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 The Riastradh, "Get out of his way!"
Talisman
Posted: Oct 16 2008, 03:30 AM


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

CODE
Level Base Attack    Fort  Ref   Will  Special
.     Bonus          Save  Save  Save  Abilities
.
1     +1             +2    +0    +0    Mighty blow, two foci
2     +2             +3    +0    +0    Bonus feat,
.                                      tough as nails
3     +3             +3    +1    +1    Diehard, towering wrath
4     +4             +4    +1    +1    Energy resistance,
.                                      guarded ground
5     +5             +4    +1    +1    Disease immunity, new focus
6     +6/+1          +5    +2    +2    Bonus feat, bua laoch
7     +7/+2          +5    +2    +2    One-man army
8     +8/+3          +6    +2    +2    Improved towering wrath,
9     +9/+4          +6    +3    +3    Bua laoch, new focus
10    +10/+5         +7    +3    +3    Spell resistance,
.                                      venom immunity
11    +11/+6/+1      +7    +3    +3    Bonus feat,
.                                      warded ground
12    +12/+7/+2      +8    +4    +4    Bua laoch
13    +13/+8/+3      +8    +4    +4    Greater towering wrath.
.                                      new focus
14    +14/+9/+4      +9    +4    +4    Death deferred
15    +15/+10/+5     +9    +5    +5    Bua laoch
16    +16/+11/+6/+1  +10   +5    +5    Bonus feat
17    +17/+12/+7/+2  +10   +5    +5    New focus
18    +18/+13/+8/+3  +11   +6    +6    Bua laoch,
.                                      supreme towering wrath
19    +19/+14/+9/+4  +11   +6    +6    Greater death deferred
20    +20/+15/+10/+5 +12   +6    +6    ??


