Re: Races of War
Posted: Wed Aug 09, 2006 5:00 am
Excellent work, Frank and K. As always.
Game On,
fbmf
Game On,
fbmf
Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X\-- with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 3\-- while Raging and a 10th level Barbarian has DR 7\-- while Raging.
Combat Movement: While Raging, a Barbarian moves faster in combat, and may add his Combat Movement to his speed when he takes a move action to move.
FrankTrollman at [unixtime wrote:1154936636[/unixtime]]
Barbarian
Fast Healing: Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 1st level, they gain Fast Healing 1. At 5th level this becomes Fast Healing 5, Fast Healing 10 at 10th level, Fast Healing 15 at 15th level, and Fast Healing 20 at 20th level. This healing only applies while he is not raging.
If a Barbarian ever multi-classes, he permanently loses this ability. A multiclass character does not gain this ability.
Aasimar
• Darkvision
Speak to Animals (Ex): <snip> ...In addition, there is no limit to how many tricks she can teach a creature, and her her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know.
Samurai
BAB: Good (1/1), Saves: Fort: Poor; Reflex: Poor; Will: Good
Parry Magic (Su): At 8th level, a Samurai may use his Ancestral Weapon to parry magic targeted at him with Attacks of Opportunity provoked by the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect is automatically dispelled.
If you are taking your race's favored class, you can take racial substitution levels, if you want.
If you have Martial Weapon Proficiency, it's really unreasonable for it to be that hard to learn how to use a new weapon, whether it's exotic or not.
Exploits
Getting proficiency with a weapon isn't worth a feat.
Blind Fighting [Combat]
+1: While in darkness, you may move your normal speed without difficulty.
Combat School [Combat]
You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.
Benefits: First, name your fighting style (such as "Hammer and Anvil Technique" or "Crescent Moon Style", or "Way of the Lightning Mace"). This fighting style only works with a small list of melee weapons that you have to describe the connectedness to the DM in a half-way believable way. Now, whenever you are using that technique in melee combat, you gain a +2 bonus on attack rolls.
Elusive Target [Combat]
+11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack that would normally hit you miss instead.
Insightful Strike [Combat]
+1: Your attacks have The Edge against an opponent who has a Wisdom and Dexterity than your own Wisdom, regardless of relative BAB.
Weapon Finesse [Combat]
+1: Your special attacks are considered to have the Edge when you attack an opponent with a Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
Subtle Cut [Combat]
Benefits: Any time you damage an opponent, that damage is increased by 1.
+1: As a standard action, you can make a weapon attack that also reduces a creature's movement rate. For every 5 points of damage this attack does, reduce the creature's movement by 5'. This penalties lasts until the damage is healed.
+6: As a standard action, you may make a weapon attack that also does 2d4 points of Dexterity damage.
+11: Any weapon attack that you make at this level acts as if the weapon had the wounding property.
+16: As a standard action, you may make an attack that dazes your opponent. This effect lasts one round, and has a DC of 10 + half your level + your Intelligence bonus.
Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
Benefits: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
Coup de Grace
You may attempt to slay an opponent outright if they are helpless. As a full-round action, you may automatically hit a helpless opponent in melee range. This attack is automatically a critical hit. This action provokes an attack of opportunity.
Covering Fire
Lift
Sometimes you want to put an opponent in your mouth or carry away a struggling princess. If you succeed, your opponent is hefted into the air.
You may perform a coup de grace or swallow whole action on a character you have lifted, but doing so ends the lift whether it succeeds or fails.
Trip
As an attack action, you may attempt to knock an opponent prone. Make a touch attack, and if you succeed make a Strength + BAB check against a DC of 10 + your opponent's Strength + BAB or Balance modifier (whichever is greater).
Shokatsuryou at [unixtime wrote:1155260543[/unixtime]]
Samurai
BAB: Good (1/1), Saves: Fort: Poor; Reflex: Poor; Will: Good
First glance, knee jerk reaction is the saves seem a little low. Unlike the other martial classes here, they have no class ability to improve saves or break crowd control on themselves...
Parry Magic (Su): At 8th level, a Samurai may use his Ancestral Weapon to parry magic targeted at him with Attacks of Opportunity provoked by the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect is automatically dispelled.
Umm, can you give an example of how this ability works?
