Doom Warrior (Apath)

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Unofficial rules compendium

Some warriors know from early on what they are destined for; they carry their doom with them, only waiting for when it will strike. Prophesized to fight some terrible enemy at a future day, 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 known what the ultimate challenge will be, it is not known that the doom warrior will be victorious.

Class Information

Role: Doom 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 doom. 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 doom warrior's class skills are: Acrobatics ( Dex ), Bluff ( Cha ), Climb ( Str ), Craft ( Int ), Intimidate ( Cha ), Knowledge (history) ( Int ), Profession ( Wis ), Ride ( Dex ), Stealth ( Dex ), Swim ( Str ).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are the class features of the doom warrior.

Weapon and Armor Proficiency

Doom warriros 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 cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier 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. Challenging a foe requires much of the cavalier's concentration. The cavalier 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 until the combat ends.

Doom

Every doomed warrior carries their fate with them, and no ability manifests this as clearly as the doomed warrior's doom. Each oracle is doomed, but this doom comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s doom cannot be removed or dispelled without the aid of a deity. An oracle’s doom is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following dooms.

Doomed Enemy

Table: Doomed Enemies
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 opponents is more dangerous for the doomed warrior, but the doomed warrior is likewise dangerous to the enemy.

Select one creature type. If the type is humanoid, the doomed warrior must also select a character class. 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 abainst a doomed enemy, and it doesnot count against the doomed warrior's daily use of that ability.
  • The doomed warrior gains a bonus on attack rolls, saving throws, CMB checks, and opposed skill checks against the doomed warrior's Charisma modifier.
  • 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 suffers a penalty on Armor Class 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 fighter 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 fighter can also move at his normal speed while wearing medium armor. At 6th level, a fighter 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 luck bonus to Armor Class equal to his Charisma modifier.

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 a foe, merely tell if there are doomed enemies nearby. 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 the doomed enemy's hit dice.

Doomed Charge

At 8th level, a cavalier learns to make more accurate charge attacks. The cavalier receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack.

Evasion (Su)

When he reaches 9th level, a ranger 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 ranger does not gain the benefit of evasion.

Doomed Damage Penetration

At 11th level, when attacking a doomed enemy he has challenged, the doomed warrior ignores any damage reduction the target may have.

Demanding Challenge

At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. The creature takes a –2 penalty to its AC from attacks made by the cavalier.

Doomed Slayer

At 17th level, when the doomed warrior strikes a doomed enemy that he has challenged, his attacks always do full lethal damage. This bypassess all kinds of resistance, temporary hit points, incorporealness, etherealness, regeneration, or other damage preventing or damage redirecting ability. Against a target of the the doomed warrior's challenge that is not a doomed enemy, he ignores any damage reduction the target may have.

True Death

At 20th level, when a doomed warrior slays a doomed enemy, that creature cannot be restored, rejuvenated, or otherwise come back by any means. A summoned creature slain this way is not dead, as it was never really present.

Table: Foot Knight

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Challenge 1/day, doom, doomed 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
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