orc prestige class

Fester

First Post
I'm trying to put together a prestige class for my campaign world for orcs who are dedicated to a particular deity. Basically, they are physically very tough and excellent warriors and the cream of those that follow him.

I've put together the basic elements of the class and am looking for some feedback for balance issues and improvements, etc.

My immediate concern is that the class abilities Axe Warrior, Thundering Charge and Power Surge can be applied in the same attack sequence, which would probably lead to one might smack, especially if a critical hit was made. Thoughts?

All feedback greatly appreciated.

Orc Axe Warrior

Hit Dice: d12

Requirements:
Base Attack Bonus: +5
Skills: Survival 5 ranks
Feats: Weapon Focus (any axe), Endurance, Run
Special: Orc or half-orc only

Class Skills
Climb, Craft, Intimidate, Jump, Knowledge (nature), Listen, Spot, Survival, Swim

Skill Points at Each Level: 2 + Int modifier.


BAB: as fighter
Saves: good Fortitude

Special Abilities:

1 - Axe warrior 1 /day, Track
2 - Power Surge 1 /day
3 - Tough Skin +1
4 - Thunderous Charge
5 - Ability Bonus (Str +2)
6 - Tough Skin +2, Axe Warrior 2/day
7 - Ability Bonus (Con +2)
8 - Power Surge 2/day
9 - Tough Skin +3, Axe Warrior 3/day
10 - Ability bonus (Str +2, Con +2), Greater Thunderous Charge

Axe Warrior At 1st level, when using any type of axe, an Orc Axe Warrior can activate this ability at the beginning of his turn and gain an enhancement bonus to his Strength equal to his Axe Warrior Level. Activating this ability is a free action and lasts until his next turn. He can use this class ability 1/day at 1st level, 2/day at 5th level and 3/day at 9th level.

Track: Axe Orc Warriors are excellent trackers and gain this feat for free at 1st level.

Power Surge: At 2nd level, 1/day an Orc Axe Warrior does full damage (but not as a critical hit) when using an axe and when they make a successful melee attack. When using this ability, it must be declared before the attack is made and the maximum damage for that weapon, plus all Strength and enhancement bonuses, is applied. Should the hit result in a critical hit, the additional damage for that critical hit is also calculated at the maximum damage possible (that is, double the maximum damage for that weapon, plus double Strength and enhancement bonuses). Any additional damage dice (such as sneak attack damage, or fire or cold damage, for example) is rolled for normally. At 8th level, the Orc Axe Warrior can use this ability 2/day.

Tough Skin: Axe Orc Warriors are subjected to tough and rigorous training and by 3rd level their skin begins to toughen, when they gain a +1 natural armor bonus, in addition to any existing natural armor bonuses they may already have. At 6th level this bonus is increased to +2 and at 9th to +3 (these bonuses represent the total bonus applied and do not stack with those gained from earlier levels).

Thunderous Charge: When an Orc Axe Warrior makes a charge, it is an impressive thing to see. This ability is exactly as the normal charge with the following exceptions: an Orc Axe Warrior must move at least 20 feet directly toward the designated opponent and make his attack with only an axe (of any kind) and gains a +4 bonus on attacks rolls and a +4 bonus on the Strength check made to bull rush or overrun an opponent. However, due to the total disregard for safety, they also take a -4 penalty to their AC until the start of their next turn.

Also, spears, tridents and certain other piercing weapons deal triple damage when readied and used against a charging Orc Axe Warrior. This ability cannot be used while mounted.

Ability Bonus: The Orc Axe Warrior will undergo many physical changes during their training. At 5th level they gain +2 to Strength and at 7th level +2 to their Constitution. At 10th level, when they have reached the peak of their physical condition, they gain an additional +2 bonus to Strength and Constitution, which stack with the bonuses gained at earlier levels.

Greater Thunderous Charge: A 10th level the Orc Axe Warrior is an awesome force and is capable of great feats of strength when charging into combat, though with complete disregard to safety. He now gains a +6 bonus to hit, but suffers a -6 penalty to AC. In all other respects, this ability operates exactly as Thunderous Charge.

