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Messages - Stratovarius

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1
Board Discussion / This Board is now an Archive
« on: July 06, 2017, 08:06:56 PM »
As we have successfully resurrected the primary MinMax forums, we no longer have a need for this board to allow active posting. Thus, the ability to create new posts has been turned off.

However, users can still edit any existing posts, and can register and send PMs, should they need to use this as an avenue for contacting the MMF moderators and admins.

2
Up to you, but things are pretty settled there. It is just MMX on a new host, give or take a few updates.

3
Board Discussion / Re: Request what you need!
« on: July 02, 2017, 07:23:19 PM »
It's come up once or twice briefly, usually seems to hit on a cellphone. I've talked to Prime about it.

4
Board Discussion / Re: Request what you need!
« on: July 02, 2017, 06:56:11 PM »
Let me guess, on a cellphone?

5
Dak-Tharsh: The primarily-goblinoid nation of Dak-Tharsh has a history of butting heads with its neighbors. The expansionist Dragon Party has been growing in popularity in recent years after the ruling Manticore Party refused to involve Dak-Tharsh in the Second Dawnstar War on Antares. This unstable political climate has made its neighbors uneasy.

And now I want to play a goblin again.

6
Non-Arhosan Material / Re: Commander [Base]
« on: July 02, 2017, 01:58:00 PM »
Updated the lead post. I should probably update my PC for your campaign now.

7
Non-Arhosan Material / Re: Commander [Base]
« on: July 02, 2017, 01:33:52 PM »
This is going to be kind of in the order my brain responds:

The reason I'm a little worried about giving a commoner nothing is that if he dies (easy at 1st level and even more so at 2nd and 3rd), that class feature (i.e. half of the Commander class in many ways) is gone for a minimum of a week. It's very easy for a DM who wants (or even one who doesn't) to clobber the cohort and his max 4 hp (barring racial modifiers). One hit from the aforementioned orc barbarian and he evaporates. On the other hand... I see where you're coming from in as much as a well designed commoner (I'm not going as far as Troll-blooded, even) is a useful party contributor at 1st level. What would you say to the foci being applied at commander level 2 instead of level 1?

For the Presence aura, what about adding a save against fascinate for anyone who views a creature under the effect? It's a fairly minor debuff that doesn't work in combat, but is good in social situations.

For the Senses aura, I don't really want to get into adding things like darkvision and up, so... what about cannot be dazzled, blinded, or deafened?

I don't want to get away from basing the aura on Charisma, because otherwise the commander has precisely nothing valuable that's based off of any ability score, and can instead choose to focus entirely on being whatever he wants to be, knowing the chassis just sort of appears around him as he levels.

8
Non-Arhosan Material / Re: Commander [Base]
« on: July 02, 2017, 08:13:49 AM »
This division of bonus categories is an important thing to note, and was one thing that the original marshal did mostly right. There's a huge difference between +4 to all saves and +4 to a few skill checks. Presently, all of the commander's auras are lumped into a single pile. With the exception of a couple that scale at reduced rates (fast healing, caster level) a couple that don't scale at all (alliance, dogpile), and a few that provide bonuses that are inherently on different scales and are adjusted appropriately (reflective damage, SR, resistances, and movement speed), all of the auras give a straight bonus equal to the commander's Charisma modifier. Everything acts on the same scale. This means that +1 damage is valued as highly a +1 on attack rolls, +1 AC, +1 to all saves, +1 to a trio of skills, and +1 max AoO/round. Some of those comparisons are quite reasonable. Others, not so much. There needs to be an adjustment in the scaling between the various auras.

Back to the ability score-based scaling. Remember, these auras are applying party-wide. Taking the +all saves aura means that not only do you get divine grace, but everyone in the party gets it, too. Worse, they get to use your optimized Charisma score, rather than their own. Getting +Cha to all saves is fine. Giving a small to moderate bonus to all saves to the party is fine. Giving a big bonus to the whole party in a limited set of circumstances is fine. Combining the best of all of those is problematic. I'm just using saves as an example because it's easy to understand, easy to break down (all vs. Fort or Reflex or Will), and has a solid comparison point (divine grace @ paladin 2nd), but the same principle holds true to most of the other bonuses that auras can grant.

