Sharagass
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    Sharagass
    Vestige Level: 6th
    Binding DC: 26
    Special Requirements: Yes

    Legend: Sharagass is the orc patron of silent death. A cruel and secretive deity, he is favored by those who work in the shadows, especially assassins and thieves. Clerics of Shargass are a secretive lot hiding themselves within the tribe to cull the weak with stealth and cunning. Orcs who live in the ever-present dark of Traykon's underworld revere him as their patron even above Gruumsh. A fact that angers the Orc-Father but there is little he can do without risking a war that could jeopardize his own power.

    Special Requirements: You must have absolute silence within the area that the binding is to happen.

    Manifestation: Shadows twist and swirl around the rune, and a twisted dagger rises from the center. In its reflection, you can see a pale orc, who appears to be spattered in blood. The knife flashes a blinding white, and then fades, both the shadows and the knife gone.

    Sign: Shadows slightly swirl about your feet, especially so when you move.

    Influence: When you are offered a wager or bet, you cannot back down from it, while under Sharagass’ influence.

    Granted Abilities: Sharagass allows you to hide in the shadows, and kill from the darkness, as well as manipulate those who oppose you.

    Silence of the Nightlord You gain a +2 bonus to Hide and Move Silently checks.

    Dark One’s Lies: You gain a +2 bonus to all bluff checks.
    Again fusing those ability seem logical.

    Shadow of the Assassin: You gain Hide In Plain Sight for 2 rounds. After this effect ends, you must wait 5 rounds before using it again.
    Do you need an action to gain it.

    Games of the Underworld: You gain a +2 bonus to all Sleight of Hand and Forgery checks.
    Another bonus to skill ? Making three ability just for that it's just stretching the abilities description.

    Vital Spot: You gain +1d6 Sneak Attack damage per two levels in the Axe of the Feral Gods levels. So, for a level 7 Axe of the Feral Gods, he would have +3d6 Sneak Attack damage dice when he has Sharagass bound.
    This one is good.


    Yurtrus
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    Yurtrus
    Vestige Level: 7th
    Binding DC: 29
    Special Requirements: Yes

    Legend: Yurtrus represents the fearful and superstitious nature of orcs as the bringer of disease and misfortune. Yurtrus does not communicate with other deities or even with his own clerics and is feared rather than worshiped. Although few in numbers, clerics of Yurtrus act as mediators for their tribes to help appease the deity's wrath when pestilence strikes. His clergy also dispose of the dead, a duty which no other orcs will perform for fear of drawing Yurtrus' attention.

    Special Requirements: You must place a small white clay replica of a hand inside the rune.

    Manifestation: The hand shakes, and levitates up. It appears to be able to move, despite being clay, and creates an “o” with its thumb and forefinger, and a small mirror appears there. In it, you can see a completely white orc. He stands on a field of corpses, and is looking down. He looks up and you, and you can see his pupils are red.

    Sign: A large white handprint appears on your face.

    Influence: You may not leave a body unburied or left a lone; you must either bury it or do its final rights. If you do not have the time in your current location, you must take the corpse with you.

    Granted Abilities: Yurtrus gives you powers of death and the knowledge of a necromancer.

    Stop the Heart: As a touch attack, you make force an opponent to make a Fortitude save (DC 10 + Axe of Feral Gods levels + your Intelligence modifier), or take 3 Constitution damage. They take no damage on a successful save. You must pay 3 rage points in order to use this ability, and you must wait 5 rounds after using it before you are able to use it again.
    Nice this one.

    Bleed: Any opponent that you hit with an attack when they are flatfooted or flanked takes a number of damage equal to your Intelligence modifier or 3, whichever is lower, the next round. Multiple hits in a round do not make the target take more damage.
    Original.

    Deathblow: You gain the Death Blow (Complete Adventurer) feat. You may not use this feat in order to qualify for feats and prestige classes.
    Fitting.

    Knowledge of the White Hand: You gain a +2 bonus to all Knowledge (Religion), and Craft (Poisonmaking) checks.
    kay.


    Gruumsh
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    Gruumsh
    Vestige Level: 8th
    Binding DC: 32
    Special Requirements: Yes

    Legend: As the father of orcs and the leader of the orcish pantheon, Gruumsh is a fearsome and terrible god. He exhorts his followers to great acts of savagery and bloodshed, teaching that only by taking what they want from those weaker than themselves may they prove their superiority above the other races. He calls no one friend who is not an orc and holds a special hatred for elves and especially Corellon Larethian for an ancient grudge. His preferred weapon is the Longspear.

    Special Requirements: You must have torn out your eye at some point in your life, in service to Gruumsh. You must place a small figure of a longspear in the rune.

    Manifestation: The longspear extends and loops around, in a huge circle. In the center of that circle, a huge eye appears. In the reflection of the eye, you can see a huge orc, who looks sidelong at you, and then disappears. The eye pops, and the longspear returns to its regular size.

    Sign: You constantly bleed tears of blood from the eye that you have torn out.

    Influence: If you have the chance to use intimidate against a helpless target who is aware of you, and able to be effected by the intimidate, you must do so.

    Granted Abilities: Gruumsh gives you power against his foes, and non-orcs.

    Eyes of the All-Seer: You gain See Invisibility as the spell, with caster level equal to your hit dice, for 2 rounds, by spending 3 rage points as swift. After using this ability, you must wait 2 rounds before doing so again.
    "as a swift action" otherwise nice.

    Smite the Infidels: You may make a melee attack against a non-orc and add your effective binder level to the attack and damage rolls, and you charisma to the attack roll, as a standard action. You must wait 5 rounds after using this ability before using it again.
    "charisma modifier"

    All-Father’s Fury: You gain a +3 competency bonus to attack and damage rolls with weapons with “Orc” or “Orcish” in their titles, or that are of orcish manufacture, and Longspears.
    again adding a type so it doesn't stack with the other orc vestige would be good.

    Seek the Enemies: You gain a +2 bonus to Spot, Listen and Sense Motive checks.
    Kay.

    Fear from the Watcher: You gain a +3 bonus to Intimidate checks against non-orcs, and a +2 bonus to Diplomacy with orcs.
    Fine.



    Spell List

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    Bahgtru
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    1st—Enlarge Person, Divine Favor, Entangle, Jump, Magic Fang, and Endure Elements.
    2nd—Bull’s Strength, Darkvision, Barkskin, Rage, Shatter, and Align Weapon.
    3rd—Magic Vestment, Haste, Greater Magic Fang, Protection from Energy, and Invisibility Purge.
    4th—Righteous Might, Mass Enlarge Person, Spell Immunity, and Song of Discord.


