Revision [285]

Last edited on 2011-02-23 04:20:07 by Akhat (unregistered user)
Additions:
**Base Attack Bonus**: +10
**Skills**: Ride 8 ranks, Handle Animal 6 ranks
**Call Companion**: A rider gains a roc companion to be his mount. Further information about the companion is below.
**Ride the Thermals (2)**: The riders have become adept at handling their mounts. They gain a +10 competence bonus to ride checks on their companion. In addition, they have become so adept at fighting in the air currents, the penalty to ranged combat in winds while mounted is reduced by 2 (no penalty in strong winds, -2 in severe, etc.)
**Grand Dive (3)**: The rider has learned to utilize sudden dives to his advantage in combat. In a round where he and his companion dive at least 50 feet, he gains a +4 bonus to damage for that round.
Roc Companion:
The process of taming a roc is a long an arduous one, that requires a week-long journey into the desert, alone. To survive requires making multiple survival checks at a DC decided by the DM -- suggested DC 20 base, increasing by ~2 per day. Failing multiple checks indicates increasing dehydration -- and eventually death. To initially pacify the roc, without any magical aid, is a DC 30 Handle Animal check. Bribes of shiny objects, or better yet, large quantities of food, can reduce this.
Levels 1-3
Move As One: The companion of the rider advances one category of maneuverability when mounted. Since roc maneuverability is average by default, this means they progress to good, and gain the benefits: hovering, etc.
Levels 4-5
Egg On: The companion's flying speed increases by 10 feet while its rider is astride.
Deletions:
**Base Attack Bonus**: +4
**Skills**: Ride 6 ranks, Handle Animal 4 ranks
**Call Companion**: A rider gains a roc companion to be his mount. The process of taming a roc is a long an arduous one, that requires a week-long journey into the desert, alone. To survive requires making multiple survival checks at a DC decided by the DM -- suggested DC 20 base, increasing by ~2 per day. Failing multiple checks indicates increasing dehydration -- and eventually death.
**Ride the Thermals (2)**: The riders have become adept at handling their mounts. They gain a +10 competence bonus to ride checks on their companion.


Revision [284]

Edited on 2011-02-22 22:38:35 by Akhat (unregistered user)
Additions:
**Call Companion**: A rider gains a roc companion to be his mount. The process of taming a roc is a long an arduous one, that requires a week-long journey into the desert, alone. To survive requires making multiple survival checks at a DC decided by the DM -- suggested DC 20 base, increasing by ~2 per day. Failing multiple checks indicates increasing dehydration -- and eventually death.
Deletions:
**Call Companion**: A rider gains a roc companion to be his mount. The process of taming a roc is a long an arduous one, that requires a week-long journey into the desert, alone. To survive...


Revision [283]

Edited on 2011-02-22 19:27:52 by Akhat (unregistered user)
Additions:
**Skills**: Ride 6 ranks, Handle Animal 4 ranks
**Weapon and Armor Proficiency**: Riders gain proficiency with all simple weapons, the shortbow and longbow, as well as the lance and winged spear. They also gain light and medium armor proficiency.
**Roc Riding**: The rider's class level may be added to all Ride checks on a roc, as well as to all Handle Animal checks with his companion.
**Call Companion**: A rider gains a roc companion to be his mount. The process of taming a roc is a long an arduous one, that requires a week-long journey into the desert, alone. To survive...
**Ride the Thermals (2)**: The riders have become adept at handling their mounts. They gain a +10 competence bonus to ride checks on their companion.
**Bonus Feat (2)**: Riders can, at second and fourth level, pick a bonus feat from the following list: Mounted Archery, Improved Mounted Archery, Mounted Fighting, Ride-By Attack
**Class Skills**: Balance (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis)
Deletions:
**Skills**: Ride 4 ranks
**Weapon and Armor Proficiency**: Riders gain proficiency with the shortbow and longbow, as well as the javelin, spear, and winged spear. They also gain medium armor proficiency.
**Monk Abilities**: Fist of Stone levels stack with monk levels for the purpose of determining unarmed damage, bonus movement speed, and bonus AC.
**Flurry of Blows**: Fists of Stone gain the Flurry of Blows class feature, identical to the monk's. By opting to use a Flurry of Blows rather than a full attack, the Fist gains one extra attack at their highest attack bonus, but all attacks this round are made with a -2 penalty.
**Sundering Palm (1)**: A Fist of Stone can sunder with unarmed attacks, and provokes no attack of opportunity for doing so. Their unarmed strike is counted as large for the purpose of sundering.
**Internal Focus (2)(Ex)**: By making a DC 20 Concentration check, three times per day, the Fist can speed up his metabolism in order to facilitate greater energy use by his body, allowing him to move and act faster. This allows them to function as if under the effects of Haste with a caster level of Fist level + 2.
**Iron Skin (2)**: The Fist has toughened body and flesh to damage through repeated exposure. As a result, they gain damage resistance of 2/-- (this stacks with other forms of DR). This increases to 4/-- at fourth level, and 6/-- at sixth level.
**Penetrating Fist (3)(Ex)**: Through rigorous discipline and training, the Fist has been trained to strike in such a way as to do damage in spite of a creature's armor or similar effects. The Fist's unarmed attacks ignore the first five points of damage reduction of creatures hit. This increases to ignore the first ten points at level six. The Fist does double damage when sundering.
**Shattering Strike (4)(Ex)**: The Fist has learned how to analyze a creature for weak points and exploit them. Five times per day, before making an attack roll, the Fist can announce they are using a Shattering Strike. If the strike hits, it does an additional 1d8 per level of Fist of Stone. If the target is a construct, object, or item it is 2d8 per level. This damage is not doubled by Penetrating Fist. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + levels of Fist
**Adamantite Fist(5)(Ex)**: The unarmed attacks of the Fist are treated as Adamantite for the purpose of overcoming damage reduction.
**Push On (5)**: The Fist has become so focused that they gain a +10 bonus on Concentration checks. In addition, when taking damage increases the DC of a Concentration check, it does so at a rate of +1 DC for every 2 damage, instead of +1 for 1.
**Metabolic Overload(6)(Su)**: The Fist has achieved such a level of control over their body that they can accelerate their bodies to levels beyond the imagination. This is not an easy feat, nor one to be undertaken lightly, it can be used once per day. In order to begin the overload, they must make a DC 30+ Concentration check. The concentration check is a standard action to initiate. After making the first check, they must make the same check the following round, using a full action. The difficulty of the check is increased by any damage taken that round. If they make both the concentration checks, they gain 1d4+2 rounds of extra actions immediately: these rounds can be used to move or attack.
**Class Skills**: Balance (Dex), Craft(Int), Jump(Str), Listen(Wis), Ride(Dex), Spot(Wis)


