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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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True, I would put that maybe level 5 or 6 then? And probably he has to craft it himself at a higher DC, or have to craft a masterwork version of his weapon. Not looking at it right now so not 100% sure on how it is currently.
Posted on 2014-04-09 at 14:05:20.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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edit
Updated the link and class... Added damage reduction and removed a few things.
Posted on 2014-04-09 at 15:33:22.
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Eol Fefalas Lord of the Possums RDI Staff Karma: 475/28 8840 Posts
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Liking it...
...more and more as it evolves!
Good stuff, Padre.
Posted on 2014-04-09 at 15:59:25.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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Same,
liking how it's coming out. May I make some more suggestions though. The DR I think should go up to 5, every 4 levels goint up by one. 4,8,12,16,20 effectively giving DR 1/2/3/4/5.
Not sure if it's included with the club, but the savage should also be proficient with Great club too.
Also I'm thinking maybe keeping the crafting specialt/ weapon preference things as a supernatural ability would be good. It'd be cool RP to have it be " spirits of the elders" or their ancient gods or something giving them some sort of power. But I do think these two abilities need to be edited a little. Possibly rolled into one ability that scales all the will 20 possibly.
As of right now, at lvl 20 the character will have an effective +5 weapon with bonuses to craft it. Maybe have the preferred weapon ability when combined with the other do something like this.
HERITAGE WEAPON (snazzy name I just thought up, figured it sounds cool)
Lvl 1: choose a weapon from the given Tribal warrior weapon list. When your character crafts that chosen weapon, she receives a +1 to attack and damage as long as she uses the weapon she crafted. The bonuses are only applied to any weapon that she crafts, and do not stack. (If she duel wields two weapons she crafted, each will get +1). She also receives a +2 on any crafting checks made to craft that weapon.
Lvl 5: Attack and damage bonus increased to +2. The chosen weapon loses any negatives on attack and damage for being bone or stone, and gains the hardness and hit points of it's normal equivalent . Crafting bonus increased to +4
Lvl 10: Attack and damage bonus increased to +3. The chosen weapon counts as having an enhancement bonus equal to +3 for the purposes of surpassing any Damage reduction and for sundering. Crafting bonus increases to +6
Lvl 15: Attack and damage bonus increased to +4. The chosen weapon counts as having an enhancement bonus equal to +4 for the purposes of surpassing any damage reduction and for sundering. The weapon gains the properties of one of the following. Mithril, Adamantine, cold Iron, Alchemical silver. Crafting bonus is +8
Lvl 20: Attack and damage bonus increased to +5. The chosen weapon counts as having an enhancement bonus equal to +5 for the purposes of surpassing any damage reduction and for sundering. The weapon gains the properties of one of the following. Mithril, Adamantine, cold Iron, Alchemical silver. Crafting bonus is +10. The weapon then gains one of the following pairs of abilities. Thundering & Shocking, Fiery burst & flaming, Icy burst & frost, Acidic & Corrosive Burst.
All of these abilities only work while the Savage is wielding the weapon. If at any point the wielder is disarmed or drops the weapon, all abilities are lost. When the crafter wields the weapons again, the bonuses come back.
I figure the end abilities are elemental in nature, since the savage is kinda like attuned to the world and yatta yatta stuff like that.
Posted on 2014-04-09 at 18:12:13.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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Heritage weapon.
I think that progression would be to overpowered... But I like the fact that at higher levels the weapon could take on different materials properties.
Posted on 2014-04-09 at 18:28:04.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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And with that crafting bonus not including any ranks in craft... you would be able to take 10 to craft at a fairly low level.
Posted on 2014-04-09 at 18:31:21.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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Yeah that's ok too. If you take into consideration, say a rogues hide.
Level 5, you'll have +8 from ranks, probably +4 from dex, and lets say +1 from something else. (magic item, racial, etc etc). s0 +13.
the savage would get +8 from ranks, +4 from class ability, lets say +1 from Intelligence (I doubt you'd have anything higher than a 12 in INT when playing a warrior esque class). so +13. That's quite on par with everything else really.
