Dandu
First Post
Educated in the remote Macehand monastery, the adherents of the fighting style pioneered by the legendary dwarven hero Fistbeard Beardfist constantly strive to better their martial arts skills through pluck, determination, and outstanding facial hair.
Prerequisites:
Balance 5 ranks, Climb 5 ranks, Heal 5 ranks, Survival 8 ranks
Improved Unarmed Strike, Greater Fortitude, Endurance
BAB +4
Must have a truly incredible beard.
Features:
d8 hit dice
BAB: Good
Fort: Good, Ref: Poor, Will: Poor
Skills: 4+Int mod/level
Balance, Climb, Craft (alcohol), Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Profession (badass), Spot, Survival, Swim, Tumble
Abilities:
Level 1:
Only Another Fist (ex): There is no chin behind the Beardfist Warrior's beard, only another fist. His beard can be used to deliver unarmed strikes.
A Beard By Any Other Name (ex): A Beardfist Warrior may choose to retain his beard should his form change.
Beard of Awesome +1 (ex): Through years of dedicated training and hair conditioning, the beard remains as soft and supple as ever, yet can harden in moments of danger to grant the Beardfist Warrior a +1 shield bonus to AC. This bonus increases to +2 at level 3, and +3 at level 5. Activating or deactivating this ability is a swift action.
Monk Abilities: A Beardfist Warrior's class levels stack with his monk levels for determining his unarmed damage, bonuses to armor class, unarmored movement speed, and daily uses of Stunning Fist. If the Beardfist Warrior does not have levels in monk, treat his unarmed damage as a monk of his Beardfist Warrior level.
Level 2:
Abs of Steel (ex): A Beardfist Warrior now adds his Constitution modifier to his armor class as an untyped bonus. Treat this as a monk's armor class bonus.
Badass Beard (ex): The Beadfist Warrior's beard now grants the Improved Grab ability.
Steel Fan Kick: The secret martial arts maneuver known only to the Macehand monastery grants a +2 to trip attempts.
Level 3:
What Doesn't Kill You (ex): Whenever he successfully saves against a poison, a Beardfist Warrior heals hit points equal to his Constitution modifier.
Bearded Devil's Bane: Whenever the Beardfist Warrior lands two unarmed attacks on an opponent, his beard automatically hits. Treat this as an extra unarmed attack.
Beard of Awesome +2
Axe-Hand Strike: A Beardfist Warrior's unarmed strikes may deal either slashing or piercing damage should he so choose.
Level 4:
Slow But Steady (ex): A Beardfist Warrior adds his Constitution modifier to his armor class in place of his Dexterity modifier. This stacks with Abs of Steel.
Nerves of Steel (ex): The techniques of self-discipline taught in the Macehand monastery's inner chambers grants the Beardfist Warrior the ability to use his Constitution modifier in place of his Wisdom modifier for determining will saves. In addition, frequent exposure to alcohol hardens his liver, preventing him from automatically failing a fortitude save when he rolls a 1.
Hammer-Fist Blow: Inspired by the fighting style of the legendary captain J. T. Kirk, this technique allows the user to treat his unarmed strikes as a two handed weapon.
Level 5:
Beard of Legend (ex): The beard covers most of the warrior's chest and protects his vitals as if the owner had a light fortification effect active on him. He gains a +2 circumstance bonus on diplomacy checks versus other creatures with facial hair, and a +2 circumstance bonus on bluff and intimidate checks versus those without facial hair. If his beard is ever removed, he may regrow it with 8 hours rest or, immediately regain it by making a DC 25 Profession (badass) check.
In addition, though a complex process known as photosynthesis, the beard now generates a limited supply of food for the owner, enabling him to go twice as long without eating. This ability only functions if the beard has been exposed to light for at least two hours per day, and the beard does not change color.
Beard of Awesome +3
Stand Like a Stone Wall: Bull-headed determinism to stand his ground grants the Beardfist Warrior a +2 on checks to resist grapple, trip, and overrun attempts.
