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Revision as of 15:05, 7 March 2016
Unofficial rules compendium | |
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Some warriors know from early on what they are destined for; they carry their doom with them, only waiting for when it will strike. Prophesied to fight some terrible enemy, these warriors spend their lives challenging mightier and mightier foes in an attempt to make themselves ready for the ultimate challenge. For while it is roughly known what the ultimate challenge will be, the outcome is very much in doubt.
Class Information
Role: Doomed warriors are grim individuals, facing each day as if it were their last. Some do this with a face of gaiety, others with grim determination, but all do their best to steel themselves and prepare for their day of judgement. They do this by finding companions to aid them and by facing lesser trials on the way, making them trustworthy heroes and companions.
Alignment: Any.
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The doomed warrior's class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (history) (Int), Profession (Wis), Ride (Dex), Stealth (Dex), and Swim (Str). He gains additional class skills from the fated enemy ability.
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the doomed warrior.
Weapon and Armor Proficiency
Doomed warriors are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge (Ex)
Once per day, a doomed warrior can challenge a foe to combat. As a swift action, the doomed warrior chooses one target within sight to challenge. The doomed warrior's attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the doomed warrior's level. The doomed warrior can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
The challenge requires a certain recklesness to exploit every possible opening. The doomed warrior takes a –2 penalty to his Armor Class against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or for 24 hours .
Doomed Curse
Every doomed warrior carries their fate with them, and no ability manifests this as clearly as the doomed warrior's curse. Each doomed warrior must choose a doom at first level, but this comes with benefits as well as a hindrance. This doom is chosen at 1st level, and once made, it cannot be changed. The doomed warrior’s curse cannot be removed or dispelled without the aid of a deity. The effective level of a doomed warrior’s doom is her doomed warrior plus one for every two levels or Hit Dice from other sources.
A doomed warrior that is also an oracle (or other class that has the curse class feature) can choose the same or a different curse. If selecting the same curse, use levels in other cursed classes as doomed warrior levels for the effective level of the curse. Bonuses and penalties from curses do not stack, but when the benefit from the curses are different, both apply.
Fated Enemy
Type (Subtype) | Skills |
Aberration | Knowledge (dungeoneering) |
Animal | Knowledge (nature), Survival |
Construct | Appraise, Knowledge (arcana) |
Dragon | Appraise, Knowledge (arcana) |
Fey | Knowledge (nature), Sense Motive |
Humanoid (by class) | Knowledge (local), Sense Motive |
Magical beast | Heal, Knowledge (arcana) |
Monstrous humanoid | Acrobatics, Knowledge (nature) |
Ooze | Knowledge (dungeoneering), Use Magic Device |
Outsider (by subtype) | Knowledge (planes), Spellcraft |
Plant | Knowledge (nature), Survival |
Undead | Knowledge (religion), Linguistics |
Vermin | Knowledge (nature), Survival |
At first level, the doomed warrior selects what her particular doom is. Combat against such a fated enemy is more dangerous for the doomed warrior, but the doomed warrior is likewise more dangerous to the enemy.
Select one creature type. If the type is humanoid, the doomed warrior must also select a character class, and only humanoid members of that class count as fated enemies. If the type is outsider, the doomed warrior must also select a subtype. Against the selected type of creature, the doomed warrior gains several advantages and disadvantages.
- The doomed warrior can use the challenge ability against a fated enemy, and this use does not count against the doomed warrior's daily use of that ability. While a challenge is running against creatures of that type, the doomed warrior is immune to fear. But should the doomed warrior be slain in this situation, she is forever dead; she has met her doom and goes to her final reward.
- The doomed warrior gains a bonus on attack rolls, CMB checks, and opposed skill checks against fated enemies equal to the doomed warrior's Charisma modifier.
- The doomed warrior suffers a penalty on Armor Class and CMD equal to her Charisma modifier against creatures of the chosen type. If the creature is also the target of the doomed warrior's challenge ability, the penalty to Armor Class from the two abilities does not stack.
Heroism
At first level, the domed warrior's heroism expresses itself in a specific ability. The doomed warrior can choose one of the following abilities.
- Armor Training (Ex) Starting at 1st level, a doomed warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every five levels thereafter (6th, 11th, and 16th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a doomed warrior can also move at his normal speed while wearing medium armor. At 6th level, a doomed warrior can move at his normal speed while wearing heavy armor.
- Mount This is the same as the cavalier ability of the same name.
- Heroic Stance (Su) As long as the doomed warrior is not wearing medium or heavy armor and has light encumbrance, he gains a dodge bonus to Armor Class equal to his Charisma modifier.
