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  1. - Top - End - #1381
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    Daemon

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    Default Re: Any Orc/Goblinoid Fans??

    Our requests are but meaningless echoes compared to the mighty chorus that is your nigh infinitely inspired skill !!!

  2. - Top - End - #1382
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    Bhu's Avatar

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    Well since there are no requests...


    BUGBEAR SERGEANT

    [IMG]Picture URL[/IMG]

    "Sneaking up on people and stabbing them is the high part of my night."

    Bugbear Sergeants are team leaders of mercenary assassins who sneak into enemy camps and kill targets. Any targets, they aren't picky as long as they're paid promptly, and have a chance at killing what they're supposed to. They aren't as stupid as Bugbears are supposed to be.

    BECOMING A SERGEANT
    Generally you just have to be a Bugbear and go through the necessary training. Which means you'll need a few levels of Marshall.

    ENTRY REQUIREMENTS
    Race: Bugbear
    Marshall Auras: Motivate Dexterity
    Sneak Attack: +2d6
    Skills: Bluff 6 ranks, Hide 6 ranks, Intimidate 6 ranks, Move Silently 6 ranks
    Feats: Leadership


    Class Skills
    The Sergeant's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, War)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    +1d6 Sneak Attack, Auras
    2. +1    +0     +3     +3    Special Aura
    3. +2    +1     +3     +3    Bonus Feat
    4. +3    +1     +4     +4    +1d6 Sneak Attack
    5. +3    +1     +4     +4    Special Aura
    6. +4    +2     +5     +5    Bonus Feat
    7. +5    +2     +5     +5    +1d6 Sneak Attack
    8. +6    +2     +6     +6    Special Aura
    9. +6    +3     +6     +6    Bonus Feat
    10.+7    +3     +7     +7    Master Sergeant
    Weapon Proficiencies: A Sergeant gains no new weapon or armor proficiencies.

    Sneak Attack (Ex): At Levels 1, 4, and 7 the Bugbear Sergeant gains an additional die of Sneak Attack damage (see PHB page 50). This stacks with Sneak Attack dice gained from other sources.

    Auras: Your Bugbear Sergeant and Marshall Levels stack for purposes of determining how many Major and Minor Auras he knows.

    Special Aura (Su): At Levels 2,5, and 8 you gain an Aura unique to the Bugbear Sergeants from the following list:

    Aura of Ambushing (Prerequisites: Sneak Attack +2d6): All Allies within range gain +1d6 Sneak Attack (see PHB page 50), and this stacks with Sneak Attack gained from other sources. This may be taken multiple times. For example if taken at levels 2 and 5 this grants +2d6 Sneak Attack.

    Aura of Evasion (Prerequisites: Evasion): All Allies within range gain the Evasion Ability (see PHB pg 50), or Improved Evasion if they already have Evasion.

    Aura of Dodging (Prerequisite: Uncanny Dodge): All Allies within range gain the Uncanny Dodge Ability (see PHB pg 50), or Improved Uncanny Dodge if they already have Evasion.

    Aura of Fear (Prerequisite: Intimidate 8 ranks): Allies gain Frightful Presence. Whenever they Flank or successfully Sneak Attack or confirm a Critical hit on an opponent whose Hit Dice is equal to or less than theirs the opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the rest of the encounter.

    Aura of Speed (Prerequisite: Grant Move Action 1/day): All Allies within range can Feint in combat as a Swift Action.

    Motivate Stealth: Bonus on Hide and Move Silently Checks (Bonus is same as Major Aura).

    Bonus Feat: At Levels 3, 6, and 9 you get a Bonus Feat from the Following List: Additional Major Aura, Additional Minor Aura, Additional Move Action, Battlefield Commander, Enhanced Major Aura, Enhanced Minor Aura, Enhanced Move Action, Multiple Major Auras, Multiple Minor Auras, Persistent Aura, Squad Commander, Stacking Auras, Supernatural Aura.


    Master Sergeant (Su): All opponents withing 10' of you are considered Flat-Footed if they fail a Willpower Save (DCis 10 plus 1/2 HD plus Charisma Modifier) for as long as they remain within 10' of you. If the Save is successful they do not have to make another Save unless they move out of this Abilities range, and then back into it.

