Beardfist Warrior

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...
 
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1. Do you like beards, Dandu?
2. Well balanced, but I might make the BAB prerequisite a point higher. The class isn't overpowered, but it could be problematic if you can take it too early.

Actually, since you made Survival a +8, BAB will be a point higher anyway, so nevermind.
 


I think if someone were to make a Swift Hunter build with unarmed strikes, this could supplement it quite nicely.
 


Some questions:
Wis bonus from monk to AC stacks with the Con bonus? What about swordsages(?) one? If you are not monk, you get extra AC like you would if you were x levels monk, except with wisdom?

If you roll a 1 on a fort save, is it auto-save?

Is double CON to AC really ok? Because he will have a ton of HPs then.

If he hits with 2 fists, he add 1.5 str bonus on each hand? What about Power Attack?

What are his class skills?

What happens when my PCs shave him?
 

Some questions:
Wis bonus from monk to AC stacks with the Con bonus? What about swordsages(?) one? If you are not monk, you get extra AC like you would if you were x levels monk, except with wisdom?

If you roll a 1 on a fort save, is it auto-save?

Is double CON to AC really ok? Because he will have a ton of HPs then.

If he hits with 2 fists, he add 1.5 str bonus on each hand? What about Power Attack?

What are his class skills?

What happens when my PCs shave him?

He's taking his GRE (good luck!!), so here are my guesses:

1 - I think he is simply saying you get 2x Con to AC. First, you get Con to AC instead of Dex. Then, you get an additional Con to AC untyped, similar to the monk's Wis to AC. So, if you had monk levels, yes the Wis bonus and Con bonus to AC would stack (but would also be MAD). I don't think he is indicating any additional bonus to AC beyond that.

2 - No, just not an auto fail.

3 - AC's not that important (lightning rod: ON!).

4 - Yes.

5 - Good question. Presumably the pre-req skills plus a few more. Knowledge (facial hair) and Profession (stylist)?

6 - Treat this similar to the PC raping another PC scenario as discussed in another thread.

My suggestion - the beard to AC should be an immediate action not a swift action. It's not overpowered, what the heck!
 

Your mind is from a different place, Dandu.
I rather like this. The only two points that immediately crossed my mind have already been mentioned:

- For "Nerves of Steel", I'm not certain how to interpret "preventing him from failing a fortitude save when he rolls a 1." Is this an autosave?

- BAB prereq seems low to me; I'd be inclined to bump it up to 5.

Happy GREing.
 



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