[Edit: added skill points and class skills]
[Edit: Updated class with corrections and suggestions]
[Edit: final modifications to the prestige class]
 
Last edited:

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Fester said:
Axe Warrior: At 1st level, when using any type of axe, an Orc Axe Warrior can, once per day as a supernatural ability, gain an enhancement bonus to his Strength equal to his Axe Warrior Level. Activating this ability is a free action and lasts for 1 round. In order to activate this ability, it must be declared before the attack is made. Should the attack fail, it is still considered as one use of the ability. At 5th level the Orc Axe Warrior is able to use this class feature twice per day.

You might want to make this 'activated at beginning of turn' or something similar. As it lasts for a full round it should be good through multiple attacks ;) It wont go away after one attack.

Fester said:
Mighty Axe Thrower: At 2nd level, an Orc Axe Warrior is skilled in throwing axes. He can throw any axe, irrespective of whether it has a range increment or not. Any axe that cannot usually be thrown gains a range increment of 5 ft., but all attacks are made with a -4 penalty to attack rolls. Axes that already have a range increment (the throwing axe) have that range doubled without penalty (hence the normal range increment for a throwing axe is now 20 ft).

Core rules allow you to throw any weapon not designed to do so with a range increment of 10' and -4 to attack. This guy gets the ability to be worse? ;) Maybe just leave it 10' increment and reduce the penalty to -2? or keep the -4 but allow the use of power attack with the throw.

Fester said:
Tough Skin: Axe Orc Warriors are subjected to tough and rigorous training and by 3rd level their skin begins to toughen, when they gain a +1 natural armor bonus, in addition to any existing natural armor bonuses they may already have. At 6th level this bonus is increased to +2 and at 9th to +3 (these bonuses represent the total bonus applied and do not stack with those gained from earlier levels).

I would suggest 1/- (up to 3/-) instead. Or make it +2 each time up to +6. either way ;)

Fester said:
Thundering Charge: When an Orc Axe Warrior makes a charge, it is an impressive thing to watch. This ability is exactly as the normal charge with the following exceptions: an Orc Axe Warrior must move at least 20 feet directly toward the designated opponent and make his attack with only an axe (of any kind) and gains a +4 bonus on attacks rolls and a +4 bonus on the Strength check made to bull rush or overrun an opponent. However, due to the total disregard for safety, they also take a -5 penalty to their AC until the start of their next turn.

Seems fine actually, you could even make it '+1 bonus to attack rolls and to str checks with bull rush or overrun for each level in this prestige class along with a penalty to ac equal to -2-bonus gained'. although that may put it over the top for powerattacking with the big axe..lol


Fester said:
Power Surge: At 8th level, 1/day an Orc Axe Warrior does full damage (but not as a critical hit) when using an axe and when they make a successful melee attack. When using this ability, it must be declared before the attack is made and the maximum damage for that weapon, plus all Strength and enhancement bonuses, is applied to the victim. Should the hit result in a critical hit, the additional damage for that critical hit is also calculated at the maximum damage possible (that is, double the maximum damage for that weapon, plus double Strength and enhancement bonuses). Any additional damage dice (such as sneak attack damage, or fire or cold damage, for example) that the weapon has been enhanced with is rolled for normally.

This actually seems like a pretty weak ability. If you are worried about it I dont really see why. The crits are the big thing, but the weapon master has a similar ability and gets it earlier. This one is similarly limited.

I'd probably go with something like, 'anytime the orc weilds and axe and it does minimum damage reroll the die and add one to the result, if this happens multiple times keep adding extra damage'. Just for something wacky ;)
 

Looks pretty good. I agree with Fester about making Axe Warrior an 'at the start of your turn' sorta thing. Also his comments on Mighty Axe Thrower.

I think the natural armor you have set up is fine.

Thundering Charge- I'd make it a -4. No reason to make it worse than a charge overall. In fact, you might add a 10th level 'Greater Thunderous Charge' ability that gives +6/-6.

