Blood Warrior
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- aaron22
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Re: Blood Warrior
i agree. it does kind of target a specific build, but it seems very fun.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- metaquad4
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Re: Blood Warrior
It adds a different kind of defensive PRC to martials, gives Orcs their own class, and gives Barbarians a good PRC (but, frenzied beserkers can work off it too, if you don't want to go barbarian). 3 birds, one stone.
aka aplethoraof (on discord too)
- aaron22
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Re: Blood Warrior
Blood Warrior:
-Requires: orc/half-orc, non good, 1 useless feat and Rage and/or Frenzy (Limits class selection)
-5/- DR
-Party rages/frenzies/charges with you
-Suffer no negatives from rage/frenzy/charge
-Upon rage/frenzy/charge, gain concealment for the duration (up to 60% for rage/frenzy and 70% for charge)
-Immune to Fear
-Fast Healing 1
for me i would add stun with the fear. and i would also add the greater restoration. this makes it pretty scary to caster types.
edited to alter req's
-Requires: orc/half-orc, non good, 1 useless feat and Rage and/or Frenzy (Limits class selection)
-5/- DR
-Party rages/frenzies/charges with you
-Suffer no negatives from rage/frenzy/charge
-Upon rage/frenzy/charge, gain concealment for the duration (up to 60% for rage/frenzy and 70% for charge)
-Immune to Fear
-Fast Healing 1
for me i would add stun with the fear. and i would also add the greater restoration. this makes it pretty scary to caster types.
it also gives a player a reason to roll an orc. and build it melee.metaquad4 wrote:It adds a different kind of defensive PRC to martials, gives Orcs their own class, and gives Barbarians a good PRC (but, frenzied beserkers can work off it too, if you don't want to go barbarian). 3 birds, one stone.
edited to alter req's
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- metaquad4
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Re: Blood Warrior
So far:
Hit Dice: 1d10
Saves: High - Fort/Will, Low - Reflex
Skill Points: 2+INT
Skills: Concentration, Intimidate, Survival, Heal, Craft Armor, Craft Weapon
Requirements:
Race: Orc/Half-Orc
Alignment: None Good, None Lawful
BAB: 6
Feats: Rage or Frenzy (Potentially add Charge to this), Toughness, Self Sufficient, Steadfast Determination
Skills: Intimidate 10
Feats:
1: Distorting Rage, Distorting Frenzy, Distorting Charge
2: Blood Warrior Damage Reduction (DR 1/-)
3: Bonus Feat
4: DR 2/-
5: Rapid Recovery
6: DR 3/-, Champion of Blood
7: Tireless
8: DR 4/-, Indomitable I
9: Bonus Feat
10: DR 5/-, Indomitable II
Distorting Rage:
While Raging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 10% concealment. This advances as you gain more improved forms of rage:
Great Rage = 20% concealment.
Mighty Rage = 40% concealment.
Epic Rage = 60% concealment.
Distorting Frenzy:
While using Frenzy your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 30% concealment. This advances as you gain more improved forms of frenzy:
Greater Frenzy = 60% concealment.
Distorting Charge:
While Charging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 15% concealment, and a further 15% for every other feat that enhances charge. These feats are Powerful Charge, Furious Charger, and Dire Charge.
Blood Warrior Damage Reduction (1/-):
You gain damage reduction 1/-. This damage reduction increases by 1 for every even level of Blood Warrior you take. This damage reduction stacks with all like damage reduction.
Bonus Feat:
At level 3 and at level 9, you gain a bonus feat. These bonus feats are drawn from the following pool:
Powerful Charger, Dire Charge, Epic Rage, Thundering Rage, Extend Rage I, Extend Rage II, Extend Rage III, Extend Rage IV, Extra Rage, Power Attack, and Improved Power Attack.
You must have the requirements to take the feat.
Rapid Recovery:
You gain Fast Healing 1.
Champion of Blood:
When you activate Rage, Frenzy, or Charge, every member of your party within 20 feet (A "huge" radius) is given the same benefits as you. If you do not have tireless, they will become fatigued after. If you have tireless, they will share in its benefit with you. If they have tireless and you do not, they will not be fatigued.