Now, one last thing about auras before I try to move on to cohorts. Some of the auras just produce way too big numbers at 1st level. This is strongly related to what I just talked about, but there are a few specific nuances to it I need to address. I've already discussed how +Cha can give bonuses across a party that are much larger than they should be, but most of what I've talked about have been about bonuses on a d20 roll. Some types of numbers, especially at the lowest of levels, have a much narrower band of reasonability. In this case, I'll have to dissect the specific auras that relate to this.
- Energy Shield: Reflective damage is cool. A little bit is neat and useful. Unfortunately, at 1st level, hit points are on a much narrower band than a d20s 1-20 range. Typically, hp goes from 6 up to about 15 at 1st level. You get a few outliers at CR 1 like the 29 hp sack of meat that is a 4 HD zombie, but on average you get 12-13 hp for CR 1 enemies (according to Optimization by the Numbers, and level 1 encounters generally deal with larger quantities of weaker, lower CR enemies, too. 18 Charisma deals 8 damage when hit, enough to take down the average CR 1/2 creature (6.6 hp) and takes off half the hp of the strongest one (16 hp). Your typical CR 1 enemy loses after hitting you twice, too. Your typical CR 1 enemy is doing noticeably less damage than that on each of its hits, too. Most enemies will only be averaging 4-7 damage per hit at CR 1. Even the 18 Str elite array orc fighter with a greatsword, sitting at the top of the damage curve, only deals 13 damage per hit, just over 50% more than you do reactively. If he doesn't drop you in that single hit, he's still going down to the second burst of reactive damage, so at best he gets a pyrrhic victory as you both bleed out. One of the deadliest enemies for the level has a non-zero chance of losing if you stand there and do nothing. Most any enemy that needs 2+ hits to drop you loses automatically.
- Toughness: Damage reduction is a difficult thing to evaluate. It comes up so rarely on the players' side, but even then usually in very small quantities. It has a similar issue of quantity as energy shield, being very potent at level 1 but losing that potency as higher level enemies come with higher amounts of damage. Small amounts of DR have very little effect, but the defensive benefits become more and more pronounced the higher DR rises until all or nearly all of the damage is prevented. It's similar to AC in this regard, except that instead of working on a 20-point scale, at 1st level DR typically works on a 4-7-point scale, (although outliers can go as high as the low 10s). Having DR 4 will halve or negate the damage that most CR 1/2 and CR 1 enemies deal. Even our 13 avg. damage orc from before loses significant enough chunk of damage to guarantee that he'll need at least 2 hits to drop your party's barbarian or warblade, and give very good odds for even the squishier commander with only a d8 for hp.

I would disagree that the Marshal got it right in terms of major aura scaling for the very reason you mentioned earlier in your post - it's too weak. By later levels of the game, +5 attack to those party members that need it is so easily reproduceable in a decent party that the focus shifts from "can I hit" to "what non-combat defenses do I need to overcome". And when it comes to coping with battlefield control, flying, etherealness, etc., the Marshal's bonuses are too small to make an impact. The game does not scale in a linear fashion, so making abilities that do almost always results in a falling behind the power curve unless there's other class abilities that jump off of it.

There are two ways around that: attempting to scale the bonus manually (Rage is an example, getting both more and bigger bonuses as the game goes on), or letting the player scale the bonus as appropriate for the game that he is in. The easiest way to do the latter is to tie it to an ability score, in this case Charisma. I would not claim it is a perfect solution, but the only one that immediately comes to mind is a kind of "point buy for auras", where every level the commander gets a number of points that he can expend to increase the bonus from one or more auras, but that involves both more bookkeeping and less flexibility for the class.

