Beardfist Warrior

I have always maintained that out of the hottest flames is forged the brightest steel. If Visigani can truly make good on his claim to be able to improve the class, then I owe it to all the beards in Dungeons and Dragons to listen to him.
 

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A couple of "charisma based" Beardfist Warriors...

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EDIT: The one in the middle is an Ex-Beardfist Warrior (works much like an Ex-Paladin...)
 

I think the main reason I don't like it is based on how piss poor it's written. I mean, it's just poorly thought out and it's an incredibly tired meme.

Sure, it's a joke character and it doesn't really require any semblance of balance or anything but as a joke all it does is pander.

However, despite your shoddy excuse for "game design" and all the rectal suction that comes with it.. did you stop to think about what breaks this character?

Please, everyone, ignore this rant. He was recently forcibly shaved.


Consider your Con bonus to AC... You don't need four levels of the class to double the con bonus. You need two.

but when i can take five prestige levels and TRIPLE my AC bonus from Con

Beard:
1. Con from Dex
4. Con instead of Wisdom

FoF
1. Straight bonus from Con

Seems like the FoF level 1 ability is more broken as the BW ability causes you to lose Dex from AC. I am guessing the FoF author has a cheesy soul patch.

This "prestige" class shares virtually the exact same entry requirements as Fist of the Forest.... and buffs almost the exact same things.

Far be it for me to call this a cheap ripoff *cough*...

See "Beard of the Forest" above. You are late to the party.

Call it sour grapes if you like, but after reviewing the class it's not hard to see how it could be done SO much better.

Excellent. I think we all want the best manicured Beard PrC we possibly can. So...
 


A couple of "charisma based" Beardfist Warriors...

zz-top.jpg


EDIT: The one in the middle is an Ex-Beardfist Warrior (works much like an Ex-Paladin...)

No, he's not an Ex-Beardfist Warrior- he never was one. While he is from a Clan that routinely produces Beardfist Warriors- so many that "Beard" has become the Clan name- he is not one himself. Despite this, he does retain (and exercises) the right to use his Clan name.
 

Added A Beard By Any Other Name which allows for the retention of the beard when form changes, and reordered the other abilities.

Thank you all for your help. Please look upon the finished product you have all helped create in its final glory.
 
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I took the liberty of creating an NPC boss for you all to use, as you will. He is the Doppelbart, if you will, being both a bearded warrior and a bearded devil. Between the bearded devil's Beard ability and Beardfist Warrior's Bearded Devil's Bane ability, you can garner several free attacks with your beard, assuming you hit and are attacking multiple foes. Behold, Stankbeard, the Beardfisted Barbazu!

Stankbeard (Barbazu6/Beardfist Warrior5)
Medium Outsider (Evil, Extraplanar, Lawful)
Size: Medium
HD: 11d8+77 (125 HP)
Initiative: +2
Speed: 40 ft
AC: 36 (10 +2 Armor + 7 Con + 7 Con + 7 Natural +3 Shield) 27 Touch, 36 Flat Footed
BAB/Grab: +11/+11
Attack: Glaive +16 (1d10+7) or UAS +14/+14 (1d8+7) plus Beard
Full Attack: Glaive +16/+11/+6 (1d10+7) or UAS +14/+14/+9/+4 (1d8+7) plus Beard and 2 Claws +9/+9 (1d6+2) plus Beard
Space/Reach: 5’/5’ (10 with Glaive)
Special Attacks: Infernal Wound, Beard, Battle Frenzy, Summon Devil, Badass Beard, Bearded Devil’s Bane, Hammer Fist Blow
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 22, telepathy 100 ft.
Saves: F+20/R+9/W+14
Abilities: Str 20 Dex 15 Con 24 Int 11 Wis 11 Cha 10
Skills: Balance +7, Climb +10, Craft(Booze) +14, Handle Animal +5, Heal +5, Listen +14, Spot +14, Survival +8, Tumble +16
Feats: Great FortitudeB Improved UAS, Endurance, Superior UAS, Snap Kick
CR: 10
Combat

Stankbeard is a feared combatant. Like most Barbazu, Stankbeard carries around his saw-toothed glaive, but in reality, he rarely uses it. After the first round of combat, Stankbeard will drop his glaive, pummeling foes and tearing at them with his claws and razor sharp yet delightfully refined beard. Any foe struck more than once by his beard in a round is subject to a followup Beard attack, as is any foe struck by both claws in a round. Because of this, Stankbeard often utilizes Snap Kick (or Beardshank, as he refers to the maneuver) to make as many attacks on as many foes as possible. Stankbeard has the ability to start grapples with his beard, but doesn’t often utilize this tactic unless it is against a single foe.

Stankbeard’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.


Spell-Like Abilities

At will— greater teleport (self plus 50 pounds of objects only). Caster level 17th.

Infernal Wound (Su):

The damage Stankbeard deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 22 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a Stankbeard’s glaive must succeed on a DC 22 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the Stankbeard, not of the weapon. The check DC is Constitution-based.

