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    Halfling in the Playground

    Join Date
    Jul 2018

    Default Challenger: Fighter/Barbarian Hybrid (PEACH)

    Some folks don't just become adventurers for fame and fortune, but for the rush that comes with surmounting nigh-impassible obstacles. This hybrid class represents such adventurers.

    Role: Challengers behave similarly to fighters in combat, but with a focus on mobility and performing combat maneuvers.

    Alignment: Any.
    Hit Die: d10.
    Parent Classes: Fighter and barbarian.

    Class Skills
    The challengerís class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

    Skill Ranks per Level: 4 + Int modifier.

    Level BAB Fort Ref Will Special
    1 +1 2 0 0 Adrenaline Rush, Adrenaline Deed
    2 +2 3 0 0 Combat Feat
    3 +3 3 1 1 Adrenaline Deed, Maneuver Training
    4 +4 4 1 1 Combat Feat
    5 +5 4 1 1 Adrenaline Deed
    6 +6/+1 5 2 2 Combat Feat
    7 +7/+2 5 2 2 Adrenaline Deed, Maneuver Training
    8 +8/+3 6 2 2 Combat Feat
    9 +9/+4 6 3 3 Adrenaline Deed
    10 +10/+5 7 3 3 Combat Feat
    11 +11/+6/+1 7 3 3 Adrenaline Deed, Maneuver Training
    12 +12/+7/+2 8 4 4 Combat Feat
    13 +13/+8/+3 8 4 4 Adrenaline Deed
    14 +14/+9/+4 9 4 4 Combat Feat
    15 +15/+10/+5 9 5 5 Adrenaline Deed, Maneuver Training
    16 +16/+11/+6/+1 10 5 5 Combat Feat
    17 +17/+12/+7/+2 10 5 5 Adrenaline Deed
    18 +18/+13/+8/+3 11 6 6 Combat Feat
    19 +19/+14/+9/+4 11 6 6 Adrenaline Deed, Maneuver Training
    20 +20/+15/+10/+5 12 6 6 Combat Feat, Athletic Paragon

    Weapon and Armor Proficiency
    A challenger is proficient with all simple weapons and martial weapons. She is proficient with light armor, medium armor, and shields (but not tower shields).

    Adrenaline Rush (Ex)
    A challenger can call upon her inner reserves of strength and speed as a free action to overcome otherwise insurmountable obstacles. A challenger can harness this energy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can use adrenaline rush for an additional 2 rounds. Temporary increases to Constitution do not allow her to use this ability for additional rounds per day.
    While experiencing an adrenaline rush, a challenger adds 2 + Ĺ her level as a bonus to all Acrobatics, Climb, Constitution, Dexterity, Escape Artist, Ride, Strength, and Swim checks, and to all Reflex saving throws.
    A challenger can end her adrenaline rush as a free action and is fatigued afterward for a number of rounds equal to the number of rounds she used this ability. A challenger canít begin an adrenaline rush while fatigued or exhausted. If she falls unconscious, she can choose to continue her adrenaline rush.

    Adrenaline Deed (Ex)
    As a challenger gains experience, she learns to leverage her adrenaline in new ways. At 1st level, and every two following levels, she gains an adrenaline deed from the following list that grants her additional benefits while she is using her adrenaline rush ability. Unless stated, she canít choose an individual adrenaline deed more than once.

    Spoiler: List of Adrenaline Deeds

    Adrenal Bravery: The challenger adds her Adrenaline Rush bonus to Will saving throws against fear effects and to the DC to demoralize her.

    Adrenal Evasion: If the challenger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Additionally, if the challenger fails such a Reflex save, she can end her Rush as an immediate action. If she does so, she takes only half damage. This deed can be used only if the challenger is wearing light armor or no armor.

    Adrenal Perseverance: The challenger becomes immune to nonlethal damage.

    Adrenal Reflexes: The challenger can make a number of additional attacks of opportunity each round equal to half her adrenaline rush bonus. This counts as Combat Reflexes for the purpose meeting feat prerequisites when using the Adrenal Versatility deed.

    Adrenal Versatility: When the challenger enters an adrenaline rush, she may gain the benefits of a combat Feat she does not possess for the duration of the rush. This deed may be selected up to three times. She may use a feat granted by this deed to meet the prerequisites of a feat granted by another instance of this deed.

