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| Talisman |
Posted: Oct 16 2008, 03:30 AM
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Half-dragon mage Group: Members Posts: 502 Member No.: 5 Joined: 4-August 07 |
WORK IN PROGRESS The Riastradh "Do not annoy me, little man." --Morn of the Eagle Clan, halfling riastradh Riastradhs are kin to barbarians, warriors who become terrifying engines of destructive rage on the battlefield. However, riastradhs are more overtly mystical - their innate abilities let them grow to enormous size and walk around sheathed in flame or crackling with ice. Riastradhs value agility and toughness, and generally eschew heavy metal armor - but these are no prancing swashbucklers, but avatars of the gods of carnage. Abilities: As a warrior, Strength and Constitution are very important to the riastradh. Since they are limited to light armor, Dexterity is also very valuable. Alignment: A riastradh may come from any background, and may be of any alignment. Hit Die: d10 Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). Skill Points at 1st Level: (4 + Int modifier) x4 Skill Points at Each Additional Level: 4 + Int modifier
Class Features Weapon and Armor Proficiencies: Riastradhs are proficient with all simple weapons and martial weapons, and with light armor, but not with with shields. Focus (Ex): A riastradh has the ability, through intense training, feral intuition, and innate mystical ability, to enter into certain states of mind in which he gains extraordinary - even supernatural - powers. This state of mind is referred to as the riastradh's focus (plural foci). A riastradh knows two foci at 1st level, and gains access to new foci at levels 5, 9, 13 and 17 (for a total of six foci). Entering into a focus is a move action; this improves to a swift action at 10th level. A riastradh can leave a focus as a full-round action; this improves to a move action at 14th level. Mighty Blow (Ex): A riastradh can declare a melee attack to be a mighty blow, striking with terrific force. The riastradh adds his Constitution bonus to the attack roll and his class level to the damage done. A miss wastes the attempt. A riastradh can use mighty blow a number of times equal to 1 + his Constitution modifier; he regains expended uses of this ability at the rate of 1 per hour. A riastradh who gets 8 hours of uninterrupted rest regains all his uses of mighty blow. A riastradh can also use his mighty blow ability to access special powers based on his focus. Bonus Feat: At 2nd level the riastradh gains a bonus feat, which can be any feat on the fighter's list of bonus feats. The riastradh must meet all the prerequisites normally. The riastradh gains additional bonus feats at 6th, 11th and 16th levels. Tough as Nails (Ex): At 2nd level a riastradh gains a natural armor bonus equal to one-half his class level, but never higher than his Constitution modifier. If the riastradh has a racial natural armor bonus, this stacks. Towering Wrath (Su): A 3rd-level riastradh can, as a standard action, imbue himself with primal energy, causing himself to double in size. The riastradh advances to the next larger size category (to a maximum of Colossal), gaining the attack and AC modifiers and reach appropriate to his new size. All his gear and equipment enlarges with him, although this does not change any of its properties except for weight and weapon damage. While under the effects of towering wrath, a riastradh gains a +4 bonus to Strength, a +2 bonus to natural armor, and DR x/-, where x = 1/2 the riastradh's class level. These adjustments are in place of the usual ability adjustments gained from a size change. A riastradh under the effects of towering wrath cannot be further enlarged by magic; towering wrath is considered to be a size-altering magical effect (albeit one that cannot be dispelled). A riastradh remains enlarged for a number of rounds equal to 5 + his Constitution modifier, although he can end the effect early if desired (a standard action). Once the effects of towering wrath wear off, the riastradh is fatigued for the remainder of the encounter. A riastradh may use towering wrath a number of times per day equal to 1 + his Constitution modifier. Despite the name, a riastradh under the effects of towering wrath is not necessarily enraged, and has no restriction on his actions. Diehard: A 3rd-level riastradh gains Diehard as a bonus feat, even if he does not meet the prerequisites. Energy Resistance (Ex): Starting at 4th level a riastradh gains energy resistance equal to half his class level vs. acid, cold, electricity, fire and sonic. Guarded Ground (Ex): At 4th level, a riastradh becomes adept at threatening nearby enemies and exploiting the smallest opening. All enemies treat squares threatened by a riastradh as difficult terrain. Allies are not so hindered. Disease Immunity (Ex): A 5th-level riastradh is immune to mundane diseases and gains a +4 bonus on saves vs. magical diseases. Bua