    Ilneval
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    1st—Magic Weapon, Longstrider, True Strike, Divine Favor, Virtue, and Bane.
    2nd—Spiritual Weapon, Cat’s Grace, Flame Blade, Blur, Heroism, and Alter Self.
    3rd—Magic Vestment, Displacement, Blink, Keen Edge, Greater Magic Weapon, and Flame Arrow.
    4th—Divine Power, Dimension Door, Weapon of the Deity (CDiv), and Prayer.


    Luthic
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    1st—Cure Light Wounds, Bless, Remove Fear, Sanctuary, Shield of Faith, and Alarm.
    2nd—Cure Medium Wounds, Shield Other, Lesser Restoration, Aid, Calm Emotions, and Delay Poison.
    3rd—Cure Serious Wounds, Good Hope, Create Food and Water, Remove Disease, Prayer, and Protection from Energy.
    4th—Cure Critical Wounds, Spell Immunity, Restoration, Detect Scrying, Leomund’s Secure Shelter, and Repel Vermin.


    Sharagass
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    1st—Disguise Self, Comprehend Languages, Charm Person, Expeditious Retreat, Silent Image, and Sleep.
    2nd—Invisibility, Alter Self, Fox’s Cunning, Darkness, Silence, and Blur.
    3rd—Nondetection, Glibness, Crushing Despair, Blindness, Deafness, and Invisibility Sphere.
    4th—Confusion, Freedom of Movement, Poison, Zone of Silence, Greater Invisibility, Tongues, and Hallucinatory Terrain.



    Yurtrus
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    1st—Cause Fear, Doom, Detect Undead, Deathwatch, Hide from Undead, and Chill Touch.
    2nd—Death Knell, Desecrate, Gentle Repose, Command Undead, and False Life.
    3rd—Animate Dead, Bestow Curse, Speak with Death, Halt Undead, Vampiric Touch, and Contagion.
    4th—Death Ward, Blight, Enervation, and Fear.


    Gruumsh
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    1st—Inflict Light Wounds, Command, Protection from Good, Cause Fear, Summon Monster I, and Protection from Law.
    2nd—Shatter, Bear’s Endurance, Undetectable Alignment, Scare, and Tasha’s Hideous Laughter.
    3rd—Contagion, Suggestion, Hold Person, Magic Circle against Good, Magic Circle against Law, and Invisibility Purge.
    4th—Inflict Critical Wounds, Dismissal, Dominate Person, Hold Monster, Fear, and Dominate Person.


    I've taken a quick look at the list and they seem to be fine.

    Conclusions, I think that the class is very strong.
    You got a combinaison of Binder (tier 3), your barbarian (~tier 3 ?) you add a little versatility with the spell, support for ally with the totem so that's more versatility, all that in a good chasis (full bab, two good save, d8 and 4 skill point per level). The result is very strong, not really too strong but if your an orc barbarian a one level dip into binder, with improve binding and you gain a lot by entering the Prc. Still i like the idea.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  22. - Top - End - #52
    Ogre in the Playground
     
    unosarta'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 zagan View Post
    Niptick: the skill are not in alphabetical order and you have intimidate twice. Can you invest twice as many skill point ?
    Hurgh, copy & paste is not my friend. Shall be fixed.

    Quote Originally Posted by zagan View Post
    Whoa, full bab, two good save, rage progression, binding progression and a little spellcasting. While it make perfect sense, this seem like a lot, remove a good save perhaps ?
    Yeah, the full BAB is actually a remnant of when I was first doing it and it was more of a martial PrC. Actually, yeah, the good Fortitude progression doesn't make all that much sense in context.

    Quote Originally Posted by zagan View Post
    -Why one martial weapon ? As barbarian they are proficient with all of them already.
    Yeah, another remnant of the martial PrC. I will remove it.

    Quote Originally Posted by zagan View Post
    -Niptick: generally it's called soul binding but okay.
    Well, I don't really care about the precedent in this case, since I am trying to differentiate it from other Binding PrCs, kind of.

    Quote Originally Posted by zagan View Post
    -Does it also progress the binding check bonus as normal ?
    Actually, effective binder level is the modifier for the check. The check is 1d20+Effective Binder Level+Charisma modifier. So, it is intrinsically adding to the check.

    Quote Originally Posted by zagan View Post
    Copy past error you reference the Silvershaft's Prc.
    Copypaste, what have I ever done to you, to deserve this kind of betrayel?


    Quote Originally Posted by zagan View Post
    Nice ability, I'll agree with Aran you need to change Dragon, give the bonus to confirm crit instead ?
    That isn't a bad idea. But I wonder, why exactly is it so powerful?

    Quote Originally Posted by zagan View Post
    half wisdom ? That's pitiful even at will. Equal to wisdom instead ?
    Well, I kind of wanted to limit the healing. I guess, since it costs a swift action, I could up the healing.

    Quote Originally Posted by zagan View Post
    Also does it damage undead ?
    Well, the default for positive energy and healing is yes, however, because Luthic doesn't really use positive energy, instead requiring more mundane methods of healing, this is not positive energy, just healing. So no, it doesn't damage undead. I will add that into the description.

    Quote Originally Posted by zagan View Post
    niptick: "to all attacks roll"
    Actually, I meant that to be damage, but attack roll might make more sense, in this case.

    Quote Originally Posted by zagan View Post
    Funny it mirror Luthic aspect but full modifier.
    Well, unlimited damage is certainly not as powerful as unlimited healing.

    Quote Originally Posted by zagan View Post
    Does it heal undead ?
    Well, it is the default of negative energy. So, yeah.

    Quote Originally Posted by zagan View Post
    Also thanks for teaching me the intend command i didn't knew it.
    Very useful.

    Quote Originally Posted by zagan View Post
    Niptick; i'm not sure ressurectable is a word. look into the *gasp* monk capstone (well last ability anyway) for a good wording.
    I guess.


    Quote Originally Posted by zagan View Post
    -All orc in the world/plane ! Wow that's a capstone !
    Hehe, errors abound.

    Quote Originally Posted by zagan View Post
    -What type of action is need to change to totem chosen ?
    Swift. Will be added in.

    Quote Originally Posted by zagan View Post
    -Can he draw a different totem than the one chosen for the orc for his allies and if so does he (and other orc) gain both benefit ?
    They do not gain the new benefit. I will add it in.