I do think the ability increases are a pretty hefty ability; but given the prereqs I'd still say that you're in good shape overall.

One thing I would prolly change- make axe warrior 1/day at 1st, 2/day at 5th and 3/day at 9th. Think about the Epic advancement of these guys early on. :)
 


Hi guys, thanks for your feedback, which was very useful. I've made some modifications to the class (I've edited the original post with the updates).

Originally Posted by Scion
Core rules allow you to throw any weapon not designed to do so with a range increment of 10' and -4 to attack.

Doh! I'd totally forgotten about the rules for thowing weapons! Once you'd reminded me, I also remembered the Throw Anything feat in the Complete Warrior and the class ability became even more lame! I've updated it to try and bring it into line and make it, well, worthwhile Thanks for pointing out the error - it'd completely passed me by.

Originally Posted by Scion
I would suggest 1/- (up to 3/-) instead. Or make it +2 each time up to +6. either way

I toyed with the idea of DR, but decided that Nat. Armor seemed more appropriate. Still open to persuassion, though. +2 each time seems too much, though.

Originally Posted by Scion
This actually seems like a pretty weak ability. If you are worried about it I dont really see why. The crits are the big thing, but the weapon master has a similar ability and gets it earlier. This one is similarly limited.

In Weapon Master it was once every two levels, which I always thought was too much, and you couldn't use it when you hit with a successful critical. I've updated it so that it can be used 1/day at 1st level and 2/day at 8th level. I'm unceratin about having critical damage at full as well. I may well change this or (more likely) run with it and try it out in an adventure and see what happens.

Originally Posted by The Jester
One thing I would prolly change- make axe warrior 1/day at 1st, 2/day at 5th and 3/day at 9th.

I've taken this up and modified the class abilities list. Thanks for the suggestion.

Originally Posted by The Jester
Thundering Charge- I'd make it a -4.

Yes, this is where I started and it does make more sense. I'm not entirely sure why I made it -5. I guess I just didn't want it to be over-powered. Anyway, I've changed it back to -4 and it does feel more right like that.

Originally Posted by The Jester
In fact, you might add a 10th level 'Greater Thunderous Charge' ability that gives +6/-6.

I like that! Added.

Originally Posted by The Jester
I do think the ability increases are a pretty hefty ability

I used the Dragon Disciple to balance it against. By 10th level, a DD has +8 Str, +2 Con, +2 Int and +2 Cha. Of course, I realise that this is because they assume the half-dragon template, but still...

Once again, thanks for your feedback and keep it coming!
 

Overall, I like it.

I would change "Mighty Axe Thrower" to not include removing the -4 penalty - basically, you're giving them the "throwing" ability, and the "improvised weapon" feat all in one 2nd level ability. I would suggest simply splitting them up - one level gets you "throw any axe," and another removes the -4 penalty.

This being said, I don't know how well throwing axes fits with your "Str buffing, charging" theme. You never give bonuses to Dex, so it doesn't really make sense that you'd include ranged attacks. You might want to just lose that altogether, and lower "power surge 1" down one level. (Actually, if you did that, you could add "power surge 2" at 5th, and "power surge 3" at 8th.)

Just some thoughts. Overall, I still think it's a neat idea.
 

just a note on Axe Throwing. Historically (Talking Middle Ages here) axes ( hatches and similar weapons) were Hurled prior to a Charge.

This might also be modeled after the Orcish armies From WarCraft II (Troll Axe-Thrower ).
 

evilbob said:
This being said, I don't know how well throwing axes fits with your "Str buffing, charging" theme. You never give bonuses to Dex, so it doesn't really make sense that you'd include ranged attacks. You might want to just lose that altogether, and lower "power surge 1" down one level.

I gave this some thought and came to the conclusion that I agree with you, so I scrapped it as it really didn't offer much overall. As you suggested, I dropped the Power Surge down 1 level, though didn't add a Power Surge 3. I still might, but haven't quite decided yet.

Thanks for feedback
 


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