Laoch (Ex): On attaining 6th level, and at every three levels thereafter (9th, 12th, 15th, and 18th), a riastradh gains a bua laoch, or "hero's talent," chosen from among the options listed below. One Man Army (Ex): A riastradh is at his best when surrounded by a horde of foes. Whenever a 7th-level riastradh is threatened by more enemies than allies (defined by whether he is in their threatened area), he gains a bonus on attack roll, saves and AC equal to the difference, to a maximum of +5. For example, a riastradh who is threatened by two enemies with no allies nearby gains a +2 bonus. A riastradh who is threatened by 5 enemies, but who is in the threatened area of one ally, gains a +4 bonus. In order to provide the bonus, threatening enemies must be willing and able to harm the riastradh. Enemies who are unable to harm the riastradh except on a critical hit, or who do not threaten an area (such as most Tiny or smaller creatures) do not count for purposes of this ability. Improved Towering Wrath (Su): At 8th level a riastradh's towering wrath ability improves. The riastradh now gains +6 to Strength and +4 to natural armor. Venom Immunity (Ex): At 9th level the riastradh becomes immune to nonmagical poisons, and gains a +4 bonus on saves vs. magical poisons. Spell Resistance (Su): A 10th-level riastradh gains spell resistance equal to 11 + his class level. Warded Ground (Ex): At 11th level the riastradh's ability to defend his area and block movement through it improves. Squares the riastradh threatens block line of effect (but not line of sight) for the riastradh's enemies, but not for his allies. Greater Towering Wrath (Su): At 13th level a riastradh's towering wrath ability improves again, granting +8 to Strength and +6 natural armor. Death Deferred (Ex): At 14th level, a riastradh's incredible drive allows him to ignore the worst injuries and magical effects for a short period of time. Whenever a riastradh fails a saving throw, or is subject to an effect that would remove him from play (such as domination, being plane shifted, killed, petrified, or the like), he may choose to delay the effect for one round. The riastradh acts normally (and suffers any new effects inflicted upon him) for that round, after which the delayed condition takes full effect. Note that if a riastradh is killed and chooses to delay that effect, and is killed again before the round is up, the second death takes effect immediately - it cannot be deferred, and the riastradh has no special resistance to it. A riastradh can use death deferred once, and may not use it again for 5 minutes afterward. Supreme Towering Wrath (Su): At 18 level the riastradh's towering wrath ability reaches its peak. The riastradh now gains +10 to Strength, +8 to natural armor, and DR 8/--. Greater Death Deferred (Ex): At 19th level the riastradh can use his death deferred ability twice before being forced to wait 5 minutes. Foci Much of a riastradh's ability comes from his focus. A riastradh's focus is a combination of his intense training, inherent mystical ability, and flashes of intuition. Foci cannot be taught, even to other riastradhs, but a riastradh will learn new foci as he advances in level and his inner power intensifies. A riastradh cannot make use of more than one focus at a time; initiating a new focus requires the riastradh to first drop the old focus. Because of their varied abilities, many riastradhs - especially high-level ones with access to many foci - have no focus active at any given time, enabling them to swiftly assume the appropriate focus once they recognize the threat. Some foci grant the riastradh attack options that allow a saving throw. The DC for these saves is always 10 + 1/2 the riastradh's class level + riastradh's Constitution modifier. A focus is a set of abilities of a common theme. Each focus consists of the following:
This focus is similar to a barbarian's rage. The riastradh enters a state of battle frenzy, concentrating on slaying and utterly destroying his enemies. He also becomes somewhat hazardous to his friends.
Riastradhs are elemental creatures, and the Firewalker focus embodies the element of fire. A Firewalking riastradh is unscathed by the fiercest flame, and brings the fury of the volcano upon his foes.
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A few words of explanation. This is NOT meant to be a precise Cu Chullain emulation - reading about him made me thing "barbarian rage," and I didn't want this to be a barb with a coat o' paint. Thus, the riastradh is less "Og smash!" and more "Og control the battlefield by being a big, mobile, dangerous terrain feature." Edit: Now version 4. Bigger! Better! Anyway, there you go. Comments always welcome. |
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| Sig |
Posted: Oct 16 2008, 04:57 AM
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Fey/Devil extraordinaire Group: Members Posts: 626 Member No.: 3 Joined: 3-August 07 |
• Smite per day.. uuuuuugh.