    Quote Originally Posted by zagan View Post
    While the spell list is very limit (and we'll see when we get there) you might want to explain what you mean by beneficial.
    Huh. You would think that WotC would have defined it somewhere. Well, my definition is anything that does not prevent or cause the target to be less able to do, an action or actions. HP damage makes the target less able to be alive after taking more damage (technically, it could be counted as a cumulative penalty, if you were to count it as a penalty). I will add that in.

    Quote Originally Posted by zagan View Post
    You need to define what are passive benefit, it seem clear but I personally always prefer to err on the side of caution with thing like that.
    Anything that does not require an action in order to activate or use. I will add it in.

    Vestiges
    Spoiler
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    Bahgtru
    Spoiler
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    Quote Originally Posted by zagan View Post
    Wording need work. "As a move action you may enter into a [....] once the rage end you are fatigued for 3 round and you must wait 5 rounds before using it again.
    Urgh, the writing of my version looks like it was written by drunken monkies.

    I will use your wording, thanks.


    Ilneval
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    Quote Originally Posted by zagan View Post
    Same thing as Bahgtru, as untyped bonus it stack so you may want to add a type, as it come from "god" perhaps sacred ?
    Sacred sounds good.

    Quote Originally Posted by zagan View Post
    No maximum ?
    Hm. Maybe 1/2 Axe of the Feral Gods levels, rounded up?


    Luthic
    Spoiler
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    Quote Originally Posted by zagan View Post
    You may want to fuse those two ability.
    I guess. I kind of kept the skill bonuses separate based on their theme, but I could fuse them together.

    Quote Originally Posted by zagan View Post
    Nice but why once every 3 round ?
    I wanted to keep a cap on it. What would you suggest?


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    Quote Originally Posted by zagan View Post
    Again fusing those ability seem logical.
    OK.

    Quote Originally Posted by zagan View Post
    Do you need an action to gain it.
    Swift. Will be added in.

    Quote Originally Posted by zagan View Post
    Another bonus to skill ? Making three ability just for that it's just stretching the abilities description.
    Fine, I can change it.


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    Quote Originally Posted by zagan View Post
    "as a swift action" otherwise nice.
    OK, thanks.

    Quote Originally Posted by zagan View Post
    "charisma modifier"

    Unosarta fails again.

    Quote Originally Posted by zagan View Post
    again adding a type so it doesn't stack with the other orc vestige would be good.
    Wait, you can bind more than one vestige at a time? I must not have read ToM enough, I don't remember that. But yeah, that seems like a good idea.



    Quote Originally Posted by zagan View Post
    Conclusions, I think that the class is very strong.
    You got a combinaison of Binder (tier 3), your barbarian (~tier 3 ?) you add a little versatility with the spell, support for ally with the totem so that's more versatility, all that in a good chasis (full bab, two good save, d8 and 4 skill point per level). The result is very strong, not really too strong but if your an orc barbarian a one level dip into binder, with improve binding and you gain a lot by entering the Prc. Still i like the idea.
    Hm. Maybe I should bump up the requirements to 3rd level vestiges? Also, most other points are all valid, and the saves have been changed. Maybe I shouldn't progress the vestiges they would get from regular levels of binder? How does that sound?
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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
    Actually, effective binder level is the modifier for the check. The check is 1d20+Effective Binder Level+Charisma modifier. So, it is intrinsically adding to the check.
    Didn't remember that.

    That isn't a bad idea. But I wonder, why exactly is it so powerful?
    Because straight untyped bonus to attack roll are kinda rare and because you grant it to all ally in the radius, a class that grant bonus in an area, the marshal only grant the bonus to melee or ranged attack not both, (okay it's a pretty poor class but still.)

    Well, I kind of wanted to limit the healing. I guess, since it costs a swift action, I could up the healing.
    In combat healing need to be huge and/or not consume a "big action" to be worthwile. As a swift action healing for wis mod seem perfectly alright. mostly to stabilize an ally or to survive a little longer as a swift action it's fine.

    Ilneval

    Hm. Maybe 1/2 Axe of the Feral Gods levels, rounded up?
    Yeah that work.

    Luthic

    I guess. I kind of kept the skill bonuses separate based on their theme, but I could fuse them together.
    Well yeah but present like that it look like you didn't have any new idea for ability so instead of listing all the skill together you separate them to make it look like the vestige grant more abilities.

    I wanted to keep a cap on it. What would you suggest?
    As standard for vestiges 5 rounds ?

    Gruumsh

    Wait, you can bind more than one vestige at a time? I must not have read ToM enough, I don't remember that. But yeah, that seems like a good idea.
    Well yeah up to four.

    Hm. Maybe I should bump up the requirements to 3rd level vestiges? Also, most other points are all valid, and the saves have been changed. Maybe I shouldn't progress the vestiges they would get from regular levels of binder? How does that sound?
    It could work yes, you sacrifice at least 3 level in binder that way.

    But I have another idea (I wanted to keep it for my own Prc but I'm so busy with my current idea and all the other that it will be awhile before I can use it., so feel free to do so.)

    So you remove from the prereq the need for binder level and the Prc grant the soul binding class feature but you can only bind "orc god vestige" either only one, the one that grant you your spell for the day and in that case you can up the power fo the vestige or up to 3 (2?) One at first, a second at 5 and a third at 10. One of them must be the one that grant you, your spell and any other. With that option you don't need to change the vestige power

    It's original because no official Prc grant the soulbinding class feature, and no homebrew I know off and it fit the theme better after all why would orc, particulary one so link the orcish pantheon, botter binding non-orcish vestiges ?

    Just my 2 cents.
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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
    Because straight untyped bonus to attack roll are kinda rare and because you grant it to all ally in the radius, a class that grant bonus in an area, the marshal only grant the bonus to melee or ranged attack not both, (okay it's a pretty poor class but still.)
    Yeah, I can see that. I changed it according to your suggestion.


    Quote Originally Posted by zagan View Post
    In combat healing need to be huge and/or not consume a "big action" to be worthwile. As a swift action healing for wis mod seem perfectly alright. mostly to stabilize an ally or to survive a little longer as a swift action it's fine.
    It has been changed.


    Quote Originally Posted by zagan View Post
    Well yeah but present like that it look like you didn't have any new idea for ability so instead of listing all the skill together you separate them to make it look like the vestige grant more abilities.
    Well, they have all been conglomerated. And yeah, I could see how people would see that.


