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AsuraTheDrunk

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PostPosted: Sun May 28, 2006 3:59 pm


A new base class I worked out, project name "The Grunt" A better name is definatly wanted and needed but I refer to it as the above since I have the darnedest time coming up with something better. Anyway on to the class

On the battlefield there are hundreds of warriors, those who fight from afar with bows and bolts, those who would fight within the crowds with weapon in hand. Those who trudge foward under the wieght armor, those who deftly avoid blows while delivering their own. Then there are those who let such blows fall upon them. Shirking away arrow and blade alike as they cut swaths in their enemies. Rumors abound that such warriors are bumbling barbarians to stupid to protect themselves, bloodthristy savages who wish only for death. The only thing known for sure is that these warriors have walked away from battles that cause entire nations to fall, they have taken blows that would kill a lesser man and continued
forward.

The Grunt is a base class whose flavor is that of the above. The toughest warriors around, there may be be stronger, there may be smarter, and there may be quicker, but there is no tougher.
HD: d12
BAB: Same as Fighter
Saves: Fort high, will and reflex low
Skills: Climb(str), Intimidate(cha), Jump(str), Profession(wis), Survival(wis), Swim(str) 2+int mod
Weapon and armor proficiencies: The grunt is not proficient in any armor or shields. They are proficient in all simple and martial weapons.
Special: A grunt who dons armor cannot use their second wind, loses thier damage reduction and regeneration.

Special Abilities:
Diehard: At 1st level gain Diehard as the feat.

Endurance: At 1st level gain Endurance as the feat.

Second Wind: A grunt can a specified number of times per day call upon the hidden reserves of power that flow through their body to gain a second wind. They may choose to do so as a free action at the beginning of their turn. When entering a second wind the character gains +4 bonus to STR and 1d12 temp HP, during the second wind the grunt can shrug of the effects of any temporary stat damage and penalties from fatigue or exhaustion. The second wind lasts 3+con modifier number of rounds. At the end of a second wind, the grunt becomes fatigued, if it was already fatigued it becomes exhausted, if already exhausted it must make a fort save DC10+duration of second wind or fall unconcious for 1d10 minutes. At 1st level Second wind is usable 1/day and gains an extra use at 4th level and every 4 levels thereafter. Every level they gain an extra use the temporary HP gained is increased by 1d12 (1d12 at 1st, 2d12 at 4th, 3d12 at 8th etc etc) For every use of second wind past the first in a 24 hour period the save to avoid becoming unconcious(if applicable) increases by 5.

Life's Lessons: At 2nd level and every level thereafter the grunt adds an extra d4 to his HP total this increases to a d6 at 11th level(not retroactive)

Damage Reduction: At 2nd level the grunt gains damage reduction 1/- this increases by 1 point every other level.

Fast Healing(ex): At 5th level the grunt gains fast healing. They heal 1-1/2 thier level in HP every hour. This increases to double thier level in HP at 10th level.

Adrenaline Rush: At 11th level the grunt gains greater control over thier Second Wind ability, increasing the strength bonus to +8 and extending its duration to 5+con mod rounds

Regeneration(su): At 15th level the grunts healing ability becomes supernatural, they regenerate at a rate of 5hp/round.


Ta-da thats the class. Basically at level 20 this guy/gal will have alot of HP an abysmally low AC, damage reduction 10/- and regeneration of any damage not caused by a spell effect.

Anyway, its a bit controversial, some people say its overpowered others underpower. I say its fine razz what do you think.
PostPosted: Mon May 29, 2006 6:00 am


very interesting, but two questions, wouldn't fast healing work every round instead of every hour? and also, would the regeneration be like a trolls, allowing said character to regenerate lost limbs and such treating all nonmagical damage as nonlethal damage? also, you didn't include the class hit dice, or I just couldn't find it. it would make sense to list it as d12. As for the class name, I'd suggest Juggernaut, unstoppable killing machine who can absorb godly amounts of damage. It seems pretty good, like a variant barbarian. also, perhaps you could take a cue from the monk and add the wis modifier to AC or something of the like, perhaps they could even have natural Armor i.e thick skin.

shoyu
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AsuraTheDrunk

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PostPosted: Mon May 29, 2006 2:41 pm


yea I missed the hit dice >_> its d12 yea.

Fast Healing can be many things, this class has a progression from enhanced healing to supernatural regeneration.

Their regeneration is not quite as powerful as a troll's. They regenerate mundane non-magical damage. Meaning if it didnt come from a spell they regenerate the damage, they cant regrow limbs without the aid of magic. They suffer nonlethal as normal.

Thick skin is why they get enhance DR, double that of a barbarian in fact. Which cannot be overcome btw save from magic.

As for juggernaught its an Epic class IIRC hence why I didnt push for it.
PostPosted: Mon May 29, 2006 3:35 pm


Aeriths_Revenge
yea I missed the hit dice >_> its d12 yea.

Fast Healing can be many things, this class has a progression from enhanced healing to supernatural regeneration.

Their regeneration is not quite as powerful as a troll's. They regenerate mundane non-magical damage. Meaning if it didnt come from a spell they regenerate the damage, they cant regrow limbs without the aid of magic. They suffer nonlethal as normal.

Thick skin is why they get enhance DR, double that of a barbarian in fact. Which cannot be overcome btw save from magic.

As for juggernaught its an Epic class IIRC hence why I didnt push for it.


ah, I don't own the ELH, and as for the other stuff, thanks for clarifying. well..that's all I can say, I don't think I gots anything else. mmyess.

shoyu
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BloodOnWhitePetals
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PostPosted: Thu Jun 01, 2006 7:01 pm


Yea, this looks a lot like a non-epic Legendary Juggernought.
I think I have an existing non-epic prestige class in a book somewhere that is just like this, I'll have to dig it up.
PostPosted: Fri Jun 02, 2006 4:00 pm


Thats actually quite canny...

it is alot like the juggernaught interesting razz

AsuraTheDrunk

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Maestrobation
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PostPosted: Tue Jun 20, 2006 8:55 am


I have a few name ideas.

Hmm, Skirmisher
Carver
PathCutter
Ragemaster
Stop me if these names are already taken><
PostPosted: Thu Jul 20, 2006 7:23 am


It sounds interesting, maybe a little under powered with out the armor. You should look at the improved toughness feat for free at first level. If your not familier with it heres a quick summery.
Toughness
Prerequisit- toughness feat
Benifits- If this feat is taken at first level your HP total is doubled. Every level after first you gain one extra hit point.
Special- This feat may be taken as one of the fighters bonus feats.

SAR101


AsuraTheDrunk

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PostPosted: Thu Aug 03, 2006 9:28 pm


Improved toughness is a Complete Warrior feat with

Prereq: Base fort save +2
Benefit: get 1 extra HP for ever HD

And I've been thinking about it, as these guys WILL need alot of HP to survive.
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