Special Synergy: If you have Inspire Frenzy, this feat applies to it as well.
Tireless:
You no longer suffer from fatigue after raging. When using Frenzy and Inspire Frenzy, you and targets no longer take constant damage.
Indomitable:
You gain Immunity to Fear and Confusion. At level 10, you gain Immunity to Dominate and Daze.
Hit Dice: 1d10
Saves: High - Fort/Will, Low - Reflex
Skill Points: 2+INT
Skills: Concentration, Intimidate, Survival, Heal, Craft Armor, Craft Weapon
Requirements:
Race: Orc/Half-Orc
Alignment: None Good, None Lawful
BAB: 6
Feats: Rage or Frenzy (Potentially add Charge to this), Toughness, Self Sufficient, Steadfast Determination
Skills: Intimidate 10
Feats:
1: Distorting Rage, Distorting Frenzy, Distorting Charge
2: Blood Warrior Damage Reduction (DR 1/-)
3: Bonus Feat
4: DR 2/-
5: Rapid Recovery
6: DR 3/-, Champion of Blood
7: Tireless
8: DR 4/-, Indomitable I
9: Bonus Feat
10: DR 5/-, Indomitable II
Distorting Rage:
While Raging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 10% concealment. This advances as you gain more improved forms of rage:
Great Rage = 20% concealment.
Mighty Rage = 40% concealment.
Epic Rage = 60% concealment.
Distorting Frenzy:
While using Frenzy your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 30% concealment. This advances as you gain more improved forms of frenzy:
Greater Frenzy = 60% concealment.
Distorting Charge:
While Charging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 15% concealment, and a further 15% for every other feat that enhances charge. These feats are Powerful Charge, Furious Charger, and Dire Charge.
Blood Warrior Damage Reduction (1/-):
You gain damage reduction 1/-. This damage reduction increases by 1 for every even level of Blood Warrior you take. This damage reduction stacks with all like damage reduction.
Bonus Feat:
At level 3 and at level 9, you gain a bonus feat. These bonus feats are drawn from the following pool:
Powerful Charger, Dire Charge, Epic Rage, Thundering Rage, Extend Rage I, Extend Rage II, Extend Rage III, Extend Rage IV, Extra Rage, Power Attack, and Improved Power Attack.
You must have the requirements to take the feat.
Rapid Recovery:
You gain Fast Healing 1.
Champion of Blood:
When you activate Rage, Frenzy, or Charge, every member of your party within 20 feet (A "huge" radius) is given the same benefits as you. If you do not have tireless, they will become fatigued after. If you have tireless, they will share in its benefit with you. If they have tireless and you do not, they will not be fatigued.
Special Synergy: If you have Inspire Frenzy, this feat applies to it as well.
Tireless:
You no longer suffer from fatigue after raging. When using Frenzy and Inspire Frenzy, you and targets no longer take constant damage.
Indomitable:
You gain Immunity to Fear and Confusion. At level 10, you gain Immunity to Dominate and Daze.
Last edited by metaquad4 on Wed Jan 18, 2017 5:01 pm, edited 1 time in total.
aka aplethoraof (on discord too)
- thids
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Re: Blood Warrior
hahahahahahahametaquad4 wrote: Distorting Rage:
While Raging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 10% concealment. This advances as you gain more improved forms of rage:
Great Rage = 20% concealment.
Mighty Rage = 40% concealment.
Epic Rage = 60% concealment.
Distorting Frenzy:
While using Frenzy your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 30% concealment. This advances as you gain more improved forms of frenzy:
Greater Frenzy = 60% concealment.
Distorting Charge:
While Charging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 15% concealment, and a further 15% for every other feat that enhances charge. These feats are Powerful Charge, Furious Charger, and Dire Charge.
no. Stop trying to bait people.
Also, blood warrior is a homebrewed class which does not fit with what orcs are supposed to be in FR.