    Quote Originally Posted by zagan View Post
    As standard for vestiges 5 rounds.
    That seems decent. Alternatively, if that is too long, would only once per round work?


    Quote Originally Posted by zagan View Post
    It could work yes, you sacrifice at least 3 level in binder that way.

    But I have another idea (I wanted to keep it for my own Prc but I'm so busy with my current idea and all the other that it will be awhile before I can use it., so feel free to do so.)

    So you remove from the prereq the need for binder level and the Prc grant the soul binding class feature but you can only bind "orc god vestige" either only one, the one that grant you your spell for the day and in that case you can up the power fo the vestige or up to 3 (2?) One at first, a second at 5 and a third at 10. One of them must be the one that grant you, your spell and any other. With that option you don't need to change the vestige power

    It's original because no official Prc grant the soulbinding class feature, and no homebrew I know off and it fit the theme better after all why would orc, particulary one so link the orcish pantheon, botter binding non-orcish vestiges ?

    Just my 2 cents.
    This is actually a really cool idea. And just because I use it does not mean that you can't use it. Although, if I do add it, I wonder how the Barbarian will get the ranks in Knowledge (the Planes). But still, I will ruminate on this, and hopefully add it in.
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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
    This is actually a really cool idea. And just because I use it does not mean that you can't use it. Although, if I do add it, I wonder how the Barbarian will get the ranks in Knowledge (the Planes). But still, I will ruminate on this, and hopefully add it in.
    Oh, i still intend to use it, eventually. (I'm still working on 2nd level vestige stats)

    As for the rank well cross class like everyone else, or invest a feat in knowledge devotion or education. I think it represent well the study of the god secret.
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    Quote Originally Posted by zagan View Post
    Oh, i still intend to use it, eventually. (I'm still working on 2nd level vestige stats)

    As for the rank well cross class like everyone else, or invest a feat in knowledge devotion or education. I think it represent well the study of the god secret.
    I like this. A lot.

    [Edit]: Everything is up, including Zagan's idea. Any comments?
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    Default Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]

    Shifter



    ”Become one. Nature brings together, calms and collects those who are separate. We fear those who are different, and cannot become. Remove the fear, and you will find yourself.” Kistram S’Rotea, Shifter.

    A Shifter is a shapeshifting person that channels their rage and anger into their own physical form, allowing them to take on aspects of animals and beasts. They can connect deeply with animals and those in nature, but find it very hard to connect with others and empathize, thusly they are often seen as cold and heartless.

    BECOMING A SHIFTER
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +8
    Skills: Survival 11 ranks, Knowledge (Nature) 11 ranks
    Feats: Track
    Special: Rage Pool class feature

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
    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
    |
    +0
    |
    +2
    |
    +0
    | Rage Pool, Shift, Shift Ability

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    | Shift Ability

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    | Evershifting, Shift Ability

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    | Shift Ability

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    | Shifting Size (Increased Size Category), Shift Ability

    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +2
    | Shift Ability

    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +2
    | Shifting Size (Decreased Size Category), Shift Ability

    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +2
    | Shift Ability

    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +3
    | Shifting Size (Increased Size Category), Shift Ability

    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +3
    | Shift Ability, Animistic Apotheosis[/table]

    Weapon Proficiencies: The Shifter gains no proficiencies with weapons or armor, but he is proficient with any natural attacks he gains from his Shift, or Shift Abilities.

    Rage Pool: The Shifter’s class levels and barbarian levels stack for determining:
    • The size of the Shifter's rage pool.
    • The rage points gained from Frenzied Strike.
    • Rage Abilities.


    Shift (Ex): The Shifter may start a shift as a swift action, by spending a number of rage points equal to his Shifter levels divided by two, rounded up. While in a shift, the Shifter must choose which form to take, from the following. If the form you are in has natural weapons not gained from Shift abilities, then you cannot use manufactured weapons.

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    Predator: You gain a +6 enhancement bonus to Strength and a +4 enhancement bonus to Dexterity, a +4 bonus to natural armor. You gain a Bite attack, which deals 1d6 damage, plus your Strength modifier. The damage of the bite attack progresses based on size, as per the normal weapon sizing table. Your base land speed becomes 50 feet. If your normal base land speed is higher than 50 feet, use the larger base land speed. You take a -2 penalty to all spot and listen checks.

    Prey: You gain a +6 enhancement bonus to Wisdom and a +4 enhancement bonus to dexterity, a +3 dodge bonus to your armor class, a +2 bonus to spot and listen checks. Your base land speed becomes 60 feet. If you have a base land speed higher than 60 feet, use the larger base land speed. You take a -2 penalty to all saves against fear effects.

    Hunter: You gain a +6 enhancement bonus to Dexterity and a +4 enhancement bonus to Wisdom, and a +4 bonus to survival. You deal an extra 3 damage with all Natural Attacks. you take a -2 penalty to all fortitude saves. Your base land speed becomes 50 feet. If your base land speed is faster than 50 feet, use the larger base land speed.

    Ferocious: You gain a +6 enhancement bonus to Constitution and a +4 enhancement bonus to Strength. You gain two claw attacks that deal 1d4 damage, plus one half your strength modifier. The damage of the claw attacks progresses based on size, as per the normal weapon sizing table. You gain a +2 bonus to all Strength checks. You take a -2 penalty to Escape Artist checks and Reflex saves.

    Quadruped: You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). You gain a +6 enhancement bonus to Strength, and a +4 enhancement bonus to Dexterity. Your base land speed becomes 80 feet. If your base land speed is higher than 80 feet, use the larger base land speed.

    Aerial: You gain a +6 enhancement bonus to Dexterity, and a +4 enhancement bonus to Strength. You gain a primary talon attack, which deals 1d6 damage, plus your strength modifier. The damage of the talon attack progresses based on size, as per the normal weapon sizing table. Your natural armor bonus increases by 2, and you gain a fly speed of 40 feet. You gain a +2 bonus to Reflex saves.


    The Shifter can only be in one form at a time. They must spend one rage point per round while in a Shift, or the Shift immediately ends. After the Shift ends, the Shifter is fatigued for 1d4 rounds, and cannot start another Shift while fatigued.

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

    Evershifting (Ex): Starting at level three, the Shifter can spend one rage point as a full-round action that provokes attacks of opportunity, in order to remove any effect of the transmutation school from his person. He may only remove one effect in this way. At fourth level it takes a standard action that provoke an attack of opportunity. At seventh level it takes a move action that provokes an attack of opportunity. At tenth level, it takes a swift action, and no longer provokes an attack of opportunity.

