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| ManinBlaq05-17-05, 09:32 PM | This of course, was inspired by the game. I wouldn't really advise allowing players to play this guy -- unless you standardly play power games. This guy would make for a pretty good villian though ... I'm looking forward to throwing him up against my group. For your interest ... I now present... http://www.blaqestnight.com/images/War_Champion.jpg The Champion of War Alignment: Chaotic Neutral or Any Evil Restrictions: - Armor: Looses all class abilities (One Strike – Two Blades, Rage of the Gods, Zeus’ Fury … etc) except for the strength bonus; if the War Champion wears armor heavier than light. - Weapons: The following class abilities: Two Weapon Fighting, One Strike – Two Blades, Daedalus' Flight, Icarus' Fall, Extended Reach and Lance of Furies are only usable with the character’s specified weapon (Spiked Chain, Double Bladed Chain or Blades of Chaos). - Infamous: Champions of War are world reknown for their cruelest tactics and apathetic lack of mercy. You suffer -4 to all Cha based skill checks and ability checks. Hit Die: d12 Class Skills The War Champion’s class skills are: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Swim (Str), Tumble (Dex) Skill Points per level: 2 + Int modifier Class Features Weapon and Armor Proficiency: War Champions are proficient with one weapon throughout their careers. The player must choose one of the following Spiked Chain, Double Bladed Chain or Blades of Chaos (if available) to be proficient with. Once chosen, the weapon is seared to the flesh - and may never be removed. The weapon is always of masterwork quality, and later may be enchanted, although the Champion of War must be present through out the entire process. Even if the War Champion gains proficiency with another weapon, he may use it as normal however may not use his class abilities with that weapon. The Champion of War is proficient with light armor, but not shields. Ability Boost (Su): Beginning at first level, and then each other level – the War Champion receives a natural +2 increase to his strength. These increases stack. Levels Granted: 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 Improved Unarmed Strike: Your unarmed strikes are treated as lethal damage, and you do not receive AoO due to making an unarmed strike. Level Granted: 1 Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. While wielding two 1Handed weapons, the penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Level Granted: 2 Spartan Dodge (Ex): While Fighting Defensively or as part of a Total Defense, anytime you are attacked in melee combat you may make a reflex saving throw DC = Opponent’s Attack, to halve the damage received by the attack. Each time you use this ability in a single round, after the first, increases the DC by an additional +2. (Critical hits may not be avoided in this manner - even if your reflex saving throw technically beat the attack.) Level Granted: 3 One Strike – Two Blades (Ex): If wielding a Double Bladed Chain, or the Blades of Chaos, you may strike with both blades as a single weapon. You are treated as wielding a two handed weapon for this attack; however you receive the penalties associated with two weapon fighting and may not make any off-hand attacks until the next round. Use the lowest attack modifier provided by either weapon. Each weapon deals it’s base damage and adds their normal damage/status affects to this attack. Level Granted: 4 Bonus Feats: Choose any bonus Fighter feat. Level Granted: 4 Zeus’ Fury (Su): For three rounds per day, as a free action that does not provoke AoO, you may summon the thunderbolts of Zeus into your hand. You may create a thunderbolt in this manner per attack provided by your BAB only. (Feats and abilities that provide additional attacks are not usable.) The Thunderbolt is a +1 thrown weapon, range increment 30, that deals 1d4 damage and threatens on a critical range of 19-20 x 2. As with other thrown weapons, you may add your strength modifier to your damage. Half of the damage dealt by Zeus’ Fury is physical and half is lightning. At level 10, Zeus’ Fury becomes more powerful, is a +3 weapon and deals 1d6 damage per bolt. You may use the benefits of your Two Weapon Fighting , to summon a bolt (and attack) with either your primary or off-hand. What’s more, you gain the ability to charge-up a single thunderbolt. As a Full Round action that does provoke an Attack of Opportunity, you may summon a single thunderbolt that delivers 1d8 lightning damage for every attack you receive due to your BAB (including extra attacks provided by feats and abilities). This ‘charged-up’ thunderbolt is treated as a 2nd level spell, ranged touch attack, with a range of 90’. It deals 100% lightning damage. When you charge-up a thunderbolt, you may not apply your strength bonus to damage (it is treated as a spell – not as a thrown weapon.) At level 15, Zeus’ Fury – maximizes. It is now a +5 weapon, deals 1d8 damage; and when using Zeus’ Fury, you are treated as having the benefits of the epic feat Perfect Two Weapon Fighting. You may summon a thunderbolt into either your primary or off-hand, and you may create a thunderbolt for all of your attacks. The damage dealt by charging-up a thunderbolt is also determined by all of your primary and off-hand attacks, it is considered a 4th level spell and now deals 1d10 per attack. Levels Granted: 5, 10, 15 Evasion: When a Champion of War, makes a successfull reflex save for half, he may negate all damage. (Evasion also benefits the Spartan Dodge / Counter abilities.) Level Granted: 6 Daedalus' Flight (Ex): As a standard action, you may attempt to strike your enemy with a terrific upper cut – knocking them into the air. When you make a successful attack, the opponent makes a Fortitude save DC 10 + ½ Class Level + Str Modifier. If they fail their save, make a strength check including you size modifier - they are treated as being Bull Rushed directly upward according to the results of your check. (They do not make an opposed strength check.) If you use One Strike – Two Blades in addition to this attack, you are considered one size larger for the purposes of this effect. They do not provoke Attacks of Opportunity for the first 10’ of movement. They do not begin falling, until the end of your turn. Level Granted: 7 Rage of the Gods (Su): Beginning at level 8, you may harness the very anger of the gods once per week. During this rage, you may move up