Difference between revisions of "Gangbanger (Apath)"
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At 16th level, enemies in a space with crowds is always considered outflanked by the gangbanger. | At 16th level, enemies in a space with crowds is always considered outflanked by the gangbanger. | ||
At 19th level, enemies in a crowd within 100 ft. of a raging gangbanger take 4d6 bludgeoning damage (as from a swarm). | At 19th level, enemies in a crowd within 100 ft. of a raging gangbanger take 4d6 bludgeoning damage (as from a swarm). | ||
+ | All these effects are fear effects affecting the crowd. A crowd immune to fear is immune to these abilities. Creatures with resistance or immunity to fear are still affected normally. | ||
This ability replaces damage reduction. | This ability replaces damage reduction. | ||
Revision as of 23:30, 27 November 2017
Unofficial rules compendium | |
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The gangbanger grew up in a civilization that is either fallen or decadent. To her, the city is the ultimate jungle and survival is decided by a quick eye and a sharp blade. Gang conflicts are often ritualized, with gangbangers acting as the fighting champions of their gang.
Class Information
This is a barbarian archetype, a champion of the streets.
Hit Die: d12.
Class Skills
The gangbanger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Class Abilities
The gangbanger has all the class abilities of the barbarian, except as noted below.
Weapon and Armor Proficiency
A gang banger is proficient with all simple weapons, all martial melee weapons, light armor, and medium armor. In addition she gains proficiency with two additional weapons; this can be either martial ranged weapons or exotic melee weapons.
Wolf Among Sheep (Ex)
When wearing her gang colors, the gangbanger can control nearby crowds to her benefit. At 7th level, she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. Enemies within 30 ft. of the gangbanger must spend 4 squares of movement to enter a space with crowds. At 10th level, the gangbangers movement is not impeded by crowds. At 13th level, the gangbanger can paralyze crowds with her presence; crowds within 100 ft. of her do not disperse as they normally would and stay put even in a fight. At 16th level, enemies in a space with crowds is always considered outflanked by the gangbanger. At 19th level, enemies in a crowd within 100 ft. of a raging gangbanger take 4d6 bludgeoning damage (as from a swarm). All these effects are fear effects affecting the crowd. A crowd immune to fear is immune to these abilities. Creatures with resistance or immunity to fear are still affected normally. This ability replaces damage reduction.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class Skills
- Weapon and Armor Proficiencies
- Damage Reduction
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