    Shifting Size (Ex): Starting at level five, the Shifter’s size during a shift can change. At the start of the Shift, the Shifter must choose whether his size increases by one, decreases by one, or stays the same. He cannot change this choice after starting the Shift. He gains all the benefits and penalties for being that size. Starting at seventh level, the Shifter can choose whether to be two size category smaller, and can choose to be two size categories larger at ninth level. This stacks with any size increases during a shift from Shift abilities, but does not stack with any other size category enhancers.

    Animistic Apotheosis (Ex): Starting at tenth level, when you enter a shift, you gain the abilities and bonuses of two different forms, rather than one. The enhancement bonuses to ability scores stack, and you gain all attacks and features of both, as well as the penalties. During a shift, the Shifter gains the benefits of all Shift abilities, regardless of a form that they require.


    Shift Abilities
    A shift ability only occurs during an actual shift. Certain shift abilities have a form requirement, e.g. that you must be in Hunter. This means that you must be in Hunter form in order to gain the benefits of the Shift ability. Shift abilities with multiple form requirements means that they can be used in those forms.

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    Scent
    Prerequisites: Hunter
    Benefit: While shifted, you gain the scent ability, as well as a bonus to all survival checks in order to track someone equal to your Shifter levels.


    Bloodsense
    Prerequisites: Predator/Hunter
    Benefit: You gain a bonus equal to your level in order to track anyone who has taken enough hit point damage that they are below half of their normal hit points. You may use this ability even when not in a shift. If they are healed above half of their hit points, you still gain this bonus for one minute after they receive the healing.


    Pounce
    Prerequisites: Predator/Ferocity/Quadruped
    Benefit: While shifted, you gain the pounce special ability.


    Gore
    Prerequisites: Ferocity/Hunter/Quadruped
    Benefit: While shifted, you gain a primary gore attack, which deals 1d8 damage, plus your strength modifier.


    Swallow Whole
    Prerequisites: Predator/Ferocity, Improved Grab
    Benefit: While shifted, you gain the swallow whole ability.


    Improved Grapple
    Prerequisites: Ferocity/Predator
    Benefit: During a shift, you gain the Improved Grapple feat. You do not have to meet the prerequisites for it, and you cannot use it in order to qualify for any feats or prestige classes.


    Improved Grab
    Prerequisites: Ferocity/Predator, Improved Grapple
    Benefit: During a shift, if you hit with a natural attack, you may start a grapple attempt as a free action.


    Out of Danger
    Prerequisites: Prey
    Benefit: During a shift, if you are attacked, you may make a Tumble check, with a DC equal to the attack roll, as an immediate action. If you succeed, the attack fails.


    Charge
    Prerequisites: Quadruped/Predator/Hunter
    Benefit: During a shift, you deal an extra 1d4 damage per two shifter levels on and attack or attacks made at the end of a charge.


    Darkvision
    Prerequisites: Prey/Hunter/Aerial
    Benefit: During a Shift, you gain Darkvision out to a number of feet equal to five times your Shifter levels.


    Overrun
    Prerequisites: Quadruped/Ferocity
    Benefit: During a shift, if you make an Overrun attempt, you do not provoke attacks of opportunity from that opponent, and they may not choose to avoid the Overrun. If you successfully manage to knock an opponent prone, you may make a single attack against that opponent.


    Fangs
    Prerequisites: Ferocity/Quadruped/Aerial/Hunter
    Benefit: During a shift, you gain a secondary bite attack that deals 1d8 damage, plus your strength modifier.


    Poison
    Prerequisites: Ferocity/Aerial/Predator, alternatively, alternatively Fangs (If you have fangs, the poison manifests in that form as well)
    Benefit: During a shift, any time you make a natural attack against an opponent that deals slashing or piercing damage, that opponent must make a fortitude save (DC 10 + ½ Shifter levels + Constitution modifier), or take 2 initial Constitution, Strength or Dexterity damage, and then must make that save again after one minute or take another two points of ability damage to the same score. After using this ability, you must wait three rounds before using it again.


    Shred
    Prerequisites: Ferocity, or you must have at least two claw attacks in a form
    Benefit: During a Shift, you may attack an opponent you have grappled as a swift action with both claws, gaining a bonus to the attack rolls equal to one half of your Shifter levels.


    Aquatic
    Prerequisites: Prey/Predator/Quadruped
    Benefits: While shifted, you can breathe water and you gain a swim speed equal to your base land speed.


    Brachiation
    Prerequisites: Hunter/Prey
    Benefits: While shifted, you gain a Climb speed equal to your base land speed.


    Sharp Sight
    Prerequisites: Prey/Quadruped/Aerial
    Benefits: While shifted, you gain a bonus to all spot checks equal to your shifter levels.


    Hard Skin
    Prerequisites: Prey/Ferocity
    Benefits: During a shift, you gain a bonus to your natural armor equal to one half your shifter levels.


    Shell
    Prerequisites: Prey/Quadruped
    Benefits: during a shift, you gain DR/-- equal to one half your shifter levels.


    Sting
    Prerequisites: Predator/Ferocity
    Benefits: During a shift, you gain a secondary sting attack, which deals 1d6 damage, plus your strength modifier.


    Tentacle
    Prerequisites: Aquatic, Predator/Ferocity
    Benefits: During a shift, you gain a secondary tentacle attack, which deals 1d8 damage plus your strength modifier. If you hit with the tentacle attack, you may immediately start a grapple as a swift action.


    Slime
    Prerequisites: Prey
    Benefits: During a shift, you gain a bonus to Escape Artist checks equal to one half your shifter levels.


    Blood Drink
    Prerequisites: Predator/Hunter/Aerial
    Benefits: While shifted, you gain a primary bite attack. Whenever you deal damage with this bite attack, you may deal 2 points of constitution damage. You heal a number of hit points equal to your shifter levels, if you deal constitution damage. Creatures immune to critical hits are immune to this attack. You may only use this attack once per round.


    Strength of Beasts
    Prerequisites: Predator/Hunter/Ferocity
    Benefits: During a shift, you gain an extra +4 bonus to strength.


    Swimming
    Prerequisites: Predator/Hunter/Prey/Ferocity
    Benefits: During a shift, you may add your shifter level as a bonus to all swim checks.


    Able Hearing
    Prerequisites: Prey/Hunter/Aerial
    Benefits: During a shift, you may add your shifter level as a bonus to all Listen checks.