Example build:
Ferrous Von Steele
Dwarf Ranger 3/Barbarian 2/Beardfist Warrior 4
HP: 100
Stats: STR: 18 DEX: 10 CON: 22 INT: 14 WIS: 10 CHA: 8
Saves: Fort: +17 Ref: +4 Will: +10
Base attack/Grapple: +9, +12
Attack: Unarmed Strike +14 melee
Full attack: Unarmed Strike +13/+8 melee, 1d8+7 damage
Armor class: 10 +6 (Dex) + +3 (shield) +2 (deflect) + 6 (untyped) + 1 misc= 28, flatfooted 15, touch 25
Feats: Improved Unarmed Strike, Power Attack (Strongarm Ranger ACF) Great Fortitude, Endurance (Ranger), Improved Trip (Wolf Totem Alternate Class), Extra Rage, Snap Kick
Skills: Balance +7, Climb +9, Craft (alcohol) +5, Handle Animal -2, Heal +5, Hide +10, Jump +9, Listen +8, Move Silently +10, Profession (badass) +8, Spot+8, Survival +8, Swim+5, Tumble +14
Possessions: +2 Gauntlets of Ogre Power, +2 Belt of Health +1 Necklace of Natural Attacks, Vest of Resistance +2, Cloak of Elvenkind, Boots of Elvenkind, Ring of Protection +2, Dusty Rose Ioun Stone, Handy Haversack, 1 keg of beer, 2 flasks of whiskey, 3 bottles of vodka, 1 spool of thread.
A note on beards and the rules
Dungeons and Dragons does not cover facial hair very well from a mechanical point of view. To help a player or DM who decides to use this prestige class, I would like to talk about how to address the beard in many situations that may arise.
Despite the extra abilities granted to the beard, it should still count as facial hair when the user is petrified, polymorphed, disintegrated, or etc. If cut off, it can be regrown either naturally (let's say after 8 hours rest) or through magical or alchemical means. This would seem to create the least amount of headaches.
On the other hand, one could rule it a possession. Thus, it would fall off if the character is baleful polymorphed, could be disarmed, sundered, etc. The potential for hilarity is enormous.
In the end, your approach should depend on what kind of campaign your running, although if you're going to let people run around whacking each other with their beards...
Prerequisites:
Balance 5 ranks, Climb 5 ranks, Heal 5 ranks, Survival 8 ranks
Improved Unarmed Strike, Greater Fortitude, Endurance
BAB +4
Must have a truly incredible beard.
Features:
d8 hit dice
BAB: Good
Fort: Good, Ref: Poor, Will: Poor
Skills: 4+Int mod/level
Balance, Climb, Craft (alcohol), Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Profession (badass), Spot, Survival, Swim, Tumble
Abilities:
Level 1:
Only Another Fist (ex): There is no chin behind the Beardfist Warrior's beard, only another fist. His beard can be used to deliver unarmed strikes.
A Beard By Any Other Name (ex): A Beardfist Warrior may choose to retain his beard should his form change.
Beard of Awesome +1 (ex): Through years of dedicated training and hair conditioning, the beard remains as soft and supple as ever, yet can harden in moments of danger to grant the Beardfist Warrior a +1 shield bonus to AC. This bonus increases to +2 at level 3, and +3 at level 5. Activating or deactivating this ability is a swift action.
Monk Abilities: A Beardfist Warrior's class levels stack with his monk levels for determining his unarmed damage, bonuses to armor class, unarmored movement speed, and daily uses of Stunning Fist. If the Beardfist Warrior does not have levels in monk, treat his unarmed damage as a monk of his Beardfist Warrior level.
Level 2:
Abs of Steel (ex): A Beardfist Warrior now adds his Constitution modifier to his armor class as an untyped bonus. Treat this as a monk's armor class bonus.
Badass Beard (ex): The Beadfist Warrior's beard now grants the Improved Grab ability.
Steel Fan Kick: The secret martial arts maneuver known only to the Macehand monastery grants a +2 to trip attempts.
Level 3:
What Doesn't Kill You (ex): Whenever he successfully saves against a poison, a Beardfist Warrior heals hit points equal to his Constitution modifier.