Based on discussions we've had elsewhere, the Commander starts out at tier 1 at lower levels, but slowly slides down the ranking system to tier 3 as other classes get more of their abilities. So there's too much "pop" at first level, especially, because the Cha bonus does not increase gradually, but rather starts out high for the level and then tails off to where it's quite possibly only one higher four levels later at 5th. The solution proposed, and one I think is quite effective, is to limit the aura bonus to min(class level or charisma modifier). It puts the Commander at a maximum of +2 at 1st level (due to the feat), which is in the right range to give the RNG a bit of a nudge but without overbalancing it. Without the feat, it looks better, so one item that might be necessary is to limit that feat to 3rd or 6th level Commanders, not 1st level ones, since it's such an obvious benefit to take.

Now, as to the equality of bonuses from auras: you are correct that the scaling between different benefits is not accurate. Looking at it again, I'd switch over to this (comments in bold):
(click to show/hide)

The combined changes should beat the Commander back down to a sane level at 1st from the Aura side.

The exact effect of a cohort at 1st level is much harder to analyze, as it has numerous factors that must be taken into account. The numbers, too, are less intuitive. At 1st level, the arcane, divine, and psionic foci pretty much amount to 1 spell/power per day. It's not a direct thing, but we do kind of know at this point roughly how effective one casting of a wizard or cleric spell or a psion power is (roughly 50% chance to win one of the 4 encounters in a day is what I typically estimate it as). Not unreasonable for a companion-type class feature if the rest of the class is comparably potent (which it would be once 1st-level auras get addressed). Stealth and wild foci are mostly about skills, and since wild's wild shape doesn't show up at the level range we're evaluating, it can be safely ignored. A commoner 1 with +2 damage or 2/day invisibility is very reasonable as a 1st-level companion, so those actually seem quite fine at first glance.

Combat focus is where the numbers really start to come in. It adds a pile of them. Hit points, attack, damage, DR, a feat, and a maneuver. There's a lot to look at here, and I don't think I can do an effective, accurate analysis for this sort of thing without actually statting some things out. I'm getting a bit tired, and generating those numbers is a lot of work, so I'll come back to this later.

Before I go, though, I don't want to forget about some of the front-loading scaling I mentioned earlier. At higher levels, the cohort keeps to 2 levels behind the commander. That's fine. At 2nd-level, the cohort is 1 level behind the commander... warning signs, but not necessarily wrong. At 1st level, however, the cohort is right at the commander's level. Alert! With combat focus, you've got a 1st-level fighter for a pet at level 1. If the commander stays home and reads a book in bed, he's already contributed his share to the party at level 1, just with the cohort tagging along. It's similar to the druid with its animal companion. The commander has the same class chassis, even, just with auras instead of spells.

I'm not sure what the fix is, especially since a major part of the premise of the commander is having cohorts. My gut ideas are either to remove the cohort at levels 1 and 2, or to remove the focus entirely until level 2 or 3, leaving the cohort just as a CR 1/3 commoner at 1st level. I'm not sure how well those would work, and I suspect I'll know more and/or have other, better ideas once I get the deeper stats analysis done.

Also, the cohort level/effectiveness just scales unevenly at low levels. That's just off-putting. It's 1, 1, 1, 2, 3, 4, .... Those three levels sitting at level 1 just don't work. As a creature unto itself, it's virtually impossible to make it appropriately powered at all three levels (commander levels 1, 2, and 3) despite the cohort staying identical across them.

Please note (just for the arcane side) that this class is heavily restricted - he has to buy and utilize a spellbook and spells like a wizard does, which makes that particlar foci even weaker. I might consider switching it to Sorcerer casting in order to stop the fussing in that area.

The issue with the cohort is that there's a floor below which it physically can't go - it has to have at least one hit dice, and all the attendant benefits of being a creature such as actions, regardless of everything else on top of it such as abilities. Those alone carry a fair bit of worth at 1st level, which is a problem I simply can't resolve if I want to have clean scaling of having a cohort.