    PLAYING A SERGEANT
    You are a leader of...well not men. Males to be certain, but men implies humans, and you've always thought of them as small and weak. A mongrel race. You enjoy killing them in the night. Even if Maglubiyet and Hruggek didn't order it you'd probably do it anyway. Granted you don't get you hands dirty so often, but you're always present when it's done.
    Combat: The Bugbears under your command sneak in with you nearby giving them support. The goal is to get in, cut people in their sleep, and get out. You don't do stand up toe to toe fighting. Not unless you have to. Guerrilla fighting is more your style.
    Advancement: For most Sergeants advancement depends on the mercenaries under their command, as they tend to tailor their auras to make best use of what they have.
    Resources: Sergeants tend to be paid pretty decently, but between jobs your resources are limited to what you can steal.

    SERGEANTS IN THE WORLD
    "Gentleman...we appear to have a problem."
    Sergeants don't like for their face to be seen or known. Proxies do their dealing for them so they never meet clients face to face. They actually take an interest in killing anyone who does. It's the mark of a professional they say.
    Daily Life: Your time is spent planning missions, or angling for clients for new missions, or taking out rivals. The usual for a minor criminal figure. Or not so minor if you're lucky.
    Notables:
    Organizations: Sergeants belong to small mercenary bands of thieves and assassins. Sometimes they may be employed by a larger organization if they do well, but this is rare as people tend not to like them or trust them.

    NPC Reaction
    NPC's probably don't know you exist, and if they do it means they're marked for death. So it's probably best to say they don't exactly like you.

    SERGEANTS IN THE GAME
    This class assumes the Sergeant is a leader of a band of killers. He really won't be satisfied with anything else which may cause conflict.
    Adaptation: This is probably best for serious campaigns, but in theory it could be adopted to humor easily enough. Think of a Bugbear Moriarty.
    Encounters: Sergeants are only encountered during a mission. Beyond that they stay out of sight.

    Sample Encounter
    EL 13: The PC's are hired by a suspicious but famous Elven merchant woman who claims Bugbear Assassins want her dead.


    Name
    CE Male Bugbear Marshall 2/Rogue 3/Bugbear Sergeant 4
    Init +2, Senses: Listen +13, Spot +13, Dark Vision 60'
    Languages Common, Goblin, Orc
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, +3 Natural)
    hp (12 HD)
    Fort +7, Ref +12, Will +12
    Evasion
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +8, Grp +9
    Atk Options Sneak Attack +2d6
    Combat Gear
    -----------------------------------------------
    Abilities Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 16
    SQ Trapfinding, Trap Sense +1, Minor Auras (Master of Opportunity, Master of Tactics, Motivate Dexterity), Major Auras (Motivate Ardor, Motivate Attack)
    Feats , Skill Focus: Diplomacy (B)
    Skills Bluff +13, Climb +8, Diplomacy +12, Gather Information +10, Jump +8, Hide +13, Intimidate +13, Listen +13, Move Silently +13, Search +12, Sense Motive +13, Spot +13
    Possessions



    EPIC SERGEANT

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Auras You get an additional Minor Aura at Level 21 and every 3 Levels thereafter.
    Sneak Attack You gain an additional +1d6 Sneak Attack at Level 22 and every 4 Levels thereafter.
    Bonus Feats: The Epic Sergeant gains a Bonus Feat every 4 levels higher than 20th



    Squad Commander
    Prerequisites: Must know at least 1 Major Aura
    Benefits: The range of your Aura increases from 60' to 90'.

    Battlefield Commander
    Prerequisites: Squad Commander, 6th Level
    Benefits: The range of your Aura increases from 90' to 120'.

    Additional Minor Aura
    Prerequisites: Must know at least 2 Minor Auras
    Benefits: You get to choose one additional Minor Aura.

    Additional Major Aura Prerequisites: Must know at least 2 Major Auras
    Benefits: You get to choose one additional Major Aura.

    Enhanced Major Aura Prerequisites: Must know at least 1 Major Aura
    Benefits: The Bonus provided by one of your Major Auras is equal to your Charisma Modifier or it's regular Bonus (whichever is higher). This may be taken multiple times, choose a different Aura each time.

    Enhanced Minor Aura Prerequisites: Must know at least 1 Minor Aura
    Benefits: This may be chosen multiple times, choose a different Minor Aura each time. That Aura's Bonus is +2 higher than normal.

    Additional Move Action Prerequisites: Grant Move Action class ability
    Benefits: You can grant one additional Move Action per day.

    Enhanced Move Action Prerequisites: Additional Move Action
    Benefits: As well as Move Actions your Class Ability may now also be used to grant extra Swift or Immediate Actions.

    Multiple Minor Auras
    Prerequisites: Must know at least 3 Minor Auras
    Benefits: You may now project up to 2 Minor Auras at once, and projecting an Aura is a Free Action.