Last edited by thids on Wed Jan 18, 2017 4:58 pm, edited 1 time in total.
Lord Maximilian Blackthorne - retired
- aaron22
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Re: Blood Warrior
i think this looks really fun.
as far as the available feats, do you think there should be epic feats within that list if the levels are taken above level 20? i would think this necessary. but maybe i am incorrect in this thinking.
as far as the available feats, do you think there should be epic feats within that list if the levels are taken above level 20? i would think this necessary. but maybe i am incorrect in this thinking.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- metaquad4
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Re: Blood Warrior
Yeah. Epic Feats wouldn't be available if under 20, obviously.
aka aplethoraof (on discord too)
- metaquad4
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Re: Blood Warrior
You are free to come up with a martial PRC for orcs that would be better, and is in relatively on-par with the baseline for a martial PRC that we established (Dwarven Defender). Please, refrain from just copy-pasting a link and make a post with feats/requirements that would fit into NWN2. More suggestions are always welcome on the suggestions board.Thids wrote: hahahahahahaha
no. Stop trying to bait people.
Also, blood warrior is a homebrewed class which does not fit with what orcs are supposed to be in FR.
And, I'm sure everyone roleplays an orc the exact same. Definitely. Yup.
Rant about Homebrew whiners:
Hidden: show
Last edited by metaquad4 on Wed Jan 18, 2017 5:31 pm, edited 1 time in total.
aka aplethoraof (on discord too)
- aaron22
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Re: Blood Warrior
that is why there are DM's. its all homebrew with a DM present, because it may or may not be whatever the DM decides it is for the players.metaquad4 wrote:
Rant about Homebrew whiners:Hidden: show
you are confronted by a huge troll.. fight!=slaughtered!! with ten more right behind him.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- metaquad4
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Re: Blood Warrior
Yup. DMs (and to an extent, players, when DMs approve of/do not denounce but are aware of their actions/bios/whatever) decide what is canon for us, and what isn't, when they act. They write the story, players populate it.
And, of course, Area/Content Designers have a hand in shaping it as well. Gatta give them a few props :-3
*Attempts to move the train back onto its rails*
And, of course, Area/Content Designers have a hand in shaping it as well. Gatta give them a few props :-3
*Attempts to move the train back onto its rails*
aka aplethoraof (on discord too)
- thids
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Re: Blood Warrior
Very well, if you two think sitting on skype and orchestrating this "discussion" proves some point, carry on. Who am I to argue.
Lord Maximilian Blackthorne - retired
- aaron22
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Re: Blood Warrior
your input would be appreciated. but if you don't want to, that is fine too.Thids wrote:Very well, if you two think sitting on skype and orchestrating this "discussion" proves some point, carry on. Who am I to argue.
rails
i want to create a comparison here with what i think it should be compared to. i will use points to express strength/weakness. of course my number values are quite subjective.
Blood Warrior
Hit Dice: 1d10
Saves: High - Fort/Will, Low - Reflex +1
Skill Points: 2+INT
Skills: Concentration, Intimidate, Survival, Heal, Craft Armor, Craft Weapon
Requirements:
Race: Orc/Half-Orc
Alignment: None Good, None Lawful
BAB: 6
Feats: Rage or Frenzy or Charge, Toughness, Self Sufficient, Steadfast Determination -2
Skills: Intimidate 10 -1
Feats:
1: Distorting Rage, Distorting Frenzy, Distorting Charge +4
2: Blood Warrior Damage Reduction (DR 1/-) +.5
3: Bonus Feat +1
4: DR 2/- +.5
5: Rapid Recovery +1
6: DR 3/-, Champion of Blood +2
7: Tireless +1
8: DR 4/-, Indomitable I +2
9: Bonus Feat +1
10: DR 5/-, Indomitable II +2
total= +13
Dwarven Defender
HD: d12 +1
Saves: high-will/fort, low-reflex +1
Skill Points: 2+Int
Skills: craft alchemy, craft armor,craft weapon, listen, parry, spot +.5
Req's
Race: Dwarf
Alignment: any lawful
BAB: +7
Feats: Dodge,Toughness -1
Feats:
1: Defensive Stance x1, Improved Defense 1 +4
2: Uncanny dodge +.5
3: Defensive Stance x2 +.5
4: Improved Defense 2, Trap Sense 1 +1
5: Defensive Stance x3 +.5
6: Dwarven Defender DR 1, Improved Uncanny Dodge +4
7: Defensive Stance x4, Improved Defense 3, +1.5
8:
9: Defensive Stance x5, Trap Sense 2 +1
10: Dwarven Defender DR, Improved Defense 4 +2.5
total= +17
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- Ravial
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Re: Blood Warrior
How about instead of this, give a thought to a good old Orc Scout?