Does it mean that if the samurai threatens a wizard and that wizard casts a spell at the samurai (provoking an AoO for doing so), the Samurai can then dispel that spell? Can't the wizard just 5-foot step or fly or something so as not to provoke an AoO at all?
Frank wrote:The only place that makes a big difference is the Fire Giant, who gets +5 to-hit on his third attack and makes all attacks with the edge because he has a BAB of +11. That means that the Giant fight goes into a pretty bad place for a Fighter solo.
Also,being dazed isn't a whole lot btter than being stunned from the Mindflayers. In eiher case you don't get to act - the difference is largely how much they get to bone you in the inerim (while stunned they can pretty much auto-kill you, while if you are merely dazed they are going to periodically smack you while giving you jolts of mental power to extend the daze indefinitely). If you hd friends it would be great, but in a cage match it's not much help.
squirrelloid at [unixtime wrote:1155273448[/unixtime]]
If he is targetted by an effect, he gets an AoO. He takes his AoO against the effect itself. If he hits (as described above), its automatically dispelled.
Juggernaut [Combat]
You are an unstoppable Juggernaut.
Benefits: You may be considered one size category larger for the purposes of any size dependant roll you make (such as a Bull Rush, Overrun, or Lift action).
+1: You do not provoke an attack of opportunity for entering an opponent's square.
+6: You gain a +4 bonus to attack and damage rolls to destroy objects. You may shatter a Force Effect by inflicting 30 damage on it.
+11: When you successfully bullrush or overrun an opponent, you automatically Trample them, inflicting damage equal to a natural slam attack for a creature of your size.
+16: You gain the Rock Throwing ability of any standard Giant with a strength equal to or less than yourself.
* If you have a Base Attack Bonus high enough to warrant gaining additional attacks, you also get additional Attacks of Opportunity.
So a character with a BAB of +6 can make 2 AoOs each round. A character with a BAB of +11 can make 3, and a character with 16 can make 4.
Great Blows (Ex): <snip> ...No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half the Barbarian’s HD + his Constitution modifier.
fbmf at [unixtime wrote:1155578058[/unixtime]]Why, on the WotC thread, are parts of it blacked out? Copyright violation of some sort?
Game On,
fbmf
Hey_I_Can_Chan at [unixtime wrote:1155596717[/unixtime]]Y'know, I just read all seven (so far) pages of that sh!t, having to actually go back and re-register on the Wizards boards to do so, and I cannot believe how much crap the foil action's received. I just went back and reread the class feature. It's not even available until Ftr9, by which even the 3/4 BAB classes get a second attack.
Oh, yeah, no blackness here.
How hard is it for the wizard to get past 30 ft. and cast a spell at fvcking Wiz9? Who are these people?
Oberoni at [unixtime wrote:1155597398[/unixtime]]
Well, keep in mind that the foil action ability is pretty novel in a lot of ways, and seems to be really overpowered at first blush. I'm not shocked that some people are up in arms about it.
Crissa wrote: Literation error: You are so tough.
Spelling error: fundamentallack
Now there'a waaay to many armors. How the heck do I choose?
With the ranged weapon feats they often say if the crit is 19-20 big it up. I imagine thats because auto threat abilities on those are worth less than on x3 ones. What about the poor old 20/x2 weapons?
Aasimar/Tieflings. IMO the aasimar are just better. +2 to a skill just isn't as good as -2 to a stat.
Dangling preposition, -1 point.
Insert "While fighting with two weapons"?
Should be 3rd
For example death king requires power attack and expertise which are no longer feats.
Fixed.Just noticed in the Elemental Knight "atune form" should be "attune form".
Very nice. However, at 1st level a Barbarian would have DR 2/--, because 1*.5 (rounded down) is .5, which gets rounded down to 0.
Here's a nit-picky one. Should probably list a range for Aasimar, Tiefling, Goblin, Hobgoblin, and Half-Orc races. I'm assuming it's 60 feet (but it might be neat if say, tieflings, had 90 feet or something).
Typo. one extra "her".
Umm, can you give an example of how this ability works?
It may be better to change this to something about fighting "blind" or while "vision-impaired", so that it works in thick fog or while the character has his eyes closed or blindfloded.
There's a missing word or words in there between "Dexterity" and "than". I am guessing that word is "less" or "smaller".
It totally does already. "their weight counts against your limits of course"Umm, should there be a provision about actually being capable of lifting the target?
Coup de grace? Really? The target does not need to be helpless first?