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| Khallhadras701-27-08, 02:00 PM | Wow, is the class that horrid as to not have any responses yet!? Oh, and...bumped. Termagant Barmaiden ”What di’you say to me you husky oaf?” –Helda Stormriven, human Termagant Barmaiden. Seedy bars, lowly bars and stately bars of all kinds and in every single one of them you will find barmaids awaiting to humbly serve her patrons orders at risk of disparaging insults and obscene gestures to herself. At times, more frequently then naught, these women are seduced by some of the burlier and more uncouth men, taken up to the man’s room of choice against their will. Now, if this woman would fancy herself a standup gal and stick true to her principles there would be none of this, no soiree, that man would wind up on the stone-paved street with slivers of broken glass dusting his bloodied form, this glass accompanied by an exceedingly large woman following suit. Indeed, women like these are known as Termagant Barmaidens, quarrelsome serving wenches with a rudimentary civility to all that respect them and a flaring temperament against all of those who don’t. Few and far in between are these brave women, viewed as pioneers and sculptors of “complete parity rights” by some and as boorish, violent women prone to fits of irate rage by others and even still moody and shrewish by others. Hit Die: d10. Abilities: Chief among the Termagant Barmaidens abilities are Strength and Constitution, as she needs Strength to bolster her attacks and damage and Constitution to keep her in the fight that much longer (Constitution is also a key factor to some abilities)—both integral parts of being a Termagant Barmaiden. Next on the list of her priorities is Wisdom, as a lot of her most strongest feats and abilities really on this stat. Charisma governs several very important roles for the Termagant Barmaiden and will be the deciding factor in many a struggle. Lastly is Dexterity, for having so much hit points is of course a beneficial aid but being able to dodge an attack and make those hit points last a modicum longer also helps. Requirements To qualify to become a Termagant Barmaiden, a character must fulfill all of the following criteria. Alignment: Any. Base Attack Bonus: +2. Skills: Intimidate 5 ranks, Bluff 3 ranks. Feats: Improved unarmed strike, Special: In order to become a Termagant Barmaiden one must not only be a woman but one must also sacrifice the ability to ever become a monk under any circumstances. If the character is already a monk and elects to take this class she must forfeit all of her monk abilities, bonuses, etc. except for base attack bonus and saves and she is furthermore prevented from ever using any other of her monk abilities again. Class Skills The Termagant Barmaiden’s class skills (and the key ability for each skill) are Handle Animal (Cha), Intimidate (Cha), Tumble (Dex), Bluff (Cha), Listen (Wis), Climb (Str), and Swim (Str). Skill Points at Each Level: 4+Int modifier. Table 1-1: The Termagant Barmaiden Level BAB Fort Ref Will Special 1st +1 +2 +1 +2 Fight like a Man, Lady’s Seduction 2nd +2 +3 +1 +3 3rd +3 +3 +2 +3 Insult to Injury -2, Farmhand’s Wind 4th +4 +4 +2 +4 Crafty Poison, Lady’s Intuition 5th +5 +4 +3 +4 Insult to Injury -3, Launch across the Room 6th +6/+1 +5 +3 +5 7th +7/+2 +5 +3 +5 Insult to Injury -4, Barnyard Docey-do 8th +8/+3 +6 +4 +6 Greater Lady’s Seduction 9th +9/+4 +6 +4 +6 Insult to Injury -5, Lumberjack's Daughter 10th +10/+5 +7 +5 +7 Barmaiden's Devel Class Features Weapon and Armor Proficiencies: A Termagant Barmaiden gains no new weapon proficiencies but gains proficiency with light armor if she did not already have this. AC Bonus: When unarmored and wearing only light armor, the Termagant Barmaiden adds her Constitution bonus (if any) to her AC. In addition, a Barmaiden gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every three Termagant Barmaiden levels thereafter (+2 at 7th and +3 at 10th). These bonuses to AC apply even against touch attacks or when the Termagant Barmaiden is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor but light armor, when she carries a shield, or when she carries a medium or heavy load. Fight like a Man (EX): At 1st level, a Termagant Barmaiden’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Termagant Barmaiden may even make unarmed attacks with her hands full. There is no such thing as an off-hand attack for a Termagant Barmaiden striking unarmed. A