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| TSEDTIKS04-20-08, 01:07 AM | This class was heavily inspired by the video game Warlord's Battlecry 3, in which 'Chieftain' is a class your hero can be. To flesh it out more, however, I gave it more abilities and whatnot. In-game, the class focused heavily on leading their armies in battle and hitting opposing troops, buildings, and heroes ridiculously hard. I tried to take that focus without overpowering it, and I think I did a good job. I am unsure about leaving 'dragons' out of the Beast Slayer class abilities. Chieftains are the leaders of primitive tribal societies where one's strength of arms is the most important aspect in day-to-day life. Chieftains rarely stop leading their tribes or clans for any reason, but those who do often etch their likeness into the civilized lands with their unparalleled ferocity and might. Many 'civilized' beings scoff at the stories of ancient mighty chieftains felling giants or even dragons with a single blow, but after meeting an experienced chieftain themselves their doubt often falters. Chieftains often are the most vicious in their tribe, and as their confidence and reputation builds among their followers they often begin to look up to them truly as THE leader of the tribe, instead of A leader. Minor faults like surliness are forgiven if a chieftain leads the tribe to victory after victory, and even major faults like 'only' being of average strength are forgiven for a wise and charismatic chieftain if he keeps the tribe well fed and peaceful. Chieftains need to be strong in order to do their true duties - crush opponents and fell the mightiest of beasts for food. Dexterity is often useful due to the difficulty of attaining and maintaining heavy metal armour in the wilds, and a high constitution is useful to keep the chieftain on his feet during tough fights, bad weather, or seasons of plague. The best chieftains are often the wisest, but unfortunately a new chieftain is usually made during times of war - when the stronger a chieftain is, the better. Charisma can often help chieftains further their career, but it is not mandatory. HD: d10 BAB: Full Saves: Fort good, will good, ref bad Skill points: 4 + int mod Class skills: Climb (str), Craft (int), Diplomacy (cha), Handle Animal (Cha), Intimidate (Cha), Jump (str), Knowledge (Nature) (int), Listen (wis), Ride (dex), Sense Motive, Survival (wis), Swim (str) [Note, like barbarians in the PHB, chieftains are illiterate.] Proficient in all martial weapons, light and heavy shields, and medium armour Mighty Strike: Starting at 1st level, you may use a Mighty Strike as a full round action that provokes an attack of opportunity once per day. If you are hit by an attack of opportunity while making a Mighty Strike, your attack automatically misses. If it hits, it deals double damage. It ignores shield bonuses to AC. If your target is fighting defensively or using combat expertise, you gain an insight bonus to hit equal to the AC bonus they are receiving. This action can be readied to meet a charge, but if they do not charge your Mighty Strike is wasted. You cannot use Mighty Strike with a light or natural weapon. If you try to use a cleave attempt after slaying something with a Mighty Strike, it is not also a mighty strike - simply a regular attack. You CAN modify Mighty Strike with power attack. Plains Runner: At 2nd level, you gain the feat 'Endurance' for free, even if you don't meet the prerequisites. If you already have the feat 'Endurance', you may choose another feat but you must meet the prerequisites for it. Power Attack: At 3rd level, a chieftain receives the feat 'Power Attack' as a bonus feat, even if he does not meet the prerequisites. If he already has the feat 'Power Attack', he may choose another feat but he must meet the prerequisites for it. Beast Slayer: Starting at level 4, add your charisma modifier (if positive) to damage vs large or bigger animals, vermin, magical beasts, or aberrations. Lead the Tribe: You gain Leadership as the feat at level 5, even if you do not meet the prerequisites. This class ability does not grant a cohort; however, if you take the leadership as a feat your cohort can be 1 level lower than your class level instead of 2. [Your cohort cannot be a chieftain under any circumstances. If you already had a cohort somehow and it is a chieftain, it leaves you immediately.] However, you cannot have any followers which own a house or business in an established settlement unless you founded said settlement. Ferocity: Starting at 6th level, you gain a +50% bonus when using power attack. Two points of attack penalty equal three points of damage with a non-light one handed weapon. If using a two handed weapon, the ratio instead becomes 1 point of attack lost = 3 damage. Inspiring Strength: Starting at 7th level and improving by one point every seven levels after that, any allies within 30' who see you strike down an opponent in melee receive a +1 morale bonus to attack rolls and will saves vs mind affecting effects. The benefactors must be an intelligent ally, must have been within 30' when you struck down the opponent, and must be within 30' to benefit from the Inspiring Strength. The chieftain himself cannot benefit from this ability. Mighty Blow: Starting at 8th level, you add one half of your levels in Chieftain to damage rolls, rounding down, as a competence bonus. This does not work with light weapons. Strength of the Plains: At 9th level, you gain a permanent +2 untyped bonus to strength. Barbarian King: Starting at level 10, a chieftain may opt to use his strength score instead of his charisma score to determine his leadership value. If the barbarian opts to use this, however, his strength counts as -4 for determining his leadership score (so a strength of 14 is equal to a charisma of 10). Improved Mighty Strike: Starting at 11th level, your mighty strike improves significantly. When you make your Mighty Strike attack (which is still