    Multiple Major Auras
    Prerequisites: Must know at least 3 Major Auras
    Benefits: You may now project up to 2 Major Auras at once, and projecting an Aura is a Free Action.

    Persistent Aura
    Prerequisites: Supernatural Aura
    Benefits: Your Allies get the benefit of your Auras even if you are Dazed, Unconscious, Stunned, or Paralyzed.

    Stacking Auras
    Prerequisites: Must know at least 6 Minor Auras.
    Benefits: The Circumstance Bonuses from your different Auras stack now.

    Supernatural Aura
    Prerequisites: Must be able to cast spells/manifest psionics or have a Spell-Like or Supernatural Ability, Level 6
    Benefits: Your Allies to not need to speak your language or understand you or even be intelligent to gain the benefit of the Auras you project. They can even be Mindless, and do not need to hear you. If you choose to use your Auras in this manner they become Supernatural Abilities.
    Last edited by Bhu; 2011-01-26 at 03:46 AM.
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  3. - Top - End - #1383
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    Cieyrin's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Soldiering seems a bit to organized for bugbears if you ask me. That's more a hobgob thing to do. Bugbears are the consummate thugs and hired muscle for the most part, mercs at their best, highwaymen and bandits at their worst (not there's much difference between the two, really...)
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  4. - Top - End - #1384
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    It's going to be a merc sergeant. Of mercenaries who specialize in guerilla tactics. And it will have a sneak attack aura
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  5. - Top - End - #1385
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    Cieyrin's Avatar

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    Quote Originally Posted by Bhu View Post
    It's going to be a merc sergeant. Of mercenaries who specialize in guerilla tactics. And it will have a sneak attack aura
    I suppose that works. Just make sure they whip their men into action and otherwise rule by force.
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  6. - Top - End - #1386
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    Default Re: Any Orc/Goblinoid Fans??

    fluff is up, crunch is coming. I need to peek at Marshalls cause it's been a bit since I looked at them.
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  7. - Top - End - #1387
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Aren't there some Marshal specific Feats in one of the books? I can't seem to find them.
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  8. - Top - End - #1388
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    Cieyrin's Avatar

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    Quote Originally Posted by Bhu View Post
    Aren't there some Marshal specific Feats in one of the books? I can't seem to find them.
    Maybe Dragon Magic? You might want to try Heroes of Battle, too, though they have a different aura system in play.

    Otherwise, there may be some Martial feats in Dragon, but I can't think of a specific article right now.
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  9. - Top - End - #1389
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Screw it I'll make some and work it into a class feature. Massive update posted.
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  10. - Top - End - #1390
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    Quote Originally Posted by Bhu View Post
    Screw it I'll make some and work it into a class feature. Massive update posted.
    From my Googlings, it appears that's what everybody else does, too. Marshall doesn't seem to get much love beyond being paired up with Bard.

    Also, you may want to look at the Marshall ACF in PHB2.

    Finally, this makes me think of the E6 Orcish Warlord arena I've always wanted to do but couldn't get off my ass to really make work, between putting together rules that are actually workable and the retrofits to Orcish Warlord to make it work in an E6 environment for more than just warrior types.
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  11. - Top - End - #1391
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    Default Re: Any Orc/Goblinoid Fans??

    Are there any other Marshall type Feats people would like me to do while im on this?
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  12. - Top - End - #1392
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    Default Re: Any Orc/Goblinoid Fans??

    Added Special Auras and More Feats!
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  13. - Top - End - #1393
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    Default Re: Any Orc/Goblinoid Fans??

    Man, Aura of Speed will get the casters, psions and martial initiators in your party to give you hugs, as that's one more spell, power, boost or counter they can get off in a turn.

    Other than that, the Sergeant is looking pretty awesome.
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  14. - Top - End - #1394
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    Default Re: Any Orc/Goblinoid Fans??

    Redid Aura of Speed and added capstone. You like?
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  15. - Top - End - #1395
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    HORNED BERSERKER

    [IMG]Picture URL[/IMG]

    "BLARG!"

    Horned Berserkers are goblinoid shock troops, usually either Dekanter or Varag depending on world setting. They are sent ahead to break lines or to hunt down escaped slaves in times of peace due to their tracking abilities. Despite your usefulness your masters see you as little more than trained dogs, and potentially rabid ones at that.

    BECOMING A HORNED BERSERKER
    A couple levels each of Scout and Barbarian will be necessary.