Termagant Barmaiden may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. These unarmed attacks are always counted as lethal and are furthermore counted as manufactured weapons or a natural weapon for the purpose of spells that enhance natural or manufactured weapons. A Termagant Barmaiden also deals more damage with her unarmed strikes than a normal person would and so her unarmed strikes deal damage as would a monks equal to her Termagant Barmaiden level. Lady’s Seduction (EX): “Some ladies are like a rose, pretty but dangerous. I swear though, the wench I came across the other day was like a whole bush of em’.” At level one the Termagant Barmaiden receives a +4 bonus on all of her Bluff checks when used against men of any race that is at least relatively similar in comparison with that of her own. Also, a number of times per day equal to her Intelligence modifier the Barmaiden can seduce all of those within 30ft. of her, as by a charm persom spell cast by a 1st level wizard. The save DC against this ability is 10+the Termagant Barmaid’s level (not character level, just her levels in Termagant Barmaiden) +her Charisma modifier. This effect lasts a number of minutes equal to the Termagant Barmaiden’s total character level. Farmhand’s Wind (EX): Laboring around the farm, working in the bar, helping the local town, beating a few forceful mendicants—all of it tends to make a woman tougher one way or another and when you are involved in every single one of those activities you are prone to grow a bit more stout than the average woman, if you could have ever been considered one of “those” before. At level three the Termagant Barmaid receives a permanent bonus of +2 to her Constitution modifier. Also, she gain a +2 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. This ability stacks with the Endurance feat for purposes of determining the Barmaids total bonus. Insult to Injury (EX): Throughout her life the Termagant Barmaiden has used her strength and resolve to her avail, but through manifesting this will in a separate manner she can weaken her opponents resolve by means of humiliation, goading, or mockery. At level three, whenever an opponent is damaged by the Barmaid’s attacks the Barmaiden can follow that (those) attack(s) up with an intimidate check made to influence her opponents attitude in a negative way, as a swift action. If this check is successful the opponent takes a -2 penalty to all attack and damage rolls made while within 30ft. of the Termagant Barmaiden. The penalties for this ability increase by 1 every odd-numbered level hereafter. Crafty Poison (EX): You would think that wayfarer who took that one wench to bed would have left town by now. Assuredly enough he didn’t, gata grave in the local cemetery provin it be true too. At level four the Termagant Barmaiden receives Craft (Poison) as a bonus skill. Hereafter the Termagant Barmaiden is treated as if trained in the use of poison and never risks accidentally poisoning themselves when applying poison to any object. Also, a Termagant Barmaiden can apply an extra DC of 10 to her Craft (Poison) check when concocting a poison in order to make a counter-poison that is relatively harmless and only protects on smooth surfaces, such as the lips. And thus the Termagant can spend an extra hour crafting this counter-poison of sorts. Many a wicked Barmaiden have found this ability especially useful for dealing with that raucous man by applying the counter-poison to the surface of their lips and then applying the real poison, thus transferring the toxin by a kiss and usually resulting in the said man’s death. Lady’s Intuition (EX): At times a lady’s intuition is the only thing separating her from the rest of the crowd, a preservative measure that is in good taste for any right-minded woman wanting to survive the rugged bars of city-life. At fourth level or higher if a Termagant Barmaiden makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless Termagant Barmaiden does not gain the benefit of evasion. If the Termagant Barmaiden already has this ability then she instead gains improved evasion at fourth level. Launch across the Room (EX): The Termagant isn’t uneducated when it comes to dealing with quarrelsome patrons and she knows that sometimes the best thing you can do is simply haul them up by the scruff of their neck and throw them out of the nearest window like a sack of potatoes. At level five a Termagant Barmaiden can initiate a grapple and, If that grapple