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#1zombiegleemaxNov 14, 2003 19:07:43 | First draft, what do you think? Minotaur Blood Horns Minotaur Blood Horns are the result of an intense training program available to any able bodied Minotaur. This school, for a price has turned out some of the toughest mercenaries ever to walk the face of Krynn. Requirements; intimidate 5, jump 5 Feats; power attack, horned stampede, hulking brute BAB; +6 Class abilities Hit die d12 Alignment; any lawful BAB; same as a fighter Saves, good fort Lvl 1) Offensive rage Lvl 2) uncanny dodge Lvl 3) offensive rage 2/day Lvl 4) Fearless aura Lvl 5) offensive rage 3/day Lvl 6) DR 3, improved uncanny dodge Lvl 7) offensive rage 4/day Lvl 8) charge of the bull Lvl 9) offensive rage 5/day Lvl 10) DR 6, Blood Horn Offensive rage; +6 str, lasts 3+ con modifier Fearless aura; immune to fear, radiates courage 10’R (+4 save vs. fear) Charge of the bull; a Reaver gains a +10 movement bonus during a charge (when in non-heavy armor) and may make a full attack after a charge Blood Horn; a Blood horn can do 1d8 damage with his horns and 3d8 when he is using them for a charge PS The school also is well known for their ability to create magical horn sheaths that give the horn wielders the ability to have enchanted horns. |
#2cam_banksNov 14, 2003 21:26:51 | Not bad, Hammerhand. I would suggest changing the offensive rage to duplicate teh effects of a barbarian's rage (including the fatigue afterwards), because at present all it does is make the character stronger for 3 or more rounds, and minotaurs are already pretty strong. I would also suggest breaking up fearless aura and charge of the bull into 2 abilities each. Replace uncanny dodge with fearless (immune to fear), with the aura version of it coming in at 4th level. Replace blood horn with the ability to make a full attack at the end of a charge (same as the Pounce ability possessed by various creatures, such as tigers) and the 10 ft bonus staying at 8th level. DR usually needs a "type" against which it is ineffective, but if this works like barbarian DR, it's fairly potent. I'd make it DR 5/- instead of DR 6. How about weapon proficiencies? Cheers, Cam |
#3zombiegleemaxNov 14, 2003 21:41:00 | Ok, a little tweaking. I do wish to keep the Offensive rage as a +6 to str rather than a +4 to Str and con. this charachter is meant to dish out HUGE damage when he is raging rather than getting a mix of extra damage and extra hps. I just thought of something. What if this PrC ONLY used its horns in melee. As it went up in lvls its horn damage went up. This would be pretty scary looking. A Minotaur using his gore attack as his primary attack would be very unique I would think. Minotaur Blood Horns Minotaur Blood Horns are the result of an intense training program available to any able bodied Minotaur. This school, for a price has turned out some of the toughest mercenaries ever to walk the face of Krynn. Requirements; intimidate 5, jump 5 Feats; power attack, horned stampede, hulking brute BAB; +6 Class abilities Hit die d12 Alignment; any lawful BAB; same as a fighter Saves, good fort Weapons and armor; no weapon and armor proficiencies are gained Lvl 1) Offensive rage Lvl 2) uncanny dodge Lvl 3) offensive rage 2/day Lvl 4) Stubborn as a bull Lvl 5) offensive rage 3/day Lvl 6) DR 3/magic, improved uncanny dodge Lvl 7) offensive rage 4/day Lvl 8) charge of the bull Lvl 9) offensive rage 5/day Lvl 10) DR 5/magic, Blood Horn DR/+1; lowers physical damage by 5 unless by magic Offensive rage; +6 str, +2 will save, -2 Ac, lasts 3+ con modifier, afterwards fatigue sets in just as with a barbarian Stubborn as a bull; +4 bonus vs. any mind altering spells or affects (ie..fear, charm, etc..) Charge of the bull; may make a full attack after a charge Blood Horn; a Blood horn can do 1d8 damage with his horns and 3d8 when he is using them for a charge |
#4cam_banksNov 15, 2003 5:22:34 | Originally posted by Hammerhand This would be written as DR 3/magic and DR 5/magic in 3.5, which is the current standard. Cheers, Cam |
#5cam_banksNov 15, 2003 5:23:57 | Originally posted by Hammerhand This would be written as DR 3/magic and DR 5/magic in 3.5, which is the current standard. Cheers, Cam |
#6cam_banksNov 15, 2003 5:24:50 | Originally posted by Hammerhand This would be written as DR 3/magic and DR 5/magic in 3.5, which is the current standard. Cheers, Cam |
#7cam_banksNov 15, 2003 5:26:27 | Originally posted by Hammerhand This would be written as DR 3/magic and DR 5/magic in 3.5, which is the current standard. Cheers, Cam |
#8daedavias_dupNov 15, 2003 19:54:16 | Originally posted by Cam Banks *smacks Cam* Okay, I just thought you were stuck. |
#9zombiegleemaxNov 15, 2003 20:50:41 | I must say that i'm quite impressed with this class, possibly even use it for the mithas/kothas imperial minotaurs as well. as for skills i would recommend the barbarians skill list excluding ride. but i can honestly say that ill be showing it to my players as a very possible option. |
#10old_sageNov 16, 2003 6:47:16 | I like what you have presented so far Hammerhand (since I have been wanting to expand on Minotaurs in my DL campaign as well), but is there any chance of some background material or historical information to support this class?. |
#11zombiegleemaxNov 16, 2003 9:15:42 | Im off to the movies this morning but I will write out the background and the draft as it stands on a new topic once I get back. Im really pleased that you guys like what I have done. I tried to show how I feel a Minotaur shock trooper should be. Ok, off to Master and Commander.:D |
#12old_sageNov 17, 2003 1:49:59 | That's why I liked your idea. It fits well with what I have planned for the Minotaur empire in my own DL campaign. The 'Shock-Trooper' design expands upon a few ideas I have presented to my players, and will work well once they start uncovering more of the Minotaurs plans. Oh, and I look forward to that background material. |