the Jester
Legend
The War Beater
THE WAR BEATER
Orcish drummers who encourage their kin in battle, war beaters are almost always audible miles away (depending on the drums they play). Their tremendous drumming builds the confidence of the troops they strike a beat for.
Hit Die: d8
Requirements: Orcish blood; cha 15+; perform (8 ranks, must include some sort of drumming); base attack +5; soldier's march, inspire fear (new feats, see below); bardic music ability.
Class Skills: Bluff (cha), Climb (str), Concentration (con), Craft (int), Decipher Script (int), Diplomacy (cha), Disguise (cha), Forgery (int), Gather Information (cha), Handle Animal (cha), Heal (wis), Intimidate (cha), Intuit Direction (wis), Perform (cha), Ride (dex), Spot (wis), Use Rope (dex). Skill points per level: 4+int bonus.
Base Attack Bonus: Good (as fighter)
Good Saves: Fort
Bad Saves: Ref and Will
Level Special
1 Deafening Drumming
2 +1 bardic music/day
3 Rally
4 -
5 Inspire Rage
6 +1 bardic music/day
7 -
8 Name Champion
9 +1 bardic music/day
10 Doubletime
CLASS FEATURES
Armor and Weapon Proficiency: A war beater is proficient in all simple and martial weapons as well as light and medium armor.
Deafening Drumming (su): This ability allows the war beater to create a cone of sound out to short range (25'+5'/2 levels) as a use of his bardic music ability. This cone of sound lasts for one full round, during which time the war beater cannot move. All creatures that pass into or are caught within the cone must make Fort saves (DC15+cha bonus) or be deafened for 2d4 minutes.
Rally (ex): If the war beater's unit's morale breaks, his thunderous drumming can rally them to him. He makes a perform check, DC20 modified as follows:
outnumbered: +2
more than 2
+4
impossible to harm foe (DR30/+3 vs. goblins, for example): +5
enemy is other than a humanoid, animal, vermin or beast: +2
fear effect on more than a quarter of unit: +2
outnumber enemy: -2
more than 2
-4
hated enemy: -4
If the perform check succeeds, the war beater brings the troops back into the control of their leader. This is a sonic, mind-affecting ability and counts as a use of bardic music.
Inspire Rage (ex): The war beater can cause all his allies within a 20' spread to fly into a rage much like a barbarian's. This rage lasts one round plus the character's (newly enhanced) con bonus. Unwilling creatures may make a Will save (DC15+cha bonus) to avoid this sonic, mind-affecting effect. Inspire rage counts as TWO uses of bardic music.
Name Champion (su): The war beater's exhortations can single out a single individual in his troop and name them a champion, encouraging that individual to greater feats of glory and battle. The creature must hear the war beater orate and drum for a full round and then gains a +2 enhancement bonus to Str, Con, attack and damage rolls and Reflex saves. These bonuses last as long as the war beater continues drumming and ranting. Once a unity has had a champion named it cannot have another named until the first dies or leaves the unit. This is a sonic, mind-affecting, language-dependent ability and counts as a bardic music use.
Doubletime (su): This sonic ability allows the war beater to beat a march on his drum that gives all his allies within a 100' spread an extra move-equivelent action each round. This counts as TWO bardic music uses and has a maximum duration of 1 round/class level. (Of course, the war beater can just use another two bardic music uses to start it again.)
THE WAR BEATER
Orcish drummers who encourage their kin in battle, war beaters are almost always audible miles away (depending on the drums they play). Their tremendous drumming builds the confidence of the troops they strike a beat for.
Hit Die: d8
Requirements: Orcish blood; cha 15+; perform (8 ranks, must include some sort of drumming); base attack +5; soldier's march, inspire fear (new feats, see below); bardic music ability.
Class Skills: Bluff (cha), Climb (str), Concentration (con), Craft (int), Decipher Script (int), Diplomacy (cha), Disguise (cha), Forgery (int), Gather Information (cha), Handle Animal (cha), Heal (wis), Intimidate (cha), Intuit Direction (wis), Perform (cha), Ride (dex), Spot (wis), Use Rope (dex). Skill points per level: 4+int bonus.
Base Attack Bonus: Good (as fighter)
Good Saves: Fort
Bad Saves: Ref and Will
Level Special
1 Deafening Drumming
2 +1 bardic music/day
3 Rally
4 -
5 Inspire Rage
6 +1 bardic music/day
7 -
8 Name Champion
9 +1 bardic music/day
10 Doubletime
CLASS FEATURES
Armor and Weapon Proficiency: A war beater is proficient in all simple and martial weapons as well as light and medium armor.
Deafening Drumming (su): This ability allows the war beater to create a cone of sound out to short range (25'+5'/2 levels) as a use of his bardic music ability. This cone of sound lasts for one full round, during which time the war beater cannot move. All creatures that pass into or are caught within the cone must make Fort saves (DC15+cha bonus) or be deafened for 2d4 minutes.
Rally (ex): If the war beater's unit's morale breaks, his thunderous drumming can rally them to him. He makes a perform check, DC20 modified as follows:
outnumbered: +2
more than 2

impossible to harm foe (DR30/+3 vs. goblins, for example): +5
enemy is other than a humanoid, animal, vermin or beast: +2
fear effect on more than a quarter of unit: +2
outnumber enemy: -2
more than 2

hated enemy: -4
If the perform check succeeds, the war beater brings the troops back into the control of their leader. This is a sonic, mind-affecting ability and counts as a use of bardic music.
Inspire Rage (ex): The war beater can cause all his allies within a 20' spread to fly into a rage much like a barbarian's. This rage lasts one round plus the character's (newly enhanced) con bonus. Unwilling creatures may make a Will save (DC15+cha bonus) to avoid this sonic, mind-affecting effect. Inspire rage counts as TWO uses of bardic music.
Name Champion (su): The war beater's exhortations can single out a single individual in his troop and name them a champion, encouraging that individual to greater feats of glory and battle. The creature must hear the war beater orate and drum for a full round and then gains a +2 enhancement bonus to Str, Con, attack and damage rolls and Reflex saves. These bonuses last as long as the war beater continues drumming and ranting. Once a unity has had a champion named it cannot have another named until the first dies or leaves the unit. This is a sonic, mind-affecting, language-dependent ability and counts as a bardic music use.
Doubletime (su): This sonic ability allows the war beater to beat a march on his drum that gives all his allies within a 100' spread an extra move-equivelent action each round. This counts as TWO bardic music uses and has a maximum duration of 1 round/class level. (Of course, the war beater can just use another two bardic music uses to start it again.)
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