Post by Lin on Dec 2, 2004 12:19:33 GMT -5
No big introduction, here is my idea. The flavor text is a work in progress to say the least, but I'm presenting the mechanics (mostly) for now, I think they are good and I'm usually good at these things, but sometimes you get blinded by your own "good ideas" that you fail to see a glaring error
Cold Sun Shade
The stranger has never visited the town before, yet everyone knows there name. Whether they have respect, disdain or both, they stay out of there way. When the person needs imformation, it is given. When they have business everyone is on edge. When they leave, everyone breathes out. Some are good folks, who are just efficient in there execution of the law. Some are heartless and are efficient in there execution of goodness.
The Cold Sun Shade is a title without a rank. There is no organization around it, no set style or rules. Instead, it is a title granted by the populous to those that inspire a simultaneous respect and fear based on a seemingly indomitable martial prowess. The bearers of this title only keep it if they embrace it, learning to use there infamy as a weapon. Members of the class do not simply rest on the laurels of there fame and learning to use subtle movements posture and minutia of demeanor assist them in maintaining a reputation as fearsome warriors. The title is not attached to a race, an alignment or a relgion: simply the dedication to the use of arms and a level of competence that turns the reputation itself into a weapon.
Such a title is never granted to magic users, even though they are often feared, as the magic itself is what is fearsome, not the person. A Cold Sun Shade needs no spell or signature weapon to cow a foe and are always a threat, so long as something hard or sharp is within arms reach. They seemingly pull weapons from thin air with which to combat there enemies. The feeling they spread can be described as fear, but is perhaps better described as instilling those around them with a doubt in there own abilities, which may be accompanied by fear if the person has earned the Cold Sun Shade’s wrath.
(Note: The fluff is terrible. I’m having a hard time trying to get the flavor I want, the “Cowboy walks into town” feel that Westerns give you.)
Requirements:
Skills: Intimidate 9 ranks, Bluff 4 ranks
Feats: Quick Draw, Persuasive, Expertise
BaB: +6
Proficiency: All Martial Weapons
Other: Must have gained notoriety for a display of weapon prowess
Progression
Hit Die: d10
Skills: 2+Int
Class Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Sense Motive (Wis), Swim (Str)
Saves: Good Fortitude
BaB: Full
Level 1: Notoriety (+5), Improved Demoralize ( Move Action)
Level 2: Fearsome Strike (+1), Awe (+1)
Level 3: Improved Demoralize (+1, d4 rounds), Daunting Precense
Level 4: Quick Sheath
Level 5: Fearsome Strike (+2), Notoriety (+10), Improved Demoralize (+2, d6 rounds)
Level 6: Imposing Presence
Level 7: Improved Demoralize (+3, Improved Penalty)
Level 8: Fearsome Strike (+3), Awe (+2)
Level 9: Improved Demoralize (+4, d10 rounds)
Level 10: Frightful Presence, Notoriety (+15)
Class Features
Weapon and Armor Proficiency: The Cold Sun Shade is proficient with all martial weapons, light armor and shields.
Notoriety (ex): When the Cold Sun Shade reaches level 1, any Gather Information or bardic knowledge checks made with regards to the character gain an insight bonus of +5. This bonus increases to +10 at level five and +15 at level ten.
Improved Demoralize (ex): The Cold Sun Shadow is a fearsome opponent capable of draining the confidence from there opponents with ease. At level one, the Cold Sun Shade may make a demoralize attempt as a move action. At level three, the character receives a +1 bonus to all demoralize attempts and if successful the opponent is shaken for d4 rounds. At level five, the bonus increases to +2 and the opponent is shaken for d6 rounds. At level 7, the bonus increases to +3 and the penalties for being shaken for the opponent increase to +3. At level 9, this bonus increases to +4 and the duration increases to d10 rounds.
Fearsome Strike (ex): At level two, the Cold Sun Shade becomes more adept at exploiting the hesitance of there opponent. They receive a +1 to hit and damage against any opponent they successfully shake as long as they remain shaken. This bonus increases to +2 at level five and +3 at level eight.
Awe (ex): At level two, the Cold Sun Shade’s presence almost becomes tangible. They receive a +1 competence bonus to all intimidate bluff checks, saves against fear and the DCs of Kaia Shout, Greater Kaia Shout, Daunting Presence and Frightful Presence. This bonus increases to +2 at level eight.
Daunting Presence (ex): At level three, the Cold Sun Shade receives the Daunting Precence feat, even if they do not meet the requirements.
Prerequisites: Cha 13, Bab +1
Benefit: You may take a standard action to awe an opponent. The opponent must be within 30 feet and have an intellegence score. If the opponent fails a saving throw (DC = 10 + ½ character level + Cha mod) it is shaken for 2d6 rounds (Orginally 10 minutes). This has no effect on a creature that has already been shaken.
Quick Sheath (ex): Known for efficiency, the Cold Sun Master can sheath a weapon as soon as they are done using it, wasting no motion. Starting at fourth level, they may sheath a weapon as a free action once per round.
Imposing Presence (ex): At level six, the fearsome aura of the Cold Sun Shade looms bigger than before. The Cold Sun Shade counts as being one size larger than they actually are, but only for the purpose of intimidate checks and when used on an opponent larger than they are. In essence, this reduces the size difference penalty by 4.
Frightful Presence (ex): A level ten Cold Sun Shade can unsettle foes by simply being near. The ability takes effect automatically whenever the Cold Sun Shade attacks or charges. Creatures within a radius of 90 feet subject to the effect if they have fewer half the HD than the character. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + Cold Sun Shade’s Cha modifier) remains immune to the frightful presence for 24 hours. On a failure, creatures with 2 or less HD become panicked for 2d6 rounds and those with 3 or more HD become shaken for 2d6 rounds. Cold Sun Shades automatically ignore the frightful presence of other Cold Sun Shades.