    Grace
    Prerequisites: Prey/Hunter/Aerial
    Benefits: During a shift, you gain an additional +4 bonus to Dexterity.


    Fortitude
    Prerequisites: Predator/Quadruped/Ferocity
    Benefits: During a shift, you gain an additional +4 bonus to Constitution.


    Jumping
    Prerequisites: Prey/Predator/Hunter
    Benefits: During a shift, you may add your shifter levels as a bonus to all jump checks.


    Camouflage
    Prerequisites: Prey/Hunter
    Benefits: While in a shift, you gain Hide-In-Plain-Sight, and you may add your shifter level as a bonus to all Hide checks.


    Strong Bite
    Prerequisites: Predator, or Bite attack
    Benefits: During a shift, you may add your Strength modifier as a competence bonus to all damage rolls made with any bite attacks you have.


    Incredible Speed
    Prerequisites: Prey/Quadruped/Hunter/Aerial
    Benefits: During a shift, your movement speeds increase by 20 feet.


    Thievery
    Prerequisites: Prey/Aerial
    Benefits: During a shift, you may add your Shifter level as a bonus to all sleight of Hand checks.


    Burrow
    Prerequisites: Prey/Predator
    Benefits: During a shift, you gain a burrow speed equal to one half your base land speed.


    Tininess
    Prerequisites: Prey/Aerial
    Benefits: During a shift, you may choose to be one size category smaller than the normal size allowed by your shift, including from Shifting Size.


    Size
    Prerequisites: Predator/Ferocity/Hunter/Quadruped
    Benefits: During a shift, you may choose to be one size category larger than the normal size allowed by your shift, including from Shifting Size.


    Ambush
    Prerequisites:Predator/Hunter/Aerial
    Benefits: During a shift, if at any time you make an attack against an opponent who is not aware of your location, either because they cannot hear, see or smell you (knowing your general area does not count as being aware of your location), you deal an extra +1d4 damage per two Shifter levels you possess. This does not damage enemies immune to precision damage, or those immune to critical hits.

    Fear
    Prerequisites: Predator/Ferocity
    Benefit: During a shift, you gain a bonus to all intimidate checks equal to your shifter levels.





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

    Quick comment on the new axe of the feral god, I really like it, now it's a (very) good Prc but not overpowered and it keep a pure orc flavor.

    Now for the Shifter:

    Quote Originally Posted by unosarta View Post
    Shifter

    -snip image, qote and fluff-
    Nice image as usual, I'm a little ambivalent on the name on the one hand it's the same as the eberon race and I don't like having two different thing with the same name on the other hand you could play a shifter shifter and that's just cool.

    BECOMING A SHIFTER
    How you would normally become a member of this prestige class.
    ENTRY REQUIREMENTS
    Base Attack Bonus: +8
    Skills: Survival 11 ranks, Knowledge (Nature) 11 ranks
    Feats: Track
    Special: Rage Pool class feature
    Fitting.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 4 + int
    Fine.

    -snip hd and table-
    Same as your barbarian apart from hd but it fit.

    You have one error "shifting" large appear twice. At 5th and 10th

    Rage Pool: The Shifter’s class levels and barbarian levels stack for determining:
    • The size of the Shifter's rage pool.
    • The rage points gained from Frenzied Strike.
    • Rage Abilities.
    kay.

    Shift (Ex): The Shifter may start a shift as a swift action, by spending a number of rage points equal to his Shifter levels divided by two, rounded up. While in a shift, the Shifter must choose which form to take, from the following.
    seem promising, let's see:

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    Predator: You gain a +6 enhancement bonus to Strength and a +4 enhancement bonus to Dexterity, a +4 bonus to natural armor. You gain a Bite attack, which deals 1d6 damage, plus your Strength modifier. Your base land speed becomes 50 feet. You take a -2 penalty to all spot and listen checks.
    Does your bite deal more or less damage depending on your size ?

    What happen if your base speed is higher than 50 ft ?

    Prey: You gain a +6 enhancement bonus to Wisdom and a +4 enhancement bonus to dexterity, a +3 dodge bonus to your armor class, a +2 bonus to spot and listen checks. Your base land speed becomes 60 feet. You take a -2 penalty to all saves against fear effects.
    Unexpected defensive form I like it, same speed question.

    Hunter: You gain a +6 enhancement bonus to Dexterity and a +4 enhancement bonus to Wisdom, and a +4 bonus to survival. You deal an extra 3 damage with all Natural Attacks. you take a -2 penalty to all fortitude saves. Your base land speed becomes 50 feet.
    Kay.

    Ferocious: You gain a +6 enhancement bonus to Constitution and a +4 enhancement bonus to Strength. You gain two claw attacks that deal 1d4 damage, plus one half your strength modifier. You gain a +2 bonus to all Strength checks. You take a -2 penalty to Escape Artist checks and Reflex saves.
    Same size question as predator.

    Quadruped: You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). You gain a +6 enhancement bonus to Strength, and a +4 enhancement bonus to Dexterity. Your base land speed becomes 80 feet.
    Can you still use manufactured weapon in this form ?

    Aerial: You gain a +6 enhancement bonus to Dexterity, and a +4 enhancement bonus to Strength. You gain a primary talon attack, which deals 1d6 damage, plus your strength modifier. Your natural armor bonus increases by 2, and you gain a fly speed of 40 feet. You gain a +2 bonus to Reflex saves.
    Nice.

    The Shifter can only be in one form at a time. They must spend one rage point per round while in a Shift, or the Shift immediately ends. After the Shift ends, the Shifter is fatigued for 1d4 rounds, and cannot start another Shift while fatigued.
    Standard.

    Shift Ability: At every level described in the table, the Shifter gains an additional Shift ability (see: Shift Abilities). He must meet all prerequisites for the Shift Abilities.
    We'll see.

    Evershifting (Ex): Starting at level three, the Shifter can spend one rage point as a full-round action, in order to remove any effect of the transmutation school from his person. He may only remove one effect in this way.
    Good idea. Perhpas it could become a standard or move action later ?

    Shifting Size (Ex): Starting at level five, the Shifter’s size during a shift can change. At the start of the Shift, the Shifter must choose whether he is medium, small or large. He cannot change this choice after starting the Shift. He gains all the benefits and penalties for being that size. Starting at seventh level, the Shifter can choose whether to be medium, small, large, or tiny, and can choose to be Huge at ninth level.
    Any reason for this wording instead of just increasing or decressing by a number of size category ? (so that it change depeding on your race)

    Also does it stack with spell/power such as enlarge person ?