    ENTRY REQUIREMENTS
    Race Varag or Dekanter:
    Class Abilities: Rage, Skirmish +1d6
    Feats: Instantaneous Rage, Mad Foam Ranger, Powerful Charge

    Class Skills
    The Horned Berserker's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str, and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +2     +0    Enhanced Skirmish
    2. +2    +0     +3     +0    Enhanced Mobility
    3. +3    +1     +3     +1    Enhanced Charge
    4. +4    +1     +4     +1    Enhanced Skirmish
    5. +5    +1     +4     +1    Enhanced Mobility
    6. +6    +2     +5     +2    Enhanced Charge
    7. +7    +2     +5     +2    Enhanced Skirmish
    8. +8    +2     +6     +2    Enhanced Mobility
    9. +9    +3     +6     +3    Enhanced Charge
    10.+10   +3     +7     +3    Suicidal Berserker
    Enhanced Skirmish (Ex): At 1st Level when you successfully use your Skirmish while Raging, you do an additional +1d6 damage.

    At 4th level when you move more than 10, you gain an additional +1d6 Skirmish damage per extra 10' you move.

    At 7th Level you may now use your Skirmish Ability on any turn you move at least 5' instead of 10.

    Enhanced Mobility (Ex): At 2nd Level you can move half your normal speed while climbing and no longer lose your Dexterity Bonus to AC.

    At 5th Level when Raging you no longer take a -2 penalty to AC.

    At 8th level your movement doesn't provoke Attacks of Opportunity.

    Enhanced Charge (Ex): At 3rd Level when charging while Raging you may take a penalty on your AC for the round up to your BAB, and add double that amount to all damage rolls for the round.

    At 6th Level if you are hit during a round in which you are using the 3rd Level Enhanced Charge Ability, you gain one additional daily use of Rage per hit (maximum you can gain is equal to your Constitution Modifier, the extra uses are lost if not used within 24 hours).

    At 9th Level you when charging while Raging you can expend additional daily uses of rage as a Swift Action to enhance your attack if it is successful. Each use of rage used adds a multiplier to the damage. For example one use of Rage doubles the damage, 2 uses triple the damage, 3 uses quadruples it, etc. This stacks with multipliers from critical hits, but not from Feats or other sources.

    Suicidal Berserker (Ex): At 10th Level the Horned Berserker can last longer than -10 hp while Raging. It can act and fight normally until - (Constitution score plus level). For example a Barbarian 2/Scout 4/Horned Berserker 3 with a Con of 10 could fight until -20 hp. Once rage wears off however, he must be above -10 hp or die immediately. The Berserker also gains a +4 Circumstance Bonus to all opposed Checks while Raging.

    Weapon Proficiencies: The Horned Berserker gains no new weapon or armor proficiencies if it's a Dekanter. Varag are trained in the use of the Horned Helm (see Races of Faerun).

    PLAYING A HORNED BERSERKER
    They may look down on you, but without you the army couldn't find escaped prisoners. Plus they rely on you to break the front lines of enemy forces so despite them looking down on you for not being 'true warriors', whose the guy that smashes into the Elves first every battle? You are that's who. So screw the Generals. They better get some better food if they want you running into pikes again.
    Combat: Your combat style relies on speed and mobility, or more specifically running headlong into your enemy. So gear up for the usual charging builds.
    Advancement: You don't have a lot of choice in advancement unless you've escaped. Your owners provide your training (and by provide we mean they force you).
    Resources: None. You're a slave, and if you've escaped your situation isn't much better.

    HORNED BERSERKERS IN THE WORLD
    "He's a good dog."
    You're a slave to the goblinoid military hegemony. Yay for you, you get to experience a short hellish life before death where you spend an entire afterlife...fighting. How you get out of bed in the morning is beyond most people unless you also are a religious fanatic devoted to Maglubiyet. Oh wait, most of you are...
    Daily Life: Training and combat for the most part, as well as psychological conditioning designed to make you a monster.
    Notables: Volf (NE Male Varag Barbarian 2/Scout 4/Horned Berserker 6) kind of wishes he had more say so in his life, but he manages to work of all his hate by killing Elves in war.
    Organizations: You belong to the goblinoid (specifically the Hobgoblin) military.

    NPC Reaction
    Most people think of you as little more than a rabid dog, and therefore little more than something to be feared or used to their own ends.

    HORNED BERSERKERS IN THE GAME
    This assumes you are a slave in the military, or an escapee on the run from your former masters (and the rest of the known world). This could focus a lil too much attention on you if the rest of the group isn't similar.
    Adaptation: This could be serious or silly. It would be a dark silly but still...
    Encounters: PC's will usually encounter you in war, or on the run after escaping from war.