Cold Sun Shade
The stranger has never visited the town before, yet everyone knows there name. Whether they have respect, disdain or both, they stay out of there way. When the person needs imformation, it is given. When they have business everyone is on edge. When they leave, everyone breathes out. Some are good folks, who are just efficient in there execution of the law. Some are heartless and are efficient in there execution of goodness.
The Cold Sun Shade is a title without a rank. There is no organization around it, no set style or rules. Instead, it is a title granted by the populous to those that inspire a simultaneous respect and fear based on a seemingly indomitable martial prowess. The bearers of this title only keep it if they embrace it, learning to use there infamy as a weapon. Members of the class do not simply rest on the laurels of there fame and learning to use subtle movements posture and minutia of demeanor assist them in maintaining a reputation as fearsome warriors. The title is not attached to a race, an alignment or a relgion: simply the dedication to the use of arms and a level of competence that turns the reputation itself into a weapon.
Such a title is never granted to magic users, even though they are often feared, as the magic itself is what is fearsome, not the person. A Cold Sun Shade needs no spell or signature weapon to cow a foe and are always a threat, so long as something hard or sharp is within arms reach. They seemingly pull weapons from thin air with which to combat there enemies. The feeling they spread can be described as fear, but is perhaps better described as instilling those around them with a doubt in there own abilities, which may be accompanied by fear if the person has earned the Cold Sun Shade’s wrath.
(Note: The fluff is terrible. I’m having a hard time trying to get the flavor I want, the “Cowboy walks into town” feel that Westerns give you.)
Requirements:
Skills: Intimidate 9 ranks, Bluff 4 ranks
Feats: Quick Draw, Persuasive, Expertise
BaB: +6
Proficiency: All Martial Weapons
Other: Must have gained notoriety for a display of weapon prowess
Progression
Hit Die: d10
Skills: 2+Int
Class Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Sense Motive (Wis), Swim (Str)
Saves: Good Fortitude
BaB: Full
Level 1: Notoriety (+5), Improved Demoralize ( Move Action)
Level 2: Fearsome Strike (+1), Awe (+1)
Level 3: Improved Demoralize (+1, d4 rounds), Daunting Precense
Level 4: Quick Sheath
Level 5: Fearsome Strike (+2), Notoriety (+10), Improved Demoralize (+2, d6 rounds)
Level 6: Imposing Presence
Level 7: Improved Demoralize (+3, Improved Penalty)
Level 8: Fearsome Strike (+3), Awe (+2)
Level 9: Improved Demoralize (+4, d10 rounds)
Level 10: Frightful Presence, Notoriety (+15)
Class Features
Weapon and Armor Proficiency: The Cold Sun Shade is proficient with all martial weapons, light armor and shields.
Notoriety (ex): When the Cold Sun Shade reaches level 1, any Gather Information or bardic knowledge checks made with regards to the character gain an insight bonus of +5. This bonus increases to +10 at level five and +15 at level ten.
Improved Demoralize (ex): The Cold Sun Shadow is a fearsome opponent capable of draining the confidence from there opponents with ease. At level one, the Cold Sun Shade may make a demoralize attempt as a move action. At level three, the character receives a +1 bonus to all demoralize attempts and if successful the opponent is shaken for d4 rounds. At level five, the bonus increases to +2 and the opponent is shaken for d6 rounds. At level 7, the bonus increases to +3 and the penalties for being shaken for the opponent increase to +3. At level 9, this bonus increases to +4 and the duration increases to d10 rounds.
Fearsome Strike (ex): At level two, the Cold Sun Shade becomes more adept at exploiting the hesitance of there opponent. They receive a +1 to hit and damage against any opponent they successfully shake as long as they remain shaken. This bonus increases to +2 at level five and +3 at level eight.
Awe (ex): At level two, the Cold Sun Shade’s presence almost becomes tangible. They receive a +1 competence bonus to all intimidate bluff checks, saves against fear and the DCs of Kaia Shout, Greater Kaia Shout, Daunting Presence and Frightful Presence. This bonus increases to +2 at level eight.
Daunting Presence (ex): At level three, the Cold Sun Shade receives the Daunting Precence feat, even if they do not meet the requirements.
Prerequisites: Cha 13, Bab +1
Benefit: You may take a standard action to awe an opponent. The opponent must be within 30 feet and have an intellegence score. If the opponent fails a saving throw (DC = 10 + ½ character level + Cha mod) it is shaken for 2d6 rounds (Orginally 10 minutes). This has no effect on a creature that has already been shaken.
Quick Sheath (ex): Known for efficiency, the Cold Sun Master can sheath a weapon as soon as they are done using it, wasting no motion. Starting at fourth level, they may sheath a weapon as a free action once per round.
Imposing Presence (ex): At level six, the fearsome aura of the Cold Sun Shade looms bigger than before. The Cold Sun Shade counts as being one size larger than they actually are, but only for the purpose of intimidate checks and when used on an opponent larger than they are. In essence, this reduces the size difference penalty by 4.
Frightful Presence (ex): A level ten Cold Sun Shade can unsettle foes by simply being near. The ability takes effect automatically whenever the Cold Sun Shade attacks or charges. Creatures within a radius of 90 feet subject to the effect if they have fewer half the HD than the character. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + Cold Sun Shade’s Cha modifier) remains immune to the frightful presence for 24 hours. On a failure, creatures with 2 or less HD become panicked for 2d6 rounds and those with 3 or more HD become shaken for 2d6 rounds. Cold Sun Shades automatically ignore the frightful presence of other Cold Sun Shades.