What I can do is this (Since Combat Foci is the problem child):
  • Combat Focus: The chosen cohort gains proficiency with all martial and exotic weapons, increases his maximum hit points by +3 per cohort level, and increases his base attack bonus to that of a fighter. He gains a +2 bonus on Fortitude saves, and chooses one of the following: a +2 bonus on attack rolls, a +2 bonus on weapon damage rolls, or damage reduction 2/-. All of these bonuses (including the damage reduction) improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). He then chooses one of the following:
    Combatant: At 1st level, he gains a bonus feat, chosen from the list of fighter bonus feats. He must meet the prerequisites for this feat. At 4th, 8th, 12th, and 16th level, he gains an additional bonus feat.
    Initiator: He gains access to a single martial discipline (See Tome of Battle). His initiator level is equal to his cohort level, while his maneuvers known, readied, and the maximum level known are all given on Table 4. He recovers maneuvers as a Warblade does.

    Thoughts?

9
Killing enemies is expedient. Sparing them and giving them a chance at redemption or at least at giving up a life of preying on others in that particular area is more noble, but could qualify as "stupid good" depending on how realistic we play. Could there be some kind of option for non-lethal victory that isn't horrifically burdensome in terms of dealing with captives and only occasionally results in us having to fight the same dudes again (which can make for some fun story options)?

Team, are there certain themes that make you uncomfortable?  I tend to prefer the standard D&D module rated R violence, PG-13 sexuality. I know people can be sensitive about  religious/irreligious themes. Would playing an aasimar evangelisty true believer rub people the wrong way - this is of course assuming that he's got some tact? I thought it would be cool to try with the whole Luminous Order and Ebon Cabal thing.

One thing I'm sensitive about is violence toward children.  Please no graphic battles where we have to fight possessed kids or something.

I don't mean to make a big deal out of this stuff. It's just more fun for everyone if we have some kind understanding. Most of the time it's a non issue. It's just that I have played a lot of different games with a lot of different people...and sometimes it's weird...when with a little more communication it could be fun.

IC, it would definitely rub my PC the wrong way - he's seen far too much to really believe that there's redemption for those who go to war. The fact that there is "ultimate evil", as it were, in the form of demons and devils just confirms him in that belief. He's also very much on board with the whole killing aspect as a means to permanently reduce the wrong side.

OOC, as long as it's done right, I don't think it'll be a problem.

10
Don't really have a choice as a Commander - heavy Cha emphasis and a limited skill set pretty much pushes me in that direction.

11
Nans, Strat, any opinion on invisibility vs encyclopedia?

Other than being the party face, my guy has no skills at all. So as long as someone's covering it, it's okay. There should be fairly limited counters to invis at 1st level though, regardless of module we're playing.

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Board Discussion / Re: Can't Register
« on: June 30, 2017, 07:56:13 PM »
Try again. Should work now.

13
Since I figured I'd at least stat it up. My initial impression is fairly even at 1st level, at least. Cwalu/Cohort is definitely stronger than the horde, and the AoO spam would probably be enough to win for the commander.

(click to show/hide)

14
I've got the Vigor aura. We'll be okay-ish out of combat.

Tr'Bon Karlat, 1st level Commander

Human
Hit Dice: 1d8+2 (10 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 Armour)
Base Attack/Grapple: +0/+0
Attack: +0 Guisarme (2d4) or +2 Light Crossbow (1d8)
Full Attack: +0 Guisarme (2d4) or +2 Light Crossbow (1d8)
Space/Reach: 5 ft./10 ft. (Guisarme)
Special Attacks: -
Special Qualities: Commander Aura, Warden, Aid Them All
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 10, Dex 14, Con 14, Int 8, Wis 10, Cha 18
Skills: Bluff 8 (+4 Cha, +4 Skills), Diplomacy 10 (+4 Cha, +4 Skills, +2 Bluff), Intimidate 10 (+4 Cha, +4 Skills, +2 Bluff), Sense Motive 4 (+4 Skills)
Feats: Aptitude Focus (Combat), Commander's Will
Flaws: None
Traits: None
Environment: Campaign
Organization: The Party
Treasure: 125gp
Armor (20gp): 2 leather (20gp).
Weapons (91gp): 2 guisarmes (18gp), 2 light crossbows (70gp), bolts x30 (3gp)
14gp spare
Alignment: LN
Advancement: Commander

(click to show/hide)

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15
He did say no flaws back on page 1, but I think people missed that a little.