Bearded Devil's Bane: Whenever the Beardfist Warrior lands two unarmed attacks on an opponent, his beard automatically hits. Treat this as an extra unarmed attack.
Beard of Awesome +2
Axe-Hand Strike: A Beardfist Warrior's unarmed strikes may deal either slashing or piercing damage should he so choose.
Level 4:
Slow But Steady (ex): A Beardfist Warrior adds his Constitution modifier to his armor class in place of his Dexterity modifier. This stacks with Abs of Steel.
Nerves of Steel (ex): The techniques of self-discipline taught in the Macehand monastery's inner chambers grants the Beardfist Warrior the ability to use his Constitution modifier in place of his Wisdom modifier for determining will saves. In addition, frequent exposure to alcohol hardens his liver, preventing him from automatically failing a fortitude save when he rolls a 1.
Hammer-Fist Blow: Inspired by the fighting style of the legendary captain J. T. Kirk, this technique allows the user to treat his unarmed strikes as a two handed weapon.
Level 5:
Beard of Legend (ex): The beard covers most of the warrior's chest and protects his vitals as if the owner had a light fortification effect active on him. He gains a +2 circumstance bonus on diplomacy checks versus other creatures with facial hair, and a +2 circumstance bonus on bluff and intimidate checks versus those without facial hair. If his beard is ever removed, he may regrow it with 8 hours rest or, immediately regain it by making a DC 25 Profession (badass) check.
In addition, though a complex process known as photosynthesis, the beard now generates a limited supply of food for the owner, enabling him to go twice as long without eating. This ability only functions if the beard has been exposed to light for at least two hours per day, and the beard does not change color.
Beard of Awesome +3
Stand Like a Stone Wall: Bull-headed determinism to stand his ground grants the Beardfist Warrior a +2 on checks to resist grapple, trip, and overrun attempts.
Example build:
Ferrous Von Steele
Dwarf Ranger 3/Barbarian 2/Beardfist Warrior 4
HP: 100
Stats: STR: 18 DEX: 10 CON: 22 INT: 14 WIS: 10 CHA: 8
Saves: Fort: +17 Ref: +4 Will: +10
Base attack/Grapple: +9, +12
Attack: Unarmed Strike +14 melee
Full attack: Unarmed Strike +13/+8 melee, 1d8+7 damage
Armor class: 10 +6 (Dex) + +3 (shield) +2 (deflect) + 6 (untyped) + 1 misc= 28, flatfooted 15, touch 25
Feats: Improved Unarmed Strike, Power Attack (Strongarm Ranger ACF) Great Fortitude, Endurance (Ranger), Improved Trip (Wolf Totem Alternate Class), Extra Rage, Snap Kick
Skills: Balance +7, Climb +9, Craft (alcohol) +5, Handle Animal -2, Heal +5, Hide +10, Jump +9, Listen +8, Move Silently +10, Profession (badass) +8, Spot+8, Survival +8, Swim+5, Tumble +14
Possessions: +2 Gauntlets of Ogre Power, +2 Belt of Health +1 Necklace of Natural Attacks, Vest of Resistance +2, Cloak of Elvenkind, Boots of Elvenkind, Ring of Protection +2, Dusty Rose Ioun Stone, Handy Haversack, 1 keg of beer, 2 flasks of whiskey, 3 bottles of vodka, 1 spool of thread.
A note on beards and the rules
Dungeons and Dragons does not cover facial hair very well from a mechanical point of view. To help a player or DM who decides to use this prestige class, I would like to talk about how to address the beard in many situations that may arise.
Despite the extra abilities granted to the beard, it should still count as facial hair when the user is petrified, polymorphed, disintegrated, or etc. If cut off, it can be regrown either naturally (let's say after 8 hours rest) or through magical or alchemical means. This would seem to create the least amount of headaches.
On the other hand, one could rule it a possession. Thus, it would fall off if the character is baleful polymorphed, could be disarmed, sundered, etc. The potential for hilarity is enormous.
In the end, your approach should depend on what kind of campaign your running, although if you're going to let people run around whacking each other with their beards...
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