    Exceptional Maneuvers: The challenger doesnít provoke attacks of opportunity when attempting any combat maneuver. If she normally wouldnít provoke in this way, she adds half her Adrenaline Rush bonus to those combat maneuver checks.

    Ferocious Adrenaline: The challenger can make an additional attack at her highest attack bonus when making a full attack, as if under the effects of Haste. The challenger must be at least 6th level to select this adrenaline deed.

    Impossible Speed: The challengerís base speed increases by 10 feet. Additionally, the challenger gains the benefits of the Run feat. This deed may be selected multiple times. Its increase to speed stacks.

    Instant Adrenaline: The challenger may enter an adrenaline rush as an immediate action. If she does so when initiative is rolled, this grants her a bonus on her initiative check equal to half her adrenaline rush bonus.

    Persistent Adrenaline: The challenger may enter an Adrenaline Rush while fatigued. If she does so, when the rush ends, she becomes Exhausted for a number of rounds equal to the number of rounds spent in a rush, rather than fatigued.

    Powerful Leaper: The challenger always counts as having a running start when jumping, and she doubles her adrenaline rush bonus on Acrobatics checks to jump.

    Powerful Swimmer: The challenger gains a natural swim speed equal to her land speed.

    Powerful Climber: The challenger gains a natural climb speed equal to her land speed.

    Rage Power: The challenger gains a rage power from the following list, using her challenger level in place of her barbarian level. It functions while she is experiencing an adrenaline rush, rather than while raging:
    Boasting Taunt, Clear Mind, Come and Get Me, Flesh Wound, Internal Fortitude, Knockback, Knockdown, Quick Reflexes, Reckless Abandon, Strength Surge, Unexpected Strike
    This adrenaline deed can be selected multiple times. Each time, the challenger selects a new rage power.

    Unstoppable: When the challenger begins her adrenaline rush, she gains a number of temporary hit points equal to her hit dice. These temporary hit points last for the duration of her rush. In addition, she doubles her Adrenaline Rush bonus on Constitution checks to stabilize while dying.

    Untouchable: The challenger adds half her adrenaline rush bonus as a dodge bonus to AC. This bonus only applies while the challenger is wearing light armor or no armor.

    Combat Feats
    At 2nd level, and every two levels thereafter, a challenger gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.
    Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a challenger can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the challenger loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A challenger can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

    Maneuver Training (Ex)
    At 3rd level, a challenger can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
    At 7th level and every 4 levels thereafter, the challenger becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each.

    Athletic Surge (Ex)
    At 20th level, a challenger can expend 4 rounds of her adrenaline rush ability as a swift action in order to take an additional standard action this turn.

    Spoiler: Advanced Maneuver Training (Optional)

    Highly skilled and experienced challengers can gain advanced maneuver training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of maneuvers.
    Beginning at 7th level, instead of selecting an additional maneuver, a challenger can choose an advanced maneuver training option for one maneuver that she previously selected with the maneuver training class feature.
    The challengerís maneuver training bonus still increases for maneuvers she previously selected with maneuver training.
    Some advanced maneuver training options can be selected only if the challenger meets the optionís prerequisites.
    Advanced maneuver training options function use her maneuver training bonus for the associated maneuver. A challenger with an archetype that replaces weapon training cannot select advanced weapon training options.

    Brutal Maneuver (Ex) When you succeed an attempt at the associated maneuver, you may make a weapon attack at your highest attack bonus against the target as a swift action.

    Maneuver Defense (Ex) Any creature attempting the associated maneuver against you provokes an attack of opportunity, even if it would not normally do so.

    Quick Maneuver (Ex) You may attempt the associated maneuver as a move action. Additionally, you can attempt the maneuver in place of an attack in a full attack action if you normally couldnít.

    Remarkable Maneuver (Ex) You may add your dexterity modifier to combat maneuver checks with the associated maneuver in addition to your strength modifier.

    Startling Maneuver (Ex) When you successfully perform the associated maneuver against a target unaware of your presence, the target must make a Will save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) or be dazed 1 round.

    Sweeping Maneuver (Ex) As a standard action, you may attempt the associated maneuver against two targets, using a single combat maneuver check.

    Underfoot Maneuver (Ex) You may attempt the associated maneuver against creatures of up to one size category larger than normal. Additionally, you get a +1 bonus on combat maneuver checks with the associated maneuver for each size category larger than you the target is.
    Last edited by continuumg; 2018-11-21 at 10:43 AM.

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