to your normal speed during any full attack action. You may move and attack in any combination you desire. What’s more, you may make a full attack after any charge. The rage lasts a number of rounds equal to your Wis modifier (minimum 1 round). At level 14, your power in harnessing the god’s wrath grows. While raged, you may double your strength bonus to damage on all of your attacks, and double your strength modifier to any strength based check. Finally at level 20, Rage of the Gods maximizes. You may use your Rage of Poseidon, or Zeus’ Fury abilities, and they do not count against your maximum uses for the day. After using Rage of the Gods, you are fatigued for the rest of the encounter. Levels Granted: 8, 14, 20 Spartan Counter: While using the Spartan Dodge and Fighting Defensively, you may increase the DC by +5. If you are successful, you dodge the attack and receive an Attack of Opportunity against the opponent who attacked you. Each time you use this ability during the same round, increases the DC by an additional +5. (So the second counter attempt in the same round is +10 to the DC, and the third attempt is at a +15). Level Granted: 9 Rage of Poseidon (Sp):As a Full Round action that does provoke attacks of opportunity, the Champion of War may attempt to summon the Rage of Poseidon – casting lightning upon all those around him. The Rage of Poseidon strikes everyone within 15’ of the Champion of War, for 2d6 lightning damage. The Champion of War may then deal an additional 1d6 damage for every 2 class levels (max 10d6) – to anyone he chooses – dividing the damage between however many he chooses, within the spell’s range. Those damaged by the spell, may make a Reflex saving throw DC 10 + ½ Class level + Wis modifier – for half. Anyone who strikes at the Champion of War with a melee weapon or unarmed strike, receives 3d6 lightning damage and receive no saving throw. At level 18, the Rage of Poseidon extends to 30’, and deals 4d6 damage to everyone. Anyone who strikes the Champion of War with a melee weapon or unarmed strike receives 5d6 lightning damage. The Champion of War may use the Rage of Poseidon once per day. Levels Granted: 9, 18 Icarus' Fall: Upon reaching level 10, you may make a ranged trip attempt, as an attack, with an opponent who is at least 10’ above you. If you are successful, you hurl them into the ground with tremendous force, causing 2d6 damage per 10’ you move them (rather than the normal falling damage). Any other falling damage is determined normally. If they were being forced up (such as with the Daedalus' Flight ability), any distance that was prevented, is added to their falling damage and affected by this ability. Level Granted: 10 Limb from Limb (Ex): You receive the ability to make a grapple based death attack at level 11. You must pin an opponent, and maintain it completely for 1 round. (He must be pinned at the beginning of your turn, and maintained through the end of your turn.) Immediately before your next turn, you receive an immediate action to make a death attempt, by making an opposed grapple check. The opponent then makes a Fortitude saving throw DC 10 + ½ Class Level + Special modifier. The Special modifier is the difference between the opposed grapple check. If the opponent had won, subtract the special modifier – if you won the grapple check, add the difference to the saving throw DC as the Special Modifier. If the opponent succeeds on the saving throw, the effect is completely negated. If he fails the saving throw, he is immediately reduced to 0 hit points. Level Granted: 11 Extended Reach (Ex): While using the Double Bladed Chain, Spiked Chain or Blades of Chaos, you may make attacks 5’ beyond your normal reach. However, while you can strike enemies at that distance – it does not allow you to threaten that area. Levels Granted: 12, 17 Achilles Strike (Ex): Beginning at level 13, if you are able to successfully dodge an enemies’ attack using Spartan Dodge or Spartan Counter – three times in a row, your very next attack against that enemy is automatically a critical hit. You must attempt the attack by the end of the following round. Level Granted: 13 Lance of Furies (Su): As a standard action, the War Champion may hurl himself downward from any height, with reckless force. When leaping from above, or falling, he may choose where to land – as long at it does not exceed his normal movement and is straight line from his current position. Upon landing – he may make a jump check and negate 10’ feet of falling damage for every 10 points of his jump check. He deals Force damage equal to the falling damage he received and doubles the amount he negated, to everyone within a radius equal to his jump check who fails a Reflex save DC 10 + ½ Class level + Str modifier. Those who save take half damage. Everyone who takes damage, must make an additional Fortitude save DC 10 + ½ Class level + Str modifier or be pushed directly back as if Bull Rushed – by a value equal to the War Champion’s jump check + 2 for each 1d6 falling damage the War Champion received. Level Granted: 16 Spartan Leap (Ex): You have reached the pinnacle of athleticism. Upon reaching 19th level, any jump check may be treated as always having a 20’ run. What’s more, the DC for leaping vertically is reduced by half (x2 instead of x4). Level Granted: 19 Edit: Changed a few abilities (trying to add some balance), and reworded a few descriptions. |
| ManinBlaq05-17-05, 09:42 PM | Exotic Double Weapon 'Double Bladed Chain' 75 gp 1d6/1d6 19–20/x2 — 8 lb. Slashing Effectively it is a spiked chain as an exotic double weapon. Each end deals a 1d6 (medium) slashing damage. Visually, it is two cleaver blades connected by a long chain, that is either wrapped around the character's arms, waist or around their shoulders. Chain, Spiked: A double bladed chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. The double bladed chain is also a double weapon, however unlike other double weapons, the offhand is a one handed weapon (rather than a light weapon). Those who gain proficiency with the weapon however - are able to add their full strength bonus to damage with their off-hand attacks. You can make trip attacks with the bladed chain. However unlike other trip weapons, if you are tripped during your own trip attempt, you cannot drop the chain to avoid being tripped. You may also view the Champion of War (aka: Kratos) at the following link: Champion of War (http://www.blaqestnight.com/characters/War_Champion.html) |