    Animistic Apotheosis (Ex): Starting at tenth level, when you enter a shift, you gain the abilities and bonuses of two different forms, rather than one. The enhancement bonuses to ability scores stack, and you gain all attacks and features of both, as well as the penalties. During a shift, the Shifter gains the benefits of all Shift abilities, regardless of a form that they require.
    Fitting capstone.

    Shift Abilities
    A shift ability only occurs during an actual shift. Certain shift abilities have a form requirement, e.g. that you must be in Hunter. This means that you must be in Hunter form in order to gain the benefits of the Shift ability. Shift abilities with multiple form requirements means that they can be used in those forms.
    Here we are, the "meat" of the class.

    Spoiler
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    Scent
    Prerequisites: Hunter
    Benefit: While shifted, you gain the scent ability, as well as a bonus to all survival checks in order to track someone equal to your Shifter levels.
    expected.

    Bloodsense
    Prerequisites: Predator/Hunter
    Benefit: You gain a bonus equal to your level in order to track anyone who has taken enough hit point damage that they are below half of their normal hit points. You may use this ability even when not in a shift.
    the bonus is on survival check I assume.

    also do you keep the bonus even if they are healed and if so for how long ?

    Pounce
    Prerequisites: Predator/Ferocity/Quadruped
    Benefit: While shifted, you gain the pounce special ability.


    Gore
    Prerequisites: Ferocity/Hunter/Quadruped
    Benefit: While shifted, you gain a primary gore attack, which deals 1d8 damage, plus your strength modifier.
    kay

    Swallow Whole
    Prerequisites: Predator/Ferocity, Improved Grab
    Benefit: While shifted, you gain the swallow whole ability.
    amusing image.

    Improved Grapple
    Prerequisites: Ferocity/Predator
    Benefit: During a shift, you gain the Improved Grapple feat. You do not have to meet the prerequisites for it, and you cannot use it in order to qualify for any feats or prestige classes.
    Nice

    Improved Grab
    Prerequisites: Ferocity/Predator, Improved Grapple
    Benefit: During a shift, if you hit with a natural attack, you may start a grapple attempt as a swift action.
    Swift ? Isn't it free normaly with improve grab ?

    Out of Danger
    Prerequisites: Prey
    Benefit: During a shift, if you are attacked, you may make a Tumble check, with a DC equal to the attack roll, as a swift action. If you succeed, the attack fails, and you
    1-you what ?

    2-It should be an immediate action otherwise you can only use it during your turn.

    3-It seem really strong because skill check are easy to boost but it's only once per round so perhaps.

    Charge
    Prerequisites: Quadruped/Predator/Hunter
    Benefit: During a shift, you deal an extra 1d4 damage per two shifter levels on and attack or attacks made at the end of a charge.
    Good.

    Darkvision
    Prerequisites: Prey/Hunter/Aerial
    Benefit: During a Shift, you gain Darkvision out to a number of feet equal to five times your Shifter levels.
    Kay.

    Overrun
    Prerequisites: Quadruped/Ferocity
    Benefit: During a shift, if you make an Overrun attempt, you do not provoke attacks of opportunity from that opponent, and they may not choose to avoid the Overrun. If you successfully manage to knock an opponent prone, you may make a single attack against that opponent.
    Very nice.

    Fangs
    Prerequisites: Ferocity/Quadruped/Aerial/Hunter
    Benefit: During a shift, you gain a secondary bite attack that deals 1d8 damage, plus your strength modifier.
    Kay.

    Poison
    Prerequisites: Ferocity/Aerial/Predator, alternatively, alternatively Fangs (If you have fangs, the poison manifests in that form as well)
    Benefit: During a shift, any time you make a natural attack against an opponent that deals slashing or piercing damage, that opponent must make a fortitude save (DC 10 + ½ Shifter levels + Constitution modifier), or take 2 initial Constitution, Strength or Dexterity damage, and then must make that save again after one minute or take another two points of ability damage to the same score. After using this ability, you must wait three rounds before using it again.
    no problem.

    Shred
    Prerequisites: Ferocity, or you must have at least two claw attacks in a form
    Benefit: During a Shift, you may attack an opponent you have grappled as a swift action with both claws, gaining a bonus to the attack rolls equal to one half of your Shifter levels.
    isn't it call rend normally ?

    Aquatic
    Prerequisites: Prey/Predator/Quadruped
    Benefits: While shifted, you can breathe water and you gain a swim speed equal to your base land speed.
    kay.

    Brachiation
    Prerequisites: Hunter/Prey
    Benefits: While shifted, you gain a bonus to climb checks equal to your shifter levels.
    You could give a climb speed, it's not a problem.

    Sharp Sight
    Prerequisites: Prey/Quadruped/Aerial
    Benefits: While shifted, you gain a bonus to all spot checks equal to your shifter levels.
    Situational in combat but okay.

    Hard Skin
    Prerequisites: Prey/Ferocity
    Benefits: During a shift, you gain a bonus to your natural armor equal to one half your shifter levels.
    Always useful.

    Shell
    Prerequisites: Prey/Quadruped
    Benefits: during a shift, you gain DR/-- equal to one half your shifter levels.
    That too.

    Sting
    Prerequisites: Predator/Ferocity
    Benefits: During a shift, you gain a secondary sting attack, which deals 1d6 damage, plus your strength modifier.
    kay.

    Tentacle
    Prerequisites: Aquatic, Predator/Ferocity
    Benefits: During a shift, you gain a secondary tentacle attack, which deals 1d8 damage plus your strength modifier. If you hit with the tentacle attack, you may immediately start a grapple as a swift action.
    Why swift ? and this seem redudant with imp grab.

    Slime
    Prerequisites: Prey
    Benefits: During a shift, you gain a bonus to Escape Artist checks equal to one half your shifter levels.
    kay.

    Blood Drink
    Prerequisites: Predator/Hunter/Aerial
    Benefits: While shifted, you gain a primary bite attack. Whenever you deal damage with this bite attack, you may deal 2 points of constitution damage. You heal a number of hit points equal to your shifter levels, if you deal constitution damage. Creatures immune to critical hits are immune to this attack. You may only use this attack once per round.
    Interesting and strong but probably not too much.

    Strength of Beasts
    Prerequisites: Predator/Hunter/Ferocity
    Benefits: During a shift, you gain an extra +4 bonus to strength.
    Kay.