At 6th level, the doomed warrior gains Uncanny Dodge (Ex). The doomed warrior can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A doomed warrior with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a doomed warrior already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
At 12th level, the doomed warrior gains Improved Uncanny Dodge (Ex). He can no longer be flanked. This defense denies the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in classes that grant sneak attack than the doomed warrior has inclassses that grant uncanny dodge.
At 16th level, the doomed warrior gains Improved Evasion (Ex). His evasion ability improves. As long as he is not wearing medium or heavy armor, he he takes only half damage on failed Reflex saves. A helpless doomed warrior does not gain the benefit of improved evasion.
Combat Style
Gained at 2nd level, this is the same as the ranger ability of the same name.
Endurance
At third level, the doomed warrior gains Endurance as a bonus feat.
Doom Sense (Su)
At 5th level, the bond of fate between the doomed warrior and his doomed enemies strengthens; when ever they are close to one another, they know of each other's presence, but this cannot pinpoint the foe, merely tell if there are doomed enemies nearby. If doomed warriors are rare in the area, the enemy may need to make a Knowledge (history or nobility) check to understand the source of this feeling of unease. This feeling is vague enough that attempts to pinpoint the enemy (by such means as trailing the circumference of the area and similar tricks) do not work. If they see the enemy, they can immediately identify them as an enemy but gains no other information. This ability has a range of 100 ft. times the sum of the doomed warrior's and fated enemy's hit dice.
If the doomed warrior has a common type of fated enemy, such as a humanoid class, her can choose to limit this ability so he will only sense enemies more than one step removed from the doomed warrior's alignment, on either the law-chaos or good-evil axis. He makes this choice when first gaining the ability, and this decision cannot be changed.
Doomed Charge
At 8th level, a doomed warrior learns to make more accurate charge attacks. The doomed warrior receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the doomed warrior does not suffer any penalty to his AC after making a charge attack.
Evasion (Su)
When he reaches 9th level, a doomed warrior can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Unlike other versions of evasion, this works in any armor. A helpless doomed warrior does not gain the benefit of evasion.
Doomed Damage Penetration
At 11th level, when attacking a fated enemy he has challenged, the doomed warrior ignores any damage reduction the target may have.
Demanding Challenge
At 12th level, whenever a doomed warrior declares a challenge, his target must pay attention to the threat he poses. When making an attack roll against anyone except the doomed warrior, the creatures provokes an attack of opportunity from him. The challenged creature automatically understands that this is the case.
Doomed Slayer
At 17th level, when the doomed warrior strikes the target of his challenge, his attacks always do full lethal damage. He cannot choose to deal subdual damage. This bypasses all kinds of resistance, temporary hit points, incorporealness, etherealness, regeneration, or other damage preventing or damage redirecting ability.
True Death
At 20th level, when a doomed warrior slays or destroys a fated enemy, that creature cannot be resurrected, reincarnated, rejuvenated, or otherwise come back by any means. A summoned creature slain this way is not permanently dead, but cannot be summoned again for 24 hours.
Table: Doomed Warrior
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +1 | +2 | +0 | +0 | Challenge 1/day, doom, fated enemy, heroism 1 |
2nd | +2 | +3 | +0 | +0 | Combat style feat |
3rd | +3 | +3 | +1 | +1 | Endurance |
4th | +4 | +4 | +1 | +1 | Challenge 2/day |
5th | +5 | +4 | +1 | +1 | Doom ability, doom sense |
6th | +6/+1 | +5 | +2 | +2 | Combat style feat, heroism 2 |
7th | +7/+2 | +5 | +2 | +2 | Challenge 3/day |
8th | +8/+3 | +6 | +2 | +2 | Fated charge |
9th | +9/+4 | +6 | +3 | +3 | Evasion |
10th | +10/+5 | +7 | +3 | +3 | Challenge 4/day, combat style feat, doom ability |
11th | +11/+6/+1 | +7 | +3 | +3 | Doomed damage penetration, heroism 3 |
12th | +12/+7/+2 | +8 | +4 | +4 | Fated challenge |
13th | +13/+8/+3 | +8 | +4 | +4 | Challenge 5/day |
14th | +14/+9/+4 | +9 | +4 | +4 | Combat style feat |
15th | +15/+10/+5 | +9 | +5 | +5 | Doom ability |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Challenge 6/day, heroism 4 |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Doomed slayer |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Combat style feat |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Challenge 7/day |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | True Death |
See Also
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