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:
  • Method: This is a continuous miscellaneous ability you gain as a result of using this particular focus.
  • Ability: You gain a bonus to one ability score when your focus is active; this indicates which one.
  • Offense: An attack power, usually continuous.
  • Defense: A defensive power, usually continuous.
  • Mighty Blow: While your focus is active, you may expend a use of mighty blow to create additional effects. This explains precisely what. These variant uses always replace the normal effects of a mighty blow, and you can never spend multiple uses of mighty blow on one attack in order to gain multiple effects.
  • Drawback: Each focus has a negative effect; this section explains the precise effect.
Feral Trance
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.
  • Method: You gain the scent ability.
  • Ability: +2 to Strength
  • Offense (Ex): As part of a full attack, you may make one extra attack with an attack bonus equal to 1/2 your highest bonus (excluding single-use effects such as mighty blow or true strike). However, all of your attacks for the round, including the extra one, take a -2 penalty.
  • Defense: You are immune to fear and compulsion effects.
  • Mighty Blow (Ex): You can spend a use of mighty blow to gain an extra attack at your highest bonus. You may do this even if you have moved more than 5' (and thus cannot make a full attack).
  • Drawback: You suffer all the limitations imposed by barbarian rage. In addition, you resist attempt to touch you - allies must hit your touch AC to deliver beneficial spells and effects, even if you would normally not resist - and you takes all attacks of opportunity available, even on allies.
Firewalker
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.
  • Method: You gain +1/2 your level as an insight bonus on Initiative checks.
  • Ability: +2 to Dexterity
  • Offense (Su): Your weapon attacks deal +1d6 points of fire damage; this increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This does not stack with the powers of a bright blade's wildstrike or a flaming weapon.
  • Defense: You are immune to fire and gains a +2 bonus on Reflex saves.
  • Mighty Blow (Su): Upon making a successful melee attack, you can spend a use of mighty blow as a free action to generate a burst of fire, centered on yourself. This burst of flame does 1d6 points of fire damage per level to all within 20' of you; a Reflex save halves the damage. You cannot use this ability more than once per round.
  • Drawback: You gain cold vulnerability.
Frostblood
Fluff
  • Method: You gain a competence bonus equal to your class level on Balance, Climb and Tumble checks. You suffer no penalties to movement or movement-based skills due to icy terrain.
  • Ability: +2 to Constitution.
  • Offense (Su): Your weapon attacks deal +1d6 points of cold damage; this increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This does not stack with the powers of a bright blade's wildstrike or a frost weapon.
  • Defense: You become immune to cold and gain a +2 bonus on Fortitude saves.
  • Mighty Blow (Su): As a standard action you may spend a use of mighty blow to generate a cone-shaped blast of frost out to 30'. All creatures caught in this blast must make a Fortitude save or be slowed for a number of rounds equal to your Constitution modifier, and a Reflex save or be immobilized (unable to move from the square they're in but otherwise unaffected) for one round.
  • Drawback: You gain fire vulnerability.
Hunter's Eye
Fluff
  • Method: You gain a competence bonus equal to your class level on Listen, Spot and Survival checks.
  • Ability: +2 to Constitution.
  • Offense (Ex): You gain sneak attack, as the rogue special ability.Your sneak attack does +1d6 damage; this increases to +2d6 at 5th level, +3d6 at 10th, +4d6 at 15th and +5d6 at 20th.
  • Defense: You gain uncanny dodge and evasion.
  • Mighty Blow: ?
  • Drawback: You take a -4 penalty on Will saves.
Ironheart
Fluff
  • Method: You gain a competence bonus equal to your class level on all Strength checks, including those made to resist a trip, bull rush, or overrun.
  • Ability: +2 to Strength
  • Offense: You ignore the first five points of an enemy's damage reduction, even if your weapon does not bypass it. Against incorporeal creatures your miss chance is 50% with a nonmagical weapon or 25% with a magical weapon.
  • Defense (Ex): Your natural armor bonus increases by +1. This becomes +2 at 4th level, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th.
  • Mighty Blow: As a standard action you can spend a use of mighty blow and strike the ground, generating a shock wave. This shock wave can be either a 20'-radius circle centered on you, or a 30' cone. All creatures caught in the area must succeed on a Reflex save or be knocked prone.
  • Drawback: Your speed (all types) drops by 10', to a minimum of 10'.
Lightning Blade
Fluff
  • Method: You gain +10' to your base land speed. This counts as an enhancement bonus.
  • Ability: +2 to Dexterity.
  • Offense (Su): Your weapon attacks deal +1d6 points of electrical damage; this increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This does not stack with the powers of a bright blade's wildstrike or a shock weapon.
  • Defense: You become immune to electrical damage and gain a +2 bonus on Reflex saves.
  • Mighty Blow (Su): As a standard action you can spend a use of mighty blow and generate a bolt of lighting that deals 1d6 points of electrical damage per class level (Reflex save for half). This lightning bolt is a line 5' wide, with a length of your choice from 10' to 25' + 5'/2 levels. When you unleash this lightning bolt, you immediately disappear and reappear at the other end of the bolt - you have literally turned into lightning and traveled across the area. You cannot take anyone with you when you use this ability.
  • Drawback: ?
Sea's Fury
Fluff
  • Method: You gain the benefits of the spells water breathing and water walk.
  • Ability: +2 to Constitution
  • Offense: ?
  • Defense: You gain a +2 bonus on all saving throws. Once per round as an immediate action you can reroll a failed saving throw, but you must take the new result even if it is worse.
  • Mighty Blow (Su): Upon making a successful attack, you can spend a use of mighty blow to strike your foe with the fury of the waves. You initiate a bull rush with a +4 bonus, except that you do not need to move - the foe is automatically pushed back the maximum possible distance. In addition, the foe must succeed on a Reflex save or be knocked prone - at the end of the bull rush, if that is successful.
  • Drawback:
Wind Dancer
Fluff
  • Method: You gain the benefits of the spell air walk, and you are immune to the negative effects of strong winds.
  • Ability: +2 to Dexterity
  • Offense: ?
  • Defense (Su): You are surrounded by a 10'-diameter wind wall effect, which is one foot taller than you are and does not hinder your allies. You can suppress or restore this effect at will; doing so is not an action. In addition, you are protected by a feather fall effect.
  • Mighty Blow: As a standard action you can expend a use of mighty blow and generate a whirlwind. This whirlwind is identical to a whirlwind created by an air elemental with HD equal to your class level; it appears in front of you and travels away from you at a speed of 20'. You can control the whirlwind's movement as a move action; otherwise it moves 10' in a random direction on your action (but never into your square). The whirlwind dissipates after 1 round/class level unless you dismiss it sooner (a swift action).
  • Drawback: You suffer a -4 penalty on Fortitude saves.
Bua Laoch (Hero's Talents)
  • Climber: The riastradh gains a climb speed equal to 1/2 his land speed, a +8 racial bonus on Climb checks, and the ability to take 10 on Climb checks even when stress or distraction would otherwise prevent him from doing so.
  • Fast Movement: The riastradh's base land speed increases by +10', but only when he is wearing light armor or no armor and is not carrying a heavy load. This stacks with any increase in movement rate granted by a riastradh's foci.
  • Hearty Will: The riastradh adds his Constitution modifier to Will saves, in addition to his Wisdom modifier.
  • Mystical Skin: The riastradh may apply his natural armor bonus to his touch AC.
  • Opportunist: As the rogue special ability.
  • Swimmer: The riastradh gains a swim speed equal to 1/2 his land speed, a +8 racial bonus on Swim checks, and the ability to take 10 on Swim checks even when stress or distraction would otherwise prevent him from doing so.
  • Wild Walker: The riastradh gains trackless step and woodland stride, as the druid abilities.
  • Bonus Feat: Instead of a special ability, a riastradh may take a feat from the fighter's list as a bonus feat. The riastradh must meet all the prerequisite of the feat.


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


Fey/Devil extraordinaire


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Joined: 3-August 07



• Smite per day.. uuuuuugh.

Are you SURE you can't poke that up to a "per encounter"? angry.gif

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.
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Talisman
Posted: Oct 16 2008, 04:15 PM


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.
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Sig
Posted: Oct 17 2008, 12:50 AM


Fey/Devil extraordinaire


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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.
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Bigode
Posted: Oct 17 2008, 08:15 PM


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


Half-dragon mage


Group: Members
Posts: 502
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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.
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Sig
Posted: Oct 22 2008, 02:32 AM


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QUOTE (Talisman @ Oct 21 2008, 09:48 PM)
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.

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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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.
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Talisman
Posted: Oct 24 2008, 04:07 PM


Half-dragon mage


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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


Fey/Devil extraordinaire


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QUOTE (Talisman @ Oct 24 2008, 12:07 PM)
Hmm...good point. We don't want it becoming useless at higher levels, do we?

Well some people do, but we're not those kinds of people.
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