Beard (Ex):

If Stankbeard hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+7 points of damage and must succeed on a DC 22 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex):

Twice per day, Stankbeard can work himself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and Stankbeard suffers no ill effects afterward.


Summon Devil (Sp):

Once per day Stankbeard can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Slow But Steady (Ex):
Stankbeard adds his Constitution modifier to his armor class in place of his Dexterity modifier.

Badass Beard (Ex):
The Beadfist Warrior's beard may be used to deliver unarmed strikes and grants him the Improved Grab ability.

Axe-Hand Strike (Ex):
Stankbeard's unarmed strikes may deal slashing damage should he so choose.

What Doesn't Kill You (Ex):
Whenever he successfully saves against a poison, Stankbeard heals hit points equal to his Constitution modifier.

Beard of Awesome +3 (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 Stankbeard a +3 shield bonus to AC. Activating this ability is a swift action.

Elbow of Justice (Ex):
Stankbeard's unarmed strikes may deal piercing damage should he so choose.

Abs of Steel (Ex):
In addition to substituting his Constitution modifier in place of his Dexterity modifier for armor class, Stankbeard now adds his Constitution modifier to his armor class as an untyped bonus. Treat this as a monk's armor class bonus.

Bearded Devil's Bane (Ex):
Whenever Stankbeard lands two unarmed attacks on an opponent, his beard automatically hits.

Steel Fan Kick (Ex):
The secret martial arts maneuver known only to the Macehand monastery grants a +2 to trip attempts.

Nerves of Steel (Ex):
The techniques of self-discipline taught in the Macehand monastery's inner chambers grants Stankbeard 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 (Ex):
Inspired by the fighting style of the legendary captain J. T. Kirk, this technique allows Stankbeard to gain 1.5 his Str bonus to damage with his Unarmed Strike (and Beard). He is also able use Power Attack to get a 2:1 benefit for the penalty taken.

21,000g worth of gear (reflected in statblock)
4000 +2 Con Neck
4000 +2 Str Belt
4000 Bracers of Armor +2
1400 Anklets of Translocation
3400 Scout’s Headband
3000 Otyuth Hole
1000 Cloak of Resistance +1
200g in gems

Stankbeard is referred to as such due to the foul odor that emanates from his beard. Whispers say that his beard acquired this odor when he was sentenced to live in an Otyuth Hole for a year by a Pit Fiend, but nobody who has ever asked Stankbeard about this has ever lived to tell the tale.
 
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I think Visigani might have a good point here. Is Beardfist Warrior really a bizarre and arcane niche role, something that only exists in some campaigns, like the Loremaster or Spellsword? I'm inclined to think that "tough man with a bitchin' beard" is a universal archetype, existing in all worlds (including non-fantasy ones). That suggests a 20-level Core Class, with Prestige Classes like Beard Mage, Beard of the Forest, Moustache Misfit, Bearded Lady, etc.
 

Hold that thought...

Bearded Lady

Prerequisites:

Bluff: 8 ranks, Disguise 8 ranks, Perform 8 ranks

Must be female and have a beard, either real or fake

Features:

BAB: Medium

Saves: Fort: Poor, Ref: Good, Will: Poor

Skills: 6 + Int mod
All Rogue skills + Perform

Abilities:

Level 1:
Sideshow (Ex): A Bearded Lady may attempt to use her beard to Fascinate others as a Bard of her class level. Unfortunately, she must also take a circumstance penalty equal to her class level on charisma based skills and checks as long as she has a beard. In the case of dwarves, this penalty turns into a bonus.
Level 2:
The Real Deal (SLA): A Bearded Lady gains the Alter Self spell as a spell like ability, thus enabling her to grow a real beard. This ability can be used once per day for ever level of Bearded Lady she has, and has a caster level equal to her class levels in Bearded Lady.
Level 3:
Whip It Good (Ex): A Bearded Lady may use her beard as if it were a whip. This attack follows all the standard rules for a whip, except that it deals 1d6 damage/level of Bearded Lady and does not provoke attacks of opportunity when used.
Level 4:
Gotcha (Ex): A Bearded Lady may attempt to entangle all creatures in a single square with her beard as a standard action. A reflex save of 10 + 1/2 the Bearded Lady's character level + Con. mod negates the entanglement.
Level 5:
With The Greatest Of Ease (Ex): The Bearded Lady's beard can act as a counterweight, granting her the ability to take 10 on Balance and Tumble checks. In addition, it can function as a third hand, providing a +5 circumstance bonus on Climb, Disable Device, Escape Artist, Forgery, Heal, Open Lock, Sleight of Hand, Swim, Tumble, and Use Rope checks.
Beard Apotheosis: The Bearded Lady's beard becomes a real, permanent beard.
 
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Sorry, forgot ...

...the Rules, that tell you to not comment on moderation in-thread. If you have a problem, take it to e-mail. Thanks. ~Umbran
 
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