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- aaron22
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Re: Blood Warrior
so DD value is at 17 and BW is at 13...
i may be under-valuing the displacement advantage that occurs while rageing/frenzying/charging on the BW, but i also may be under-valuing the AC bonuses from the DD. if i undervalued them both equally then i would still need something to make up for the appx. 24% value that DD gets if we want to make these two comparable.
from looking at them side by side, the improved uncanny dodge on the DD really sets it way above.
trying to consider something of similar quality to add. the IUD with the listen/spot skill essentially makes sneak attackers weak melee without their ability to both hide and perform any kind of sneak damage.
maybe a greater spell mantle? i dont want it to be invulnerable but want it to be planned for accordingly.
i may be under-valuing the displacement advantage that occurs while rageing/frenzying/charging on the BW, but i also may be under-valuing the AC bonuses from the DD. if i undervalued them both equally then i would still need something to make up for the appx. 24% value that DD gets if we want to make these two comparable.
from looking at them side by side, the improved uncanny dodge on the DD really sets it way above.
trying to consider something of similar quality to add. the IUD with the listen/spot skill essentially makes sneak attackers weak melee without their ability to both hide and perform any kind of sneak damage.
maybe a greater spell mantle? i dont want it to be invulnerable but want it to be planned for accordingly.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- metaquad4
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Re: Blood Warrior
Maybe if it required Sorcerer/Bard/Favored Soul.
It'd either need innate blood and training. Or intensive learning and training. And the level of training in magic required to cast that level of spell would be pretty intense. Far too intense for a barbarian/beserker PRC.
Improved Uncanny dodge is meh. It doesn't actually protect against sneak attacks (unless the attacker is below level 10!). Uncanny dodge is great, since it doesn't deny your AC.
I'd say, at the renditions we posted, they are about equal and in line with logic. Adding advanced magical abilities would make it logic-defying (within the rules of this universe).
I'd have put the concealment at +6, personally. Concealment is pretty good.
You are also vastly underestimating Champion of Blood. A Barbarian 20/Champion of Blood 10, for example, could give their party 60% Concealment, +10 STR/CON (stacking with enhancement bonuses), +8 will saves, +7 natural AC (ice troll beserker). It won't last too too long (since much of your party probably won't have high con), but it'll last long enough to help them survive and dish out some serious hurt. I'd put it at +5, at the very least, on its own.
It'd either need innate blood and training. Or intensive learning and training. And the level of training in magic required to cast that level of spell would be pretty intense. Far too intense for a barbarian/beserker PRC.
Improved Uncanny dodge is meh. It doesn't actually protect against sneak attacks (unless the attacker is below level 10!). Uncanny dodge is great, since it doesn't deny your AC.
I'd say, at the renditions we posted, they are about equal and in line with logic. Adding advanced magical abilities would make it logic-defying (within the rules of this universe).
I'd have put the concealment at +6, personally. Concealment is pretty good.
You are also vastly underestimating Champion of Blood. A Barbarian 20/Champion of Blood 10, for example, could give their party 60% Concealment, +10 STR/CON (stacking with enhancement bonuses), +8 will saves, +7 natural AC (ice troll beserker). It won't last too too long (since much of your party probably won't have high con), but it'll last long enough to help them survive and dish out some serious hurt. I'd put it at +5, at the very least, on its own.
aka aplethoraof (on discord too)