    Sample Encounter
    EL 12: The PC's are hired to help guard an Elven border fort, when a goblinish thing shows up and asks for sanctuary. Oh and he has t he plans for an assault on you.


    Volf
    NE Male Varag Barbarian 2/Scout 4/Horned Berserker 6
    Init +3, Senses: Listen +5, Spot +1, Dark Vision 60'
    Languages Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, +1 Natural, )
    hp 88 (12 HD)
    Fort +9, Ref +11, Will +4
    Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
    ------------------------------------------------
    Speed 60 ft. (12 squares)
    Melee
    Base Atk +11, Grp +15
    Atk Options Rage 1/day, Skirmish (+1d6, +1 AC), Enhanced Skirmish, Enhanced Charge
    Combat Gear
    -----------------------------------------------
    Abilities Str 18, Dex 14, Con 14, Int 5, Wis 12, Cha 10
    SQ Fast Movement, Trap finding, Trackless Step, Enhanced Mobility
    Feats Improved Bull Rush, Instantaneous Rage, Mad Foam Ranger, Power Attack, Powerful Charge, Endurance (B)
    Skills Climb +9, Intimidate +4, Jump +9, Listen +5, Search +2, Survival +5
    Possessions



    EPIC HORNED BERSERKER

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Horned Berserker gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2011-02-15 at 02:58 AM.
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  16. - Top - End - #1396
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    Default Re: Any Orc/Goblinoid Fans??

    Isn't there a spike helmet weapaon in one of hte books somewhere? I'd swear there was but I can't find it.
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  17. - Top - End - #1397
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    Quote Originally Posted by Bhu View Post
    Redid Aura of Speed and added capstone. You like?
    Aura of Speed is kinda ho-hum, now. I don't really see a lot of people Feinting but I guess they can do it more with that Aura, so I guess that's not a bad thing.

    The capstone needs more wording, as how long are they flat-footed? Forever? Do they have to make a save each round, even if successful? More words!

    Quote Originally Posted by Bhu View Post
    Isn't there a spike helmet weapaon in one of hte books somewhere? I'd swear there was but I can't find it.
    I want to say Races of Faerun but don't hold me to that.
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  18. - Top - End - #1398
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    I updated the capstone, what to you think now?

    Races of Faerun was it! thanks man
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  19. - Top - End - #1399
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    Quote Originally Posted by Bhu View Post
    I updated the capstone, what to you think now?
    Definitely better now.

    Races of Faerun was it! thanks man
    np
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  20. - Top - End - #1400
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    does anyone know if Fast Movement from different classes stacks?
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  21. - Top - End - #1401
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    Quote Originally Posted by Bhu View Post
    does anyone know if Fast Movement from different classes stacks?
    If they're untyped, yes.
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    Quote Originally Posted by Mulletmanalive View Post
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  22. - Top - End - #1402
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    Got the fluff up. The next PrC will tie in with this one methinks
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  23. - Top - End - #1403
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    The first two abilities seem okay?
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  24. - Top - End - #1404
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    Quote Originally Posted by Bhu View Post
    The first two abilities seem okay?
    Enhanced Skirmish is damn powerful, especially if combined with Pounce.

    Enhanced Mobility is more ho-hum.
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  25. - Top - End - #1405
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    I rearranged the order you get the abilities in, does it look a lil better now?
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  26. - Top - End - #1406
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    Quote Originally Posted by Bhu View Post
    I rearranged the order you get the abilities in, does it look a lil better now?
    Yep, definitely better now.
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  27. - Top - End - #1407
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    Okay how does the charge ability look?
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  28. - Top - End - #1408
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    Quote Originally Posted by Bhu View Post
    Okay how does the charge ability look?
    Ye gods, this class is turning into a Ubercharger wet dream more and more. Shock Trooper's Heedless Charge plus damage multipliers? Gah! Plus, Enhanced Charge will stack with your Heedless Charge, just making this into quite the munchkin class. @_@
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  29. - Top - End - #1409
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    How about if I limit how often the level 6 ability can be used?
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  30. - Top - End - #1410
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    Quote Originally Posted by Bhu View Post
    How about if I limit how often the level 6 ability can be used?
    That was the least of my concern, really, considering this class doesn't get you any extra rages and rages tend to be fairly limited anyways that I don't really see getting a damage multiplier on one hit is that gamebreaking. It's just with everything else and the availability of other damage multipliers out there (Battle Leap, Valorous...).
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