Corto_Maltes
First Post
This is a Hombrew mix of the barbarian and the dwarven defender, watered down with some regular fighter details. I want to know what do you think about it and if you think it's balanced...
I had to attach the table as a jpeg. I hope it's readable after the post is published
The Crimson Robed Gladiator (CRG)
Hd10 (less than the barbarian y el dwarven defender)
Skill points per level: 2+IntMod
Prereqs:
Str: 16
Con: 16
Dex: 14
Feats: Dodge, Mobility, Toughness, Iron Will, Endurance
Base Attack Bonus: 7
The Crimson Robed Fighter is a fighting killing machine, focused on melee attacks and the obliteration of his enemies.
As long as he is wielding a melee weapon, when he needs to, the CRG can fight like one of the legendary Crimson Robed Fighters. Due to the excerting ways of such an efficient way of fighting, the CRG can only fight as one a certain number of times per day, determined by his level.
To start fighting as one takes no time itself, but he can only do so during his action.
As long as the Crimson Robed Gladiator is Fighting as a Crimson Robe, he gains the following benefits:
+4Str
+4Con
+2 Will Saves
+4 Dodge Bonus to AC
The Crimsom Robe lasts for 3 rounds, plus the character's (newly improved) Con modifier.
After that, the Gladiator is winded for the duration of that encounter and suffers a -2 Str, -2 Dex, -1AC, and he can't charge. Though, unlike the barbarian, he can run. When he reaches level 10, he is no longer winded after fighting like a Crimson Robed Fighter.
Starting at level 5 the CRG can turn into Greater Crimsom Robe, gaining the following benefits:
+6 Str
+6 Con
(Will Saves and Dodge bonus to AC stay the same)
He gets progressive Damage Reduction
At level 4, the CRG, used to getting a boost from the crowd, gets a +1 bonus to all moral bonuses. (Moral penalties are not affected)
At level 7 the CRG perfeccionates his killing moves, and, as the thumb of fate goes down, he is able to perform a coup de grace on a helpless enemy as a standard action instead of a full round action.
I had to attach the table as a jpeg. I hope it's readable after the post is published
The Crimson Robed Gladiator (CRG)
Hd10 (less than the barbarian y el dwarven defender)
Skill points per level: 2+IntMod
Prereqs:
Str: 16
Con: 16
Dex: 14
Feats: Dodge, Mobility, Toughness, Iron Will, Endurance
Base Attack Bonus: 7
The Crimson Robed Fighter is a fighting killing machine, focused on melee attacks and the obliteration of his enemies.
As long as he is wielding a melee weapon, when he needs to, the CRG can fight like one of the legendary Crimson Robed Fighters. Due to the excerting ways of such an efficient way of fighting, the CRG can only fight as one a certain number of times per day, determined by his level.
To start fighting as one takes no time itself, but he can only do so during his action.
As long as the Crimson Robed Gladiator is Fighting as a Crimson Robe, he gains the following benefits:
+4Str
+4Con
+2 Will Saves
+4 Dodge Bonus to AC
The Crimsom Robe lasts for 3 rounds, plus the character's (newly improved) Con modifier.
After that, the Gladiator is winded for the duration of that encounter and suffers a -2 Str, -2 Dex, -1AC, and he can't charge. Though, unlike the barbarian, he can run. When he reaches level 10, he is no longer winded after fighting like a Crimson Robed Fighter.
Starting at level 5 the CRG can turn into Greater Crimsom Robe, gaining the following benefits:
+6 Str
+6 Con
(Will Saves and Dodge bonus to AC stay the same)
He gets progressive Damage Reduction
At level 4, the CRG, used to getting a boost from the crowd, gets a +1 bonus to all moral bonuses. (Moral penalties are not affected)
At level 7 the CRG perfeccionates his killing moves, and, as the thumb of fate goes down, he is able to perform a coup de grace on a helpless enemy as a standard action instead of a full round action.
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