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1: Figured that would be your response. That one is a Warhammer class.
2: Not really with the commander, but I was thinking of the fun RPing a pair of goblins could bring.
3: Thought so, wanted to confirm.

17
Couple semi-related things:

#1: Wanted to get your opinion on the Warboss (I'm assuming no/needs balancing).
#2: Would it be possible, regardless of class, to use Strongheart Halflings and reflavour them as Goblins for the Commander/Cohort?
#3: I assume I need to pay for cohort gear out of WBL/starting cash?

18
Board Discussion / Re: Request what you need!
« on: June 30, 2017, 02:14:19 PM »
What just happened? The boards went kablooey, and now the old threads are in and the new stuff is on an address prefixed with storm-shetler. Not that I'm complaining about the old board threads being recovered (yay), but a little warning would have been appreciated. I just hope I'm not going to have to update all my links again.

We're working on a fix for updating all links permanently, so that everything that exists won't have to be redone. But the boards are back.

Am I going to have to get an account there now?

Yes.

19
Non-Arhosan Material / Warboss [Base]
« on: June 30, 2017, 12:16:47 PM »
Warboss
"You gonna follow me, or I gonna kill you!"
- Rusty Gutstabba, Orc Warboss

Warbosses are the biggest, meanest, and strongest warrior within a tribe, being both a supreme iron-fisted tyrant and a hulking behemoth that is considered by himself to be the greatest warrior around. These powerful individuals are relatively cunning and exceedingly powerful warriors, having fought and pummeled his way through his tribe's hierarchy by winning battles and killing every challenger that would dare to defy his brutal rule.

Making a Warboss
Orcs and goblins become warbosses through being bigger and tougher than other members of their tribe, not necessarily through being more intelligent, and many an a Warboss simply sends his troops at the enemy with little thought for tactics, trusting to their innate strength and ferocity to win the day.

Abilities: Strength, Constitution.

Races: Warboss appear only amongst orc and goblin races.

Alignment: Warboss are usually non-good, but not entirely so.

Table 1: The Warboss

Level  BAB   Ref   Fort  Will  Abilities                             
---------------------------------------------------------------------
1      +1    +2    +2    +0    Horde, Cowardice, Bloodlust (+1, 0d6)
2      +2    +3    +3    +1    Get Them First
3      +3    +3    +3    +1    Fight You Cowards!, Bloodlust (+1, 1d6)
4      +4    +4    +4    +2    Blood Magic, Its Your Turn
5      +5    +4    +4    +2    Speed of Anger, Bloodlust (+2, 1d6)
6      +6    +5    +5    +3    Blood Fury
7      +7    +5    +5    +3    Bigger Hording, Bloodlust (+2, 2d6)
8      +8    +6    +6    +2    Get Them First, Its Your Turn
9      +9    +6    +6    +3    Fight You Cowards!, Bloodlust (+3, 2d6)
10     +10   +7    +7    +3    After Me!
11     +11   +7    +7    +3    Horde Fighting, Bloodlust (+3, 3d6)
12     +12   +8    +8    +4    Blood Magic, We Is Many
13     +13   +8    +8    +4    Circle Magic, Bloodlust (+4, 3d6)
14     +14   +9    +9    +4    Huge Horde
15     +15   +9    +9    +5    Mind Above Matter, Bloodlust (+4, 4d6)
16     +16   +10   +10   +5    Charge of Blades
17     +17   +10   +10   +5    Armour? What's That?, Bloodlust (+5, 4d6)
18     +18   +11   +11   +6    Inspirational Killing
19     +19   +11   +11   +6    Bloodlust (+5, 5d6)
20     +20   +12   +12   +6    Biggest Horde, Eternal Fight


Game Rule Information
Warboss have the following game statistics.