Posted on 2014-04-09 at 18:48:27.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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but at level 20 you had a +10 craft bonus.
Posted on 2014-04-09 at 18:53:47.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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That's Ok, because you're level 20. You have to remember that being level 20 means you're an amazing living being that is the epitome of all that everyone else strives to be. You're a legendary hero that saves worlds and destroys gods. A +10 on a craft check seems reasonable.
Posted on 2014-04-09 at 18:56:14.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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Thoughts?
Totemic Weapon Creation: During character creation (pending DM approval) the player selects a weapon from the Savage Warrior weapon proficiencies, and a Totem for the tribe to specialise in. The Savage Warrior gains a +1 proficiency bonus to all attack and damage rolls with the selected weapon.
When the Savage Warrior crafts a masterwork version of this weapon he imparts the spirit of the tribe’s totem into the weapon granting it an enhancement bonus or ability. Though not magical in itself it is treated as magical for the purpose of overcoming damage reduction.
The crafted weapons only hold their enhancement bonus for the Savage Warrior. If the warrior sells or loses possession of the weapon it will lose its powers. (Another character can carry the weapons for the Savage so long as they don’t try to use them they will maintain their enhancement) If it loses its powers it becomes a mundane weapon (losing its masterwork quality).
To make any Totemic Weapons a Craft: Tribal will need to be made. At a DC of 20.
At level 1 the materials used to craft the weapon become hardened to the point of steel, negating penalties for using bone/stone weapons. (+2 competence bonus to craft)
At level 3 A +1 enhancement bonus to attack and damage can be crafted.
At level 6 A +2 enhancement bonus to attack and damage can be crafted. (+4 competence bonus to craft)
At level 10 A +3 enhancement bonus to attack and damage can be crafted. The acid, flaming, frost, or shocking feature can be added to the weapon as well as the enhancement bonus.
At level 15 A +4 enhancement bonus to attack and damage can be crafted. The acid, flaming, frost, or shocking feature can be added to the weapon as well as the enhancement bonus. (+6 competence bonus to craft)
At level 20 A +5 enhancement bonus to attack and damage can be crafted. The corrosive burst, flaming burst, icy burst, or shocking burst feature can be added to the weapon as well as the enhancement bonus. (+8 competence bonus to craft)
Totemic Tattoo: Starting at level 2 the Savage Warrior is able to impart the tribe’s totem spirit into his very skin by using tattoos, paint, and/or scaring. The totem spirit then protects the Savage Warrior and allows him to shrug off some damage. If paint is used instead of tattoos or scaring the benefits only last while the paint is in place.
To mark the tattoos a Craft: Tribal check needs to be made against DC 20. (DC 18 if you are tattooing another character) Only a member of the tribe can inscribe tattoos.
At level 2 and every 4 levels there after the tattoos impart a +1 Natural Armour Bonus to a maximum of +5 at level 18
At level 4 the Savage Warrior gains damage reduction 1/- This increases at level 8 and every 4 levels thereafter to a maximum of 5/- at level 20.
Posted on 2014-04-09 at 22:50:49.
Edited on 2014-04-10 at 00:22:59 by Padre J Roulston
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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Looks a lot better. The only thing is with the crafting magical part, the savage would need craft magical arms and armor as a feat, which doesn't seem so much like a savage persons forte. Just my 2 cents
Posted on 2014-04-09 at 23:45:19.
Edited on 2014-04-09 at 23:50:22 by Jozan1
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Padre J Roulston Resident Karma: 16/1 428 Posts
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slight edit.
Added craft DCs and a few minor points to the Totemic weapons and tattoo...
Posted on 2014-04-10 at 00:24:06.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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update...
I have updated the original post again...
Looking at the class abilities now I think having the bonus feats overpowers the character... at least how they were.
I have taken them off the list, but I think it still needs something... thoughts?
Posted on 2014-04-10 at 00:48:08.
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Padre J Roulston Resident Karma: 16/1 428 Posts
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Finished.
Without a bit of play test it is hard to say for sure, but I would have to say that the Savage Warrior class is done.
Posted on 2014-04-13 at 17:13:47.
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