a full round action that provokes attacks of opportunity) you must choose between two different attack types. You can either use a sunder action on two hand-held items and their armour that does not provoke an attack of opportunity, then attempt a mighty strike on the target, then receive a trip attempt that does not allow them to attempt to trip you if it fails. The attacks must be resolved in that order, though you may forego the sunder attempt if you wish. Alternatively, the chieftain may opt to instead attempt to Flay Natural Armour. If the blow hits, it causes 1d6 points of damage for every 3 points of natural armour the target has. This bonus damage cannot be multiplied in any way. As an added bonus, for every 6 points of damage inflicted by the bonus dice, the target loses 1 point of natural armour (to a minimum of 0) for a duration equal to the Chieftain's class levels. Improved Beastslayer: Starting at 12th level, you gain twice your strength modifier to grapple checks when dealing with large or bigger animals, magical beasts, vermin, and aberrations (instead of the regular x1). In addition, if any of the aforementioned attempt to initiate a grapple you receive a +8 competence bonus to resist the grapple. Improved Ferocity: At 13th level, if you use power attack, -1 to attack rolls equals +2 to damage rolls when using a non-light one handed weapon. If you are using a two handed weapon, the ratio is instead 1 point of attack lost equals an additional 4 damage. Inspiring Strength II: As Inspiring Strength, but the bonus is now +2 instead of +1. Leader's Council: At level 15th, the chieftain has much experience working with the world. Once per day as an immediate action, he may give an ally within 30' a bonus to will OR fortitude saves (chosen at the time of activation) equal to his charisma modifier (minimum +1) that lasts for a number of rounds equal to his wisdom modifier (minimum +1). The chieftain himself cannot benefit from this ability. Improved Mighty Blow: Starting at 16th level, gain 1/4th of your levels in Chieftain to attack rolls as a competence bonus. This does not work with light weapons. Resist Grapple: Starting at 17th level, if your opponent attempts to initiate a grapple you receive an attack of opportunity even if they have the feat 'Improved Grab' or 'Improved Grapple.' If they do not have a way to avoid the attack of opportunity for initiating a grapple, they automatically fail if your attack hits. If they do, they must make a grapple check vs DC10 + [your damage inflicted] or else they land prone. Superior Ferocity: At 18th level, if you use power attack, -1 to attack rolls equals +3 to damage rolls when using a non-light one handed weapon. If you are using a two handed weapon, the ratio is instead 1 point of attack lost equals an additional 5 damage. Incredible Beastslayer: Starting at 19th level, when grappling with any animal, magical beast, vermin, or aberration, their natural weapons receive -5 to hit during a grapple. If you fight defensively or use combat expertise against any of the aforementioned, your AC bonus is doubled compared to the attack lost vs their natural attacks. (So using CE for -5 to hit results in +10 to AC vs any of the above's natural weapons. Manufactured weapons are not effected by this bonus AC). Improved Mighty Strike: At 20th level, your mighty strike becomes the stuff of legends. Your Mighty Strike no longer provokes an Attack of Opportunity, and gains a bonus to hit equal to your wisdom modifier (if positive). Improved Mighty Strike is still a full round action. Simple Breakdown: 1st: Mighty Strike 2nd: Plains Runner 3rd: Power Attack 4th: Beastslayer 5th: Lead the Tribes 6th: Ferocity 7th: Inspiring Strength 8th: Mighty Blow 9th: Strength of the Plains 10th: Barbarian King 11th: Improved Mighty Strike 12th: Improved Beastslayer 13th: Improved Ferocity 14th: Inspiring Strength II 15th: Leader's Council 16th: Improved Mighty Blow 17th: Resist Grapple 18th: Superior Ferocity 19th: Incredible Beastslayer 20th: Superior Mighty Strike |
| bkdubs12304-20-08, 02:10 PM | Seems okay. I nice barbarian variant. I like this. There are some things that I don't particularly care for (Mighty Strike seems to scale oddly with level, but is certainly potent, there seem to be just some arbitrary bumps to hit and damage), but for the most part it's a pretty neat, flavorful class. I'll give some more detailed suggestions on this soon if you'd like. |
| TSEDTIKS04-20-08, 11:52 PM | Seems okay. I nice barbarian variant. I like this. There are some things that I don't particularly care for (Mighty Strike seems to scale oddly with level, but is certainly potent, there seem to be just some arbitrary bumps to hit and damage), but for the most part it's a pretty neat, flavorful class. I'll give some more detailed suggestions on this soon if you'd like. Please do! I don't plan on using it any time soon, but I do plan on using it eventually. I was kind of thinking maybe tone down Mighty Strike a bit (take away the ignoring defensive fighting / shield bonus bit) and make it usable equal to wis mod times per day. If you were saying the arbitrary bumps to hit was the ignoring the shield / defensive bits, the logic worked like this: 1) The shield bonus was ignored because the Chieftain laid into the blow just that hard. Even if there was a shield in the way, it would be slammed into the wielder without really slowing any momentum down. 2) The defensive fighting was ignored because, as above, it is pure force being thrown into the blow. When I was practicing martial arts and 'fighting defensively' there were really two ways you went about it. One was to parry their incoming blow and then let them have it, and if you parried a blow thrown as hard as this one was... Well, it wouldn't really be parried. On the other hand, if you attacked them when they opened themselves up to prepare their blitz, that's the AoO thing going on. I probably should have explained it there, but oh well. |