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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb Hammerhold Scout Class (Poisoned World 3.5)

    Like the Hammerhold Knight, i wish to create a pikeman style class.

    Im imagining halflings with spears and light armor, using evasion, surprise attacks and jumping reach attacks. as well as some charging and two weapon fighting styled attacks.

    they are more scout types, moving around the battlefield to deal extra damage and to evade trouble.

    full base attack progression, d8, good reflex.
    Last edited by LordErebus12; 2013-04-06 at 07:31 PM.
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  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb Re: Hammerhold Scout (Poisoned World 3.5)

    The Hammerhold Scout

    Favored Abilities: Str, Dex and Con

    Alignment: Any
    Hit Die: d8

    Class Skills
    Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|BAB|Fort|Ref|Will|Special|Speed

    1st|+0|+0|+2|+0| Enhanced Speed, Spear Training +1, Versatile Spear|+10 ft.
    2nd|+1|+0|+3|+0| Pole Fighting, Swift Set vs. Charge|+10 ft.
    3rd|+2|+1|+3|+1| Steadfast Pike +1, Acrobatics|+10 ft.
    4th|+3|+1|+4|+1| Spear Precision +1d6|+10 ft.
    5th|+3|+1|+4|+1|Spear Training +2, Shaft Trip|+20 ft.

    6th|+4|+2|+5|+2| Enhanced Mobility|+20 ft.
    7th|+5|+2|+5|+2| Flexible Flanker, Steadfast Pike +2|+20 ft.
    8th|+6/+1|+2|+6|+2| Ranged Set vs. Charge|+20 ft.
    9th|+6/+1|+3|+6|+3| Spear Precision +2d6, Spear Training +3|+30 ft.
    10th|+7/+2|+3|+7|+3| Spearhead Charge|+30 ft.

    11th|+8/+3|+3|+7|+3| Steadfast Pike +3, Acrobatic Dodge|+30 ft.
    12th|+9/+4|+4|+8|+4| Sweeping Fend|+30 ft.
    13th|+9/+4|+4|+8|+4| Spear Training +4, Trip Toss|+40 ft.
    14th|+10/+5|+4|+9|+4| Spear Precision +3d6|+40 ft.
    15th|+11/+6/+1|+5|+9|+5| Steadfast Pike +4|+40 ft.

    16th|+12/+7/+2|+5|+10|+5| Step Aside, Acrobatic Charge|+40 ft.
    17th|+12/+7/+2|+5|+10|+5| Spear Training +5|+50 ft.
    18th|+13/+8/+3|+6|+11|+6| Polearm Parry|+50 ft.
    19th|+14/+9/+4|+6|+11|+6| Spear Precision +4d6, Steadfast Pike +5|+50 ft.
    20th|+15/+10/+5|+6|+12|+6| Spear Mastery|+50 ft.
    [/table]

    Class Features
    All of the following are class features of the Hammerhold Scout.

    Weapon and Armor Proficiency
    Hammerhold Scouts are proficient with all simple and martial weapons, and with light armor but no shields.

    Enhanced Speed (Ex)
    At 1st level, a Hammerhold Scout gains an enhancement bonus to his land speed, as shown on table above. A Hammerhold Scout in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

    Spear Training (Ex)
    At 1st level a Hammerhold Scout gains a +1 bonus on attack and damage rolls with spears. The bonus increases by +1 for every four levels beyond 1st (5th, 9th, 13th, 17th).

    Versatile Spear (Ex)
    A Hammerhold Scout wielding a spear is as versatile as a four armed man wielding a longsword, a quarterstaff, and a shortsword. He treats spears as 1d8/1d8 double weapons that can deal bludgeoning, piercing, or slashing damage.

    Pole Fighting (Ex)
    At 2nd level, as an immediate action, a Hammerhold Scout can shorten the grip on his spear with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

    Swift Set vs. Charge (Ex)
    Beginning at 2nd level, a Hammerhold Scout can set his spear against a charge as a swift action, dealing double damage on a successful hit against a charging character.

    Steadfast Pike (Ex)
    At 3rd level, a Hammerhold Scout gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear. The bonus increases by +1 for every four levels beyond 3rd.

    Acrobatics (Ex)
    Beginning at 3rd level, spears are more than just weapons, they are tools to get around as well, a Hammerhold Scout gains a +10 bonus to jump skill checks when making a long jump while wielding a spear as well as a +10 on balance checks while using the spear as a balancing pole.

    Spear Precision (Ex)
    Beginning at 4th level, a Hammerhold Scout deals an additional 1d6 damage when he successfully hits with a spear. This bonus increases to 2d6 at 9th level, 3d6 at 14th level, and 4d6 at 19th level. This is considered precision damage.

    Shaft Trip (Ex)
    Beginning at 5th level, a Hammerhold Scout treats spears as trip weapons, though he takes a –4 penalty to his check when making such attempts.

    Enhanced Mobility (Ex)
    Starting at 6th level, when wearing light or no armor and not using a shield, a Hammerhold Scout gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

    Flexible Flanker (Ex)
    At 7th level, a Hammerhold Scout may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier.

    Ranged Set vs. Charge (Ex)
    Hammerhold Scouts don’t need to reach a charging opponent to stop him dead in his tracks. Beginning at 8th level, when a Hammerhold Scout sets vs. charge as a ready action, he can throw his spear as a ranged attack against any opponent that charges within 30 feet of him. He does not need to be the target of the charge. If he hits, he automatically deals double damage. If he has the quick draw feat, he can do ranged set vs. charge once per attack he can make in a round, but can only target each charging creature once.

    Spearhead Charge (Ex)
    Beginning at 10th level, a Hammerhold Scout deals double damage when he charges with a spear. This is not the same as a critical hit. Creatures immune to critical hits are still vulnerable to spearhead charge. If he successfully scores a critical hit on a charge, a Hammerhold Scout deals triple normal damage (with a shortspear) or quadruple the normal damage (with a spear or long spear).

    Acrobatic Dodge (Ex)
    At 11th level, the Hammerhold Scout can use his spear to leap away to avoid damage, gaining evasion, as per the rogue class ability.

    Sweeping Fend (Ex)
    At 12th level, a Hammerhold Scout can use any spear to make a bull rush, though he takes a –4 penalty to his check when making such attempts. Weapons with the trip property (like spears, as per Shaft Trip) do not incur this penalty on trip attempts.

    Trip Toss (Ex)
    Beginning at 13th level, a Hammerhold Scout may make trip attacks with a spear at a range of 30 feet. He must make a ranged touch attack against his target. Otherwise this functions just like a trip attack.

    Step Aside (Ex)
    At 16th level, when a creature threatened by a Hammerhold Scout takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn.

    Polearm Parry (Ex)
    At 18th level, when an opponent threatened by a Hammerhold Scout makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him.

    Spear Mastery (Ex)
    At 20th level, any attacks made with spears automatically confirm all critical threats and have their damage multiplier increased to x4. In addition, the Hammerhold scout cannot be disarmed while wielding a spear.
    Last edited by LordErebus12; 2013-04-06 at 07:30 PM.
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  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Nov 2012

    Default Re: Hammerhold Scout Class (Poisoned World 3.5)

    I'd be inclined to scale back the BAB-they already get a bonus to hit, and a lot of no-strings-attached bonuses to damage.

    Also, they kind of fall into the trap of having lots of melee options, and a few good skills, but not a lot else to do. Not sure how I'd fix it. I like it, though.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: Hammerhold Scout Class (Poisoned World 3.5)

    fair enough, done.
    Avatar by Gurgleflep

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