Revision [282]

Edited on 2011-02-22 16:07:46 by Akhat (unregistered user)
Additions:
======**Roc Riders**======
"//Death from above!//"
-- Minerva Twiceblessed, Captain of the Air
The Roc Riders were the first members of the Aerial Corps of the Mteuele. Founded after the discovery of a process by which the rocs that plied the skies of the desert might be pacified. The double benefit: both partly removing a threat, and increasing their own strength, was found to be too much, and the Aerial Corps was so born. A group of intrepid and broad-thinking young men and women enlisted, and hunted down rocs to be their companions. The training process is a long one, including bonding time with their companions, both the rocs and their fellow corpsmen, weapons proficiency time, endurance training, and tactics in three dimensions. To be a rider is not for the slow or the stupid, the fearful or the weak.
**Base Attack Bonus**: +4
**Skills**: Ride 4 ranks
**Feats**: Mounted Combat
BAB: 1
Saves: Good Ref; Bad Will, Fort
Hit Dice: d8
**Weapon and Armor Proficiency**: Riders gain proficiency with the shortbow and longbow, as well as the javelin, spear, and winged spear. They also gain medium armor proficiency.
**Class Skills**: Balance (Dex), Craft(Int), Jump(Str), Listen(Wis), Ride(Dex), Spot(Wis)
2 + (Int bonus) skill points per level
Deletions:
======**Fists of Stone**======
"//Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world.//"
-- Grathbar Graymountain, Fist of Stone
The Fists of Stone are an organization dedicated to physical perfection. Their origin is hidden in the dark annals of time, but they surfaced within several generations of the first Cataclysm, known by many names, from the Rain of Fire to the Sundering. There seems to be no central point that the Fists first came to either -- the name probably originated among the Dwarves of the Old World, but already the organization had been formed up in other cultures across the world.
To join the ranks of the Fists is easy and difficult. It is a decision and a calling from a higher power, all rolled into one. The enclaves don't have any particular requirements to study -- some of their members, particularly on the Blasted Isle, teach lower forms of the discipline to commoners -- but those who aren't of a certain physical quality, showing no signs of improving, are quietly shunted to the side. Monks are the most common adherents to the class, as they are often set apart as it is, and their focus on self-knowledge fits nicely with the Fists. Desert Dwellers are also known to become Fists -- their mentality of self-perfection by constant testing leads them along similar paths.
**Alignment**: Non-chaotic
**Base Attack Bonus**: +3
**Skills**: Concentration 4 ranks
**Feats**: Improved Unarmed Strike, Toughness
BAB: 3/4
Saves: Good Fort, Ref; Bad Will
Hit Dice: d10
**Weapon and Armor Proficiency**: Fists of Stone gain no weapon or armor proficiencies.
**Class Skills**: Balance (Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex)
4 + (Int bonus) skill points per level


Revision [281]

The oldest known version of this page was created on 2011-02-22 15:33:55 by Akhat (unregistered user) [Cloned from StoneFists]