is successful, follow through with a bull rush attempt in the same round without provoking an attack of opportunity. For this specific ability you are not required to be any amount of space from your opponent and can freely initiate a bull rush after a successful grapple check. Furthermore, if this bull rush attempt is successful the Barmaiden can toss her opponent a total of five feet to an extra five feet for every interval of five her opposed strength check exceeded her opponent’s. Barnyard Docey-do (EX): Where you come from if a woman wants to ever get a proper man she has to know mighty fine footwork. As being an accepted part of life and somewhat of a courting ritual you have been versed in the more fundamental areas of dancing. As far as you are concerned though there are no good men out there, only whiners, beggars and bullies all hiding behind one guise or another. At level seven whenever a Termagant Barmaiden tumbles through an opponent’s threatened square the enemy receives an Attack of Opportunity. If the Barmaid has a special ability or some such negating an enemies Attack of Opportunity then that opponent treats his proceeding attack as the said Attack of Opportunity for purposes of this ability functioning properly. If the enemy misses this Attack of opportunity the Termagant Barmaid can follow up his attack with an immediate Attack of opportunity at full Base attack bonus, and if this attack hits the damaged opponent must make a Fortitude save equal to 10+Barmaid’s Strength modifier+1/2 Barmaid’s level (not total character level) or be stunned for 1d2 rounds thereafter and take an extra amount of damage equal to the Barmaid’s Strength modifier. Greater Lady’s Seduction (EX): The Termagant Barmaiden has become accustomed to using her strength and prowess to infatuate men, and in turn bend their pliable minds to her will in a subjugative manner. At level eight the Termagant Barmaiden can, a number of times per day equal to her Intelligence modifier, seduce a designated person via oral speech. This effects acts as a dominate person spell cast by a 5th level wizard. The save DC against this ability is 10+the Termagant Barmaid’s level (not character level, just her levels in Termagant Barmaiden) +her Charisma modifier. This effect lasts a number of minutes equal to the Termagant Barmaiden’s total character level. Unlike the dominate person spell the Termagant Barmaiden does not need to retain concentration, can only command her subject via oral communication unless some other means is possessed and protection from evil does not affect this ability in any way. Lumberjack’s Daughter (EX): The Termagant Barmaiden never forgets her roots; always relying on her past experiences and travails to see her through the day soundly. As the road gets bumpier and the brigands crueler the Termagant Barmaiden uses her past as a reserve of sorts, a means by which life is made all the more easier to be a part of. At ninth level the Termagant Barmaiden can, once per day, use her past as an implement to strengthen body and mind. While doing this the Barmaiden receives a +2 on all saving throws, an extra +2 to AC and a stat of her choice is increased by four points. This ability lasts a number of minutes equal to the Termagant Barmaiden’s Constitution modifier, and if the Barmaiden choose Constitution as her stat to temporarily raise then these extra bonuses apply to discern how many rounds this ability lasts. Barmaiden’s Devel (EX): “She might look cute in that pink waitress’s apron but she doesn’t look all that great when yer’ be lookin’ threw a black eye.” Such is the awing strike that a Termagant Barmaiden unleashes when using this ability. If a Termagant Barmaiden possesses the Stunning Fist feat she can, once per encounter, choose to enhance her stunning fist attack with a “Barmaiden’s Devel”. When using this ability the DC against your stunning fist is changed to this wise: (DC 10 + ½ your character level + your Str modifier), whereas your Strength modifier takes the place of your Wisdom modifier. Also, when using this ability your stunning fist attack deals an extra 1d12+Strength modifier damage and your opponent must make an immediate Fortitude save equal to DC 10+1/2 your character level+ your Strength modifier or be knocked prone in the square the two of you occupy and be treated as if nauseated for a number of rounds after the stunning effect ends equal to your Constitution modifier. If the defender is successful in his save then both this ability and one use of the stunning fist feat is wasted. |
