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 it to 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 warriors and companions. Naturally, not all doomed heroes are good and heroic, some seek to flee their fate, but these are not heard about as much.

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). She 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 her 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 her Armor Class against attacks made by the target of her challenge. The challenge remains in effect until the target is dead or unconscious or for 24 hours .

Doomed

Every doomed warrior carries their fate with them, and no ability manifests this as clearly as the doom they carry. Each doomed warrior must choose a doom at first level, but this comes with benefits as well as a hindrance. This doom never be changed and 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

Table: Fated Enemy
Type (Subtype) Skills
Aberration Knowledge (dungeoneering), Survival
Animal Knowledge (nature), Survival
Construct Knowledge (arcana), Knowledge (engineering)
Dragon Appraise, Knowledge (arcana)
Fey Knowledge (nature), Sense Motive
Humanoid
(by class)
Knowledge (local), Knowledge (nobility)
Magical beast Knowledge (arcana), Survival
Monstrous humanoid Knowledge (nature), Sense Motive
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 even non-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.
  • The doomed warrior gains a bonus on attack rolls, CMB checks, Will and Fortitude saving throws, and opposed skill checks against fated enemies equal to the doomed warrior's Charisma modifier (minimum +2).
  • The doomed warrior suffers a penalty on Armor Class and Reflex saving throws equal to her Charisma modifier (minimum +2) 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.

Resolve

At first level, the domed warrior's resolve expresses itself in a specific way. 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 she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her 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. At 6th level, a doomed warrior can also move at her normal speed while wearing 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, she gains a dodge bonus to Armor Class equal to her Charisma modifier. This makes her a martial artist of the way of life.
    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 11th level, the doomed warrior gains Improved Uncanny Dodge (Ex). She 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 in classses that grant uncanny dodge.

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.

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 her AC after making a charge attack.

Doom Sense (Su)

At 9th level, the bond of fate between the doomed warrior and her doomed enemies strengthens; whenever they are close to one another, they know of each others presence. This manifests as a distinct feeling of unease, but cannot pinpoint the foe, the ability merely tells if there are doomed enemies nearby. 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 either the doomed warrior or her doomed enemy sees the other, they can immediately identify them as an enemy but gains no other information. This ability has a range of 100 ft. times the per class level. If doomed warriors are rare in the area, the enemy may need to make a DC 15 Knowledge (nobility) check to understand the source of this feeling of unease.

If the doomed warrior has a common type of fated enemy, such as a humanoid class, her can choose to limit this ability so she will only sense enemies more than one step removed from the doomed warrior's alignment, on either the law-chaos or good-evil axis. She makes this choice when first gaining the ability, and this decision cannot be changed.

Doomed Damage Penetration

At 11th level, when attacking a fated enemy, the doomed warrior's attacks ignores any damage reduction or hardness the target may have.

Demanding Challenge

At 12th level, whenever a doomed warrior declares a challenge, her target must pay attention to the threat she poses. When making an attack roll against anyone except the doomed warrior, the creatures provokes an attack of opportunity from her. The challenged creature automatically understands that this is the case.

Doomed Slayer

At 17th level, when the doomed warrior strikes the target of her challenge, her attacks always do full lethal damage. She 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 is immune to this effect.

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, resolve 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
6th +6/+1 +5 +2 +2 Combat style feat, resolve 2
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Fated charge
9th +9/+4 +6 +3 +3 Doom sense
10th +10/+5 +7 +3 +3 Challenge 4/day, combat style feat, doom ability
11th +11/+6/+1 +7 +3 +3 Doomed damage penetration, resolve 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, resolve 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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