Blood Warrior

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aaron22
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Re: Blood Warrior

Unread post by aaron22 »

ok then i misunderstood IUD. i was under the impression that a level 21 with it would not be able to be sneak attacked even by a level 30.

i was also grading the blood of the champion without it giving the concealment bonus to comrades.

i also didn't want to base anything off synergies. i wanted to base its rating on a stand alone basis.

edit: i was reaching with the mantle for sure. i just couldn't think of anything and felt i should provide an example to get thoughts moving. and, of course, that was with a misunderstanding of what IUD actually provides.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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aaron22
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Re: Blood Warrior

Unread post by aaron22 »

So just a few last points.

I do not think the concealment should apply for champion of the blood to the party. Only the blood warrior.

I am unsure as to how the champion of blood feat would work if let's say a barbarian with the feat used it at the same time as another one frenzied and then a third used a charge feat. I do not think they should stack. That would be crazy. My idea would be that it would apply only the latest one overriding the previous.
Ravial wrote:How about instead of this, give a thought to a good old Orc Scout?
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Orc Scout

Slipping down from the wild, barren high country into the more civilized lands of the south, the scout begins his work. His task is not to fight the enemy directly, but rather to gain valuable knowledge about the enemy’s strengths, weaknesses, and movements. With the scout’s help, the enemy will be destroyed, and he will play a valuable role in that downfall. The scout’s contribution to the foe’s demise
is visible not in the execution of his missions, but on the battlefield when the opponent realizes that the orc commanders know far more about them than they should. Part wilderness warrior and part spy, the orc scout is a hero to his people. His glory comes not from prowess in combat, but from risking his life to bring his chieftain accurate intelligence about the enemy’s activities. He prepares for this role by training himself to survive in inhospitable climes, to make clandestine observations from afar, and to return home safely with his knowledge intact. Most orc scouts are barbarians, fighters, or rangers who have chosen to be trained for special missions on behalf of their tribe. Orc scouts normally work alone or in pairs. Rarely, they gather in a triad when the task at hand is too demanding for a solo mission or twin group. Their goal is to spy on the enemy and get home safely to tell what they know.

Hit Die: d8.

REQUIREMENTS To qualify to become an orc scout, a character must fulfill all the following criteria.
Race: Orc, half-orc, or tanarukk.
Base Attack Bonus: +5.
Skills: Move Silently 6 ranks, Wilderness Lore 4 ranks. Feats: Alertness, Endurance, Stealthy.

CLASS SKILLS The orc scout’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Feat progression:
Level 1: Fieldcraft +1, blend into wilds
Level 2: bonus feat, fast movement (40ft)
Level 3: Fieldcraft +2, sneak attack +1d6
Level 4: Bonus Feat
Level 5: Fieldcraft +3, Fast movement (50ft)

Class levels: 5
Save progression:
Fort from level 1-5; +0, +1,+2,+3,+3
Reflex from level 1-5; +2,+3,+3,+4,+4
Will from level 1-5; +0, +0, +1, +1, +1
BAB progression: Medium

CLASS FEATURES: The following are class features of the orc scout prestige class.
Weapon and Armor Proficiency: Orc scouts are proficient in simple and martial weapons and light armor.

Fieldcraft (Ex): At 1st level, an orc scout gains a bonus on a number of skill checks due to his intensive training in these capabilities. The orc scout gains a +1 bonus on Climb, Heal, Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore checks whenever he is engaged in a scouting mission. The bonus increases to +2 at 3rd level and to +3 at 5th level.

Blend into Wilds (Ex): At 1st level, an orc scout learns to blur his lines with the aid of colored body paint, carefully chosen clothing, and posture, making it much difficult for others to see him. This technique requires 1 minute to implement but grants the orc scout a +10 competence bonus on his Hide check. An orc scout can use this ability only when he is in a wilderness area, and only if he is not under observation by foes. If he moves at all, he loses the benefit of blending and must make his Hide check normally (see the Hide skill description).

Bonus Feat: At 2nd level and again at 4th level, an orc scout gains a feat from the following list: Blooded, Forester, Resist Poison, Survivor, Toughness, Treetopper. Fast Movement (Ex): At 2nd level, an orc scout’s speed improves to 40 feet, as shown on Table 6–4. An orc scout in medium or heavy armor, or carrying a medium or heavy load, loses this extra speed. At 5th level, the orc scout’s speed improves to 50 feet. Orc scouts with levels in barbarian add that class’s fast movement bonus to their orc scout base speed.

Sneak Attack (Ex): Often an orc scout must strike an opponent unawares in order to accomplish his mission. At 3rd level, an orc scout gains the ability to execute a sneak attack if he can catch an opponent unable to defend himself from attack, striking a vital spot for extra damage. Any time the orc scout’s opponent would be denied his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not), the orc scout’s attack deals +1d6 points of extra damage. Should the orc scout score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is no farther than 30 feet away. With a sap or an unarmed strike, an orc scout can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even at the usual–4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. An orc scout can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to strike. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. The orc scout must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. An orc scout cannot sneak attack while striking at a creature with concealment or by striking at the limbs of a creature whose vitals are beyond reach. If an orc scout gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Personally I think the scout sounds pretty neat, but falls short on some points I thought would make the race desirable to play. I also thought it would be nice to have a melee defender prc that competes with the Dwarven defender. It creates a natural ooc rivalry that would translate in the game. The scout idea could do two things though. It would make a class path that is almost never chosen for the orc race. That is both good and bad. As it is, many orc rolled are snowflakes. And with that comes less likely hood to spend more than a couple months because they are less effective than they hoped. Coupled with the very hard restrictions and conflict that come with being an orc.

What do you think?
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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Nachti
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Re: Blood Warrior

Unread post by Nachti »

While Raging your movements, bloodlust, and fury physically distort your enemy's perception of you.
How can an orc distort an enemy's perception of him?
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aaron22
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Re: Blood Warrior

Unread post by aaron22 »

Nachti wrote:
While Raging your movements, bloodlust, and fury physically distort your enemy's perception of you.
How can an orc distort an enemy's perception of him?
i dont know... how do balls of fire shoot from a smart guys hands? its DnD.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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Young Werther
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Re: Blood Warrior

Unread post by Young Werther »

When their blood goes crazy they start distorting time and space? Sounds pretty metal.

I like this orc prc personally.
Lockonnow wrote:greatest fear like the movie Hellraiser they show you what you most fear and take a Image of IT
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aaron22
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Re: Blood Warrior

Unread post by aaron22 »

maybe because their movements are wild and unpredictable. Their focus is so dialed in that things slow down perceptually for them and make it easier to dodge the now slower attacks.

they are "in the zone". think Jordan, game 2 of '86 playoffs against the Celtics as an example. he had displacement for sure.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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Young Werther
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Re: Blood Warrior

Unread post by Young Werther »

That sounds more like the combat focus feat not that I'm saying displacement couldn't also represent such a state (being 1 move ahead at all times).

http://alcyius.com/dndtools/feats/playe ... index.html

Maybe give free combat focus feats and give those often neglected feats some love.
Lockonnow wrote:greatest fear like the movie Hellraiser they show you what you most fear and take a Image of IT
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