| sigma99901-28-08, 11:00 PM | It hasn't been up that long. But here's ya bump. I like it... very funny.. But you need to define what "of any race that is at least relatively similar in comparison with that of her own" means under Lady's Seduction. Try "males of the same type", meaning that if the barmaiden is Humanoid, it affects all male humanoids. If she's Fey, it affects all Fey. And so on. Or rather, state "males of ___ subtype" meaning that if she's Humanoid (human) or (dwarf) or whatever, it only affects whichever specific Humanoid subtype stated. Consider slimming down ability text, too. There's a lot in "Fight Like a Man" that could be reworded to just "The character ignores all penalties for offhand natural attacks" or similar. |
| Neraagile01-28-08, 11:45 PM | It seems like a very bad monk with a few extra gimmics, its flavor is awesome... but the actual playing it would prolly be horrible... Also Sigma999 the Fight like a Man is a copy of Monk's unarmed strike entry, so I can't really see a big problem there :P Insult to Injury needs a bit of rewording (I'm not terrific with that myself but I'll give it a try :P) also swift action to do a Intimidate Check ? theres got to be something better to use that Swift Action for, a free action is perfectly fine (because the ability should not stack with itself, also... make it save... like bardic music skills that there's a save involved and if they successfully save against it they cannot be mocked for another 24 hours or so) Insult to Injury (EX):Throughout her life the Termagant Barmaiden has used her strength and resolve to her avail, but through manifesting this will in a separate manner she can weaken her opponents resolve by means of humiliation, goading, or mockery. At level three, whenever an opponent is damaged by the Barmaid’s unarmed attack? as a free action the Barmaiden can do an intimidate check made to influence her opponents by adding in insults. The opponent must make a Will save DC equal to the Barmaids initmidate result (or sense motive... something like that) or takes a -2 penalty to all attack and damage rolls made while within 30ft. of the Termagant Barmaiden. The penalties for this ability increase by 1 every odd-numbered level hereafter. This is a Mind-Affecting ability, if an opponent saves, he cannot be targeted by the same Barmaids Insult to Injury ability for the next 24 hours. Also look up the Drunken Master's Improvised Weapons feature.... I'm sure that the barmaid would be able to smash some skulls with a chair or a table. ^^ The AC thing could also be change to Cha based (to keep up with the Cha abilities) and name it Stunning Beauty (though why it would work against non-humanoids we won't mention ... ups) |
| DonThelonious01-29-08, 01:38 AM | I like it:D. Great flavor and some interesting abilities. Niraagile and Sigma seem to have it pretty well covered, so all I have is one little nitpick: fix all the spelling errors:P. Sorry, those just drive me bonkers. Great NPC PrC, though. I could just imagine my players faces when they flirt with the wench at the bar and she breaks her foot off in their :censored:. |
| Neraagile01-29-08, 06:25 AM | Exactly ^^ . Almost better than meeting and getting into a brawl with a Drunken Master... uh theres a thought Druken Barmaid ^.^ |
| DonThelonious01-29-08, 06:40 AM | :pint: :monk: :ghosted: In that order;) |
| Neraagile01-29-08, 07:34 AM | :angel: Exactly |
| Khallhadras701-29-08, 04:22 PM | Haha, alright, thanks everyone. When I am more awake I will modify some stuff and take everything into suggestion. The one thing that irks me is Don talking bout' spell errs -_-, I did this in Word so please, point out the errors because obviously my new..2007 edition word program...is incorrect. I did purposefully combine Bar and Maiden together, but that is the only intentional one and I find it quite exceptable. Anyhow, thanks again all and may your dreams be haunted by Dairy Maidens after reading this! And the improvised weapons thing was something I seriously took into consideration and still am. And I still feel I overemphasized the rough/rustic flavor text for this character, but it is what it is. EDIT: Thanks for the bump Sigma. I also just found one more typo, and one alone...in the threads title itself. ReEdit...: Sorry Don, I think I just got the crux of what you were saying. -_- When you are tired you tend to neglect smileys. |