Alignment: Any
Hit Die: d12
Requirements: Race must be goblin or orc
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Paladin)

Class skills (4 + Int modifier): Climb, Gather Information, Hide, Intimidate, Jump, Knowledge (Architecture and engineering, History, Geography), Listen, Move Silently, Ride, Spot, Survival, Swim, Warcraft (if available)

Class Features
All the following are class features of the Warboss class.
  • Weapon and Armour Proficiency: Warboss are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Horde (Ex): A Warboss is permanently surrounded by his horde, those goblins and orcs that have chosen to follow him to glory and riches. This is represented by the Warboss permanently controlling a total number of hit dice of goblins and orcs equal to his class level times two. No creature controlled through this ability can have a CR more than 1/3rd the class level of the Warboss. Thus at 1st level, the Warboss could have two 1/3rd CR goblins as his horde. As the warboss only has goblins and orcs available to him to make up his horde, it is sometimes necessary to advance them as the warboss gains levels (a warboss can choose to have a large number of much lower CR creatures, if desired). Orcs advance as fighters or barbarians, while goblins advance as fighters, shamans (clerics), or rogues. Creatures come equipped with gear appropriate to an NPC of their level and class, and use the normal array. Any creatures lost from this total are replenished one week later. Horde members act on the Warboss's initiative. No more than one in five creatures can be a cleric (minimum one).
  • Cowardice (Ex): If the horde (excluding the warboss) takes damage equal to or greater than a quarter of its hit points (this is the sum of hit points for all creatures in the horde), every creature in the horde must make a Will save against Fear at 10 + encounter CR or become shaken. This effect lasts until the encounter ends, or the horde is healed above the total at which it was forced to save. Every quarter of the horde's hit points (so at 75%, 50%, 25%), every creature must save again. If the horde goes past two points from one attack or action (say, drops from 80% to 45% of their total hit points) they save twice. The effects stack.
  • Bloodlust (Ex): A Warboss loves a good fight, and it's even more fun to get stuck in when it's all sticky and bloody. A Warboss deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Warboss's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Warboss's attacks. Members of the horde also get Bloodlust, using their hit dice in place of the Warboss's character level.
  • Get Them First (Ex): Every Warboss knows the value of a good charge. He and his horde can make turns during a charge and charge across difficult terrain. He and his horde deal an extra 1 damage per class level or hit dice of the horde creature if the charge hits. At 8th level, if the warboss or a horde creature hits with the attack at the end of a charge, all enemies within 10' who have the same or less hit dice than the foe struck must make a will save against 10 + 1/2 attacker's hit dice + attacker's strength modifier. Creatures immune to critical hits are immune to this ability. This is a Fear effect.
  • Fight You Cowards! (Ex): Horde creatures gain Diehard as a bonus feat, and at 9th level gains a bonus on saves against fear equal to the Warboss's strength modifier.
  • Blood Magic (Ex): Goblin shamans get just as excited by combat as do the rest of the horde, they just go about entering it differently. A goblin shaman gains a +1 bonus to caster level for each point of attack bonus provided by bloodlust when under the effects of bloodlust. This replaces the attack and damage bonuses granted by bloodlust. At 12th level, this bonus also applies to spell DCs.
  • Its Your Turn (Ex): Beginning at 4th level, once per round, whenever a Warboss is hit by an attack, the Warboss may make a DC 15 Reflex save to have that attack affect an adjacent horde creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Warboss, regardless of the bodyguard's Armor Class or any other defensive effects. A horde creature may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. At 8th level, the Warboss, by making a DC 20 Will save, may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.
  • Speed of Anger (Ex): A lust for combat spurs the horde into combat. They gain movement speed increase equal to 5' for every point of attack bonus provided by bloodlust when under the effects of bloodlust.