Are you SURE you can't poke that up to a "per encounter"? I mean, look at ToB... They're pulling tons better out of their asses every battle... • Needs more L1 abilities, and more frequency of use. Otherwise he won't make it to L2! • I suggest compare to Warblade (or Crusader) and Barbarian in offensive capabilities, but with a Cleric buff or few as they level up. I hold a warrior/warrior gestalt combo as ideal for making new warriors since the PHB ones and usual picks SUCK in comat It works best if you pick between the 2 for better features and HD type when comparing, rather than add both in. • The "warrior abilities" need some kind of Celtic (or Ulster? part of my ancestry.. heh) name for "rage" or something. http://www.irishgaelictranslator.com/ http://www.irishgaelictranslator.com/trans...age.html#562086 (wow.. they beat you to it) Still, don't get me wrong. This class is awesome and you should feel awesome. |
| Talisman |
Posted: Oct 16 2008, 04:15 PM
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Half-dragon mage Group: Members Posts: 502 Member No.: 5 Joined: 4-August 07 |
How 'bout "Bua Laoch" (Irish for "Hero's Talent")? I got it here, and I'm not sure how to do the possessive. Laoch = warrior or hero, and bua = talent. "Noah's Ark" came out "Airc Naoi", so I think that's right.
Smite: how about "a number of smites per day equal to 1 + your Con modifier"? This gives you more at lower levels (when you need the to-hit bonus to live) but still keeps a resource management issue. I was also pondering things like stunning smite (trade half smite damage for a stun attempt), forceful smite (bull rush), furious smite (trip), etc. I originally had bonus feats...first every 4 levels, then every 5. if this class needs more I could toss 'em back in. |
| Sig |
Posted: Oct 17 2008, 12:50 AM
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Fey/Devil extraordinaire Group: Members Posts: 626 Member No.: 3 Joined: 3-August 07 |
How about a Smite each hour?
Go for the Hero's Talent aka Bua Laoch. That's a good pick. Also do the special effects, warriors always need that kind of thing more. |
| Bigode |
Posted: Oct 17 2008, 08:15 PM
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Unregistered |
Unless you mean "the entire amount recharges per hour", hell no. If you mean actually one per hour, they can't even "go nova" (emphasis on the quotation marks, since it's not trivial to accomplish much of anything spending a couple smites).
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| Talisman |
Posted: Oct 22 2008, 01:48 AM
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Half-dragon mage Group: Members Posts: 502 Member No.: 5 Joined: 4-August 07 |
Version 4. "Per day and that's it" has been altered to "X per day, regain 1 per hour." You can blow several in a fight and regain them through the day, but not immediately.
Also, added foci. I like foci. Obviously, this isn't finished; I need to figure out several abilities. Suggestions always welcome. If you like it, I have some feat ideas to go with it. |
| Sig |
Posted: Oct 22 2008, 02:32 AM
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Fey/Devil extraordinaire Group: Members Posts: 626 Member No.: 3 Joined: 3-August 07 |
OK.. that Focii concept is awesome. It's like maneuver attacks, boosts, and stances in one package. X per day/regain 1 each hour is A LOT like my Mana concept! haha If that's what works, maybe we've struck something valuable. |
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| Sig |
Posted: Oct 24 2008, 07:12 AM
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Fey/Devil extraordinaire Group: Members Posts: 626 Member No.: 3 Joined: 3-August 07 |
You should take the type off of those Focii stat boosts.
Remember that Inherent is the same bonus type that comes from Wish and those magic item books. If it's a class ability, that's something different. |
| Talisman |
Posted: Oct 24 2008, 04:07 PM
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Half-dragon mage Group: Members Posts: 502 Member No.: 5 Joined: 4-August 07 |
Hmm...good point. We don't want it becoming useless at higher levels, do we?
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| Sig |
Posted: Oct 24 2008, 06:47 PM
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Fey/Devil extraordinaire Group: Members Posts: 626 Member No.: 3 Joined: 3-August 07 |
Well some people do, but we're not those kinds of people. |
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