| Neraagile01-29-08, 08:33 PM | Wow, is the class that horrid as to not have any responses yet!? Oh, and...bumped. Barmaiden’s Devel (EX): “She might look cute in that pink waitress’s apron but she doesn’t look all that great when yer’ be lookin’ threw a black eye.” Such is the awing strike that a Termagant Barmaiden unleashes when using this ability. If a Termagant Barmaiden possesses the Stunning Fist feat No no no no NO.... if the Feat is not a prereq, and you don't give it to em, there is no reason to ask them to get it, to get the awesome level 10 ability there shouldn't be a prereq like that, because otherwise it seems pointless to get the bloody thing.... make it work like Stunning Fists.... not with. Also something I forgot... this lady is completely MAD (Multiple Attribute Dependency), she needs Constitution (HP, extra AC and some abilities).... Dexterity (Extra AC), Strength (Hitting Things, and special abilites), Wisdom (prereq for stunning fits which she needs for her great big level 10 ability) and Charisma (more special abilities) .... she needs almost everything to be high for this to work... now either your working by a 96 point buy system ... or something should be seriously changed ... (and yes I did just notice now....) |
| sigma99901-29-08, 08:47 PM | Yep Neraagile has a good point, in that the ability should do what Stunning Fist does without requiring such. Normally, only Monks and level 8+ characters would get Stunning Fist. This does the same without requiring either. It's not a Monk-specific class. And pardon for the mistake in thinking Fight Like A Man was different... I must have forgotten how long and badly worded the PHB entry for Unarmed Strike was! |
| Neraagile01-29-08, 09:46 PM | :P well, the taking no penalties on Unarmed attacks is very good, the point with the long and annoing one is that normally, people cannot use Unarmed Attacks while carring stuff in both hands, this fair maiden however is adept at groin kneeing and shin kicking ... so therefore she can make unarmed attacks even while her hands are full :D |
| DonThelonious01-29-08, 09:51 PM | Neraagile: Do you ever sleep:P? |
| Neraagile01-29-08, 11:01 PM | What's sleep? Is it edible ? :D Edit: Fluff vise ... why the hell can't a Barmaiden become a Monk? If you don't want people to take monk levels with it just make the abilities non-stackable with monk abilities... also this would (maybe) work stretched out to a 15 level prc (since requirements are so low) |
| Khallhadras701-30-08, 07:27 AM | I'm busy on a very miniscule project at the moment, so I will modify this and the other monster I made at about Friday. Until then, any other suggestions? And great suggestions so far by the way, I missed alot of this stuff! As for the abilities...you don't really need Cha, Lady's Seduction is a pretty situational ability, so I might change that to X amount of skill points in bluff and give the Barmaiden Bluff as a class ability. Furthermore, with all of her hit points from Lumberjack's Daughter later on (and her, should be, already respectable Constitution), Con should be considerable enough already to not need much Dexterity, especially when you throw that minor AC bonus in there. Furthermore, she is allowed to wear light armor without losing any class abilities, so AC and dex should not be a problem, the most maximum your dex would ever be would be that cap set by your armor, or total dex mod, and I somehow don't see any self-esteemed Termagant Barmaiden wasting money on that +1 dex mod enhanced leather lingerie and forsaking her +1 mug of bashing. ;) Of course, this can all be laid rest at my feet, since I wasn't all to clear on the Abilities section of this class....I might just rework some of this today, until then, cheers. |
| Khallhadras701-30-08, 10:20 AM | By the way, if you're interested in very flavorful...perhaps lengthy monsters and you also like fey, check this link out. That is the 'miniscule project' I was busy with, but I am near done now so I might just rework this PrC and that other thing tomorrow. http://forums.gleemax.com/showthread.php?t=985141 |
| Neraagile01-30-08, 05:30 PM | YAAY ... Fluffy fey people ^.^ |
| DebiHuman02-05-08, 08:54 AM | Ooooh I like this a lot! No more St. Pauli Girl barmaids! (Well okay a few of them still only because my players like 'em). "We don't need no stinkin' bouncers...." Debby |
| sigma99902-05-08, 02:58 PM | "Miniscule"... lulz... And I agree with Debby completely. |