  • Blood Fury (Ex): The warboss and his horde, when exercised by bloodlust, can shrug off some of the wounds of combat. They gain damage reduction equal to the attack bonus provided by bloodlust when under the effects of bloodlust.
  • Bigger Hording (Ex): The horde now has a total number of hit dice of equal to his class level times three, and the maximum CR is 1/2 the class level of the Warboss.
  • After Me! (Ex): A Warboss leads by example, which usually means straight into melee. Every member of the horde uses the Warboss's base attack bonus.
  • Horde Fighting (Ex): All members of the horde gain Horde Fighting as a bonus feat.
  • We Is Many (Ex): All members of an Warboss's horde now pool their hitpoints into a single great mass. None of them die until the pool is emptied, at which point they all die.
  • Circle Magic (Ex): The Warboss has realized that maybe he can get a little bit more out of his shamans if he sticks them all in a big group. So he does. Shamans in the horde can now use circle magic, with the highest hit dice member of the horde treated as the circle leader.
  • Huge Horde (Ex): The horde now has a total number of hit dice equal to his class level times four, and the maximum CR is 1/2 the class level of the Warboss.
  • Mind Above Matter (Ex): Shamans amongst the horde have finally learned how not to hurt their allies. Took 'em long enough. The warboss and horde members in the area of effect of a horde member's spell can ignore the effects of the spell if they desire.
  • Charge of Blades (Ex): All members of the horde, warboss included, gain pounce at the end of a charge.
  • Armour? What's That? (Ex): The horde has figured out that sometimes, being big and tough just makes you easier to hit. All attacks from horde members ignore damage reduction and hardness.
  • Inspirational Killing (Ex): It feels good to get a kill in once in a while. Like every couple of seconds or so. The first time in a round that the Warboss or one of his horde drop a creature below 0 hit points, all members of the horde (warboss included) can immediately either make one melee attack at their highest attack bonus or take a single move action. The horde creatures must be able to see and hear the horde member that struck the killing blow. These extra attacks are not attacks of opportunity.
  • You Can Stop Running (Ex): Took long enough, but the horde finally realized it was scarier than whatever it was fighting. The creatures in the horde (warboss included) are immune to fear, and gain a bonus on all saves equal to the Warboss's strength modifier.
  • Biggest Horde (Ex): The horde now has a total number of hit dice equal to his class level times five, and the maximum CR is 1/2 the class level of the Warboss.
  • Eternal Fight (Ex): Permanently driven forward, the Warboss and his horde have the effect of Bloodlust even against undamaged creatures and objects.
Horde Fighting
Prerequisites: BAB +1, proficiency with at least one two-handed melee weapon
Benefit: You fight in an angry horde alongside opther berserkers.
Berserker's Alliance: If you are using a two-handed weapon, you gain a +2 bonus to your damage dealt. If you are within 5 feet of an ally who is also using a two-handed weapon and who also has this feat, you can partner up. Partnering up gives you and your partner a +2 bonus to armour class against any enemy either of you has struck this round, and neither of you can be flanked by any opponents.
Take A Chance: Long accustomed to smashing through the defences of the civilized races, horde combatants has learned how to swipe at foes on the way past. When moving as part of a charge, you can make an attack at a -5 penalty against a single foe whom you move past. That foe must be in melee range at some point during the movement, and cannot be the target of the charge. You only gains half his Strength bonus on damage rolls for this attack.
Pile On: If your ally attacks and hits an enemy you and he are flanking, you can make an immediate attack of opportunity against that target, provided you have one remaining for the round. You gain the attack of opportunity only on the first successful attack.

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Board Discussion / Re: Request what you need!
« on: June 27, 2017, 09:38:24 PM »
It would. We have also removed handbook writer status. It is no longer a necessary tool.

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