    Swimming
    Prerequisites: Predator/Hunter/Prey/Ferocity
    Benefits: During a shift, you may add your shifter level as a bonus to all swim checks.
    redundant with aquatic.

    Able Hearing
    Prerequisites: Prey/Hunter/Aerial
    Benefits: During a shift, you may add your shifter level as a bonus to all Listen checks.
    Situational.

    Grace
    Prerequisites: Prey/Hunter/Aerial
    Benefits: During a shift, you gain an additional +4 bonus to Dexterity.

    Fortitude
    Prerequisites: Predator/Quadruped/Ferocity
    Benefits: During a shift, you gain an additional +4 bonus to Constitution.
    Kay.

    Jumping
    Prerequisites: Prey/Predator/Hunter
    Benefits: During a shift, you may add your shifter levels as a bonus to all jump checks.
    fine.

    Camouflage
    Prerequisites: Prey/Hunter
    Benefits: While in a shift, you gain Hide-In-Plain-Sight, and you may add your shifter level as a bonus to all Hide checks.
    Very nice.

    Strong Bite
    Prerequisites: Predator, or Bite attack
    Benefits: During a shift, you may add your Strength modifier as a competence bonus to all damage rolls made with any bite attacks you have.
    Kay.

    Incredible Speed
    Prerequisites: Prey/Quadruped/Hunter/Aerial
    Benefits: During a shift, your movement speeds increase by 20 feet.
    good.

    Thievery
    Prerequisites: Prey/Aerial
    Benefits: During a shift, you may add your Shifter level as a bonus to all sleight of Hand checks.
    original.

    Burrow
    Prerequisites: Prey/Predator
    Benefits: During a shift, you gain a burrow speed equal to one half your base land speed.
    Very useful.

    Tininess
    Prerequisites: Prey/Aerial
    Benefits: During a shift, you may choose to be one size category smaller than the normal size allowed by your shift, including from Shifting Size.
    Okay.

    Size
    Prerequisites: Predator/Ferocity/Hunter/Quadruped
    Benefits: During a shift, you may choose to be one size category larger than the normal size allowed by your shift, including from Shifting Size.
    even better.

    Ambush
    Prerequisites:Predator/Hunter/Aerial
    Benefits: During a shift, if at any time you make an attack against an opponent who is not aware of your location, either because they cannot hear, see or smell you (knowing your general area does not count as being aware of your location), you deal an extra +1d4 damage per two Shifter levels you possess.
    Does it apply even against crit immune creature ?

    Fear
    Prerequisites: Predator/Ferocity
    Benefit: During a shift, you gain a bonus to all intimidate checks equal to your shifter levels.
    Good.


    An interesting class i like it.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  29. - Top - End - #59
    Ogre in the Playground
     
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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
    Quick comment on the new axe of the feral god, I really like it, now it's a (very) good Prc but not overpowered and it keep a pure orc flavor.
    Thanks!

    Quote Originally Posted by zagan View Post
    Now for the Shifter:

    Nice image as usual, I'm a little ambivalent on the name on the one hand it's the same as the eberon race and I don't like having two different thing with the same name on the other hand you could play a shifter shifter and that's just cool.
    Yeah, shapeshifter is just a little bit too long for me, and unless I am going for obviously evil, the shorter the name, the better.


    Quote Originally Posted by zagan View Post
    You have one error "shifting" large appear twice. At 5th and 10th
    Shoot, will be fixed, thanks.

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    Quote Originally Posted by zagan View Post
    Does your bite deal more or less damage depending on your size ?
    I am going to say yes. I will clarify.

    Quote Originally Posted by zagan View Post
    What happen if your base speed is higher than 50 ft ?
    Higher takes precedence. Alternatively, you add one half the speed you would have gotten to your base land speed. I will think on it.

    Quote Originally Posted by zagan View Post
    Can you still use manufactured weapon in this form ?
    ...No. I would be tempted to have none of them able to use manufactured weapons, but that would limit the less offensive forms, like hunter, quadruped and prey, so those that do gain natural attacks are not able to use manufactured weapons.



    Quote Originally Posted by zagan View Post
    Good idea. Perhpas it could become a standard or move action later ?
    I like this.

    Quote Originally Posted by zagan View Post
    Any reason for this wording instead of just increasing or decressing by a number of size category ? (so that it change depeding on your race)

    Also does it stack with spell/power such as enlarge person ?
    I guess I could. I was sort of worrying how it would interact with the Size shift ability. I could add in that they stack, and just make it a size increase. And no, it does not stack with enlarge person.

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    Quote Originally Posted by zagan View Post
    the bonus is on survival check I assume.

    also do you keep the bonus even if they are healed and if so for how long ?
    Yes.

    I would say probably like a minute or two, at the most.

    Quote Originally Posted by zagan View Post
    Swift ? Isn't it free normaly with improve grab ?
    Huh, I guess it is. I will change it.


    Quote Originally Posted by zagan View Post
    1-you what ?

    2-It should be an immediate action otherwise you can only use it during your turn.

    3-It seem really strong because skill check are easy to boost but it's only once per round so perhaps.
    Shoot, I was going to add that you may move up to half of your base land speed, but that seems unnecessary.

    OK, I will add that.

    Quote Originally Posted by zagan View Post
    isn't it call rend normally ?
    Well, normally it is rake, but I like unique names, and Shred is just a fun word.

    Quote Originally Posted by zagan View Post
    You could give a climb speed, it's not a problem.
    OK, that was my first plan.

    Quote Originally Posted by zagan View Post
    Why swift ? and this seem redudant with imp grab.
    Mostly because I wanted to make it sort of a sacrifice, and because a) it seemed thematic that something with a large tentacle that is able to do as much damage as a long sword would be able to grip as well. Also, the Shifter only gets 10 shift abilities; taking Aquatic, and this and Improved Grapple, and Improved Grab, means they waste 2 Shift abilities that might be unnecessary, for only partial use.

    Quote Originally Posted by zagan View Post
    redundant with aquatic.
    Also, one of my ideas here was that you could, in theory build any animal with Shift abilities. Now, you might only be able to make one or two, but they were still possible. Not all animals that swim breathe water, and not all those that breathe water are able to swim.

    Quote Originally Posted by zagan View Post
    Does it apply even against crit immune creature ?
    I am going to say no. I will add it in.



    Quote Originally Posted by zagan View Post
    An interesting class i like it.
    Thanks!
    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.

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