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<blockquote data-quote="wolfpunk" data-source="post: 3842822" data-attributes="member: 699"><p>Preview of the Warcryer Base Class</p><p></p><p>Warcryer</p><p></p><p>Warcryers live to lead others into battle. Their ability to inspire rage in their troops allows them to turn average soldiers into exceptional fighters. Their religious devotion to the destruction of certain enemies allows them to fight long after others have fallen by the way-side.</p><p></p><p>Alignment: Any.</p><p></p><p>Hit Dice: 1d6.</p><p></p><p>Class Skills:</p><p>The Warcryer Class Skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills taken individually)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).</p><p></p><p>Skill Points at 1st Level (4 + Int modifier) x 4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>Weapons and Armor: Warcryers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Note that armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble.</p><p></p><p>Incite Rage: A Warcryer who makes a DC 15 Perform check can incite up to 1 ally per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. A Warcryer who fails the Perform check still uses one of his Incite Rage uses for the day. This ability affects allies identically like the barbarian’s Rage ability. The Warcryer does not gain the benefits of any Incite Rage abilities. Incite Rage is a mind-affecting ability. Incite Rage counts as the Rage ability when it comes to prerequisites. Any feat the Warcryer possesses that affects the rage ability also affects those that are incited to rage by the Warcryer if he chooses to have them affect his allies.</p><p></p><p>Incite Favored Enemy: A Warcryer gains the Favored Enemy as a ranger ability of the same name. A Warcryer who makes a DC 15 Perform check can incite all allies within a 30 ft radius who can hear the Warcryer to fight against a chosen Favored Enemy. A Warcryer who fails the Perform check still uses one of his Incite Favored Enemy uses for the day. This ability affects allies identically like the Ranger’s Favored Enemy ability. This ability lasts for 1 round per level of Warcryer. The Warcryer does not gain the benefits of this ability. Incite Favored Enemy is a mind-affecting ability.</p><p></p><p>Bonus Feat: A Warcryer gains a bonus Rage or Leadership feat (see the feat section), the Warcryer must meet the prerequisites for the feat.</p><p></p><p>Warcryer Circle: When two or more Warcryers use their abilities to incite their allies cooperatively, the range of their abilities is extended by 10 ft. This ability increases to 20 ft at 15th level. The duration of the Favored Enemy ability is 1 round per level of each Warcryer participating in the circle.</p><p> </p><p>Incite Greater Rage: A Warcryer who can make a DC 25 Perform check can incite up to 4 allies per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. This ability affects allies identically like the barbarian’s Greater Rage ability. If the Warcryer can make a DC 30 Perform check, all allies incited to Greater Rage suffer only a -1 penatly to AC. Incite Greater Rage is a mind-affecting ability.</p><p></p><p>Incite Tireless Rage: All allies of the Warcryer who are incited into a Rage by the Warcryer are no longer fatigued at the end of the Rage. This ability affects allies identically like the barbarian’s Tireless Rage ability. Incite Tireless Rage is a mind-affecting ability.</p><p></p><p>Incite Mighty Rage: A Warcryer who can make a DC 35 Perform check can incite up to 8 allies per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. This ability affects allies identically like the barbarian’s Mighty Rage ability. If the Warcryer can make a DC 40 Perform check, all allies incited to Mighter Rage suffer no penalty to AC. Incite Mighty Rage is a mind-affecting ability.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 3842822, member: 699"] Preview of the Warcryer Base Class Warcryer Warcryers live to lead others into battle. Their ability to inspire rage in their troops allows them to turn average soldiers into exceptional fighters. Their religious devotion to the destruction of certain enemies allows them to fight long after others have fallen by the way-side. Alignment: Any. Hit Dice: 1d6. Class Skills: The Warcryer Class Skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills taken individually)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int). Skill Points at 1st Level (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Weapons and Armor: Warcryers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Note that armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble. Incite Rage: A Warcryer who makes a DC 15 Perform check can incite up to 1 ally per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. A Warcryer who fails the Perform check still uses one of his Incite Rage uses for the day. This ability affects allies identically like the barbarian’s Rage ability. The Warcryer does not gain the benefits of any Incite Rage abilities. Incite Rage is a mind-affecting ability. Incite Rage counts as the Rage ability when it comes to prerequisites. Any feat the Warcryer possesses that affects the rage ability also affects those that are incited to rage by the Warcryer if he chooses to have them affect his allies. Incite Favored Enemy: A Warcryer gains the Favored Enemy as a ranger ability of the same name. A Warcryer who makes a DC 15 Perform check can incite all allies within a 30 ft radius who can hear the Warcryer to fight against a chosen Favored Enemy. A Warcryer who fails the Perform check still uses one of his Incite Favored Enemy uses for the day. This ability affects allies identically like the Ranger’s Favored Enemy ability. This ability lasts for 1 round per level of Warcryer. The Warcryer does not gain the benefits of this ability. Incite Favored Enemy is a mind-affecting ability. Bonus Feat: A Warcryer gains a bonus Rage or Leadership feat (see the feat section), the Warcryer must meet the prerequisites for the feat. Warcryer Circle: When two or more Warcryers use their abilities to incite their allies cooperatively, the range of their abilities is extended by 10 ft. This ability increases to 20 ft at 15th level. The duration of the Favored Enemy ability is 1 round per level of each Warcryer participating in the circle. Incite Greater Rage: A Warcryer who can make a DC 25 Perform check can incite up to 4 allies per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. This ability affects allies identically like the barbarian’s Greater Rage ability. If the Warcryer can make a DC 30 Perform check, all allies incited to Greater Rage suffer only a -1 penatly to AC. Incite Greater Rage is a mind-affecting ability. Incite Tireless Rage: All allies of the Warcryer who are incited into a Rage by the Warcryer are no longer fatigued at the end of the Rage. This ability affects allies identically like the barbarian’s Tireless Rage ability. Incite Tireless Rage is a mind-affecting ability. Incite Mighty Rage: A Warcryer who can make a DC 35 Perform check can incite up to 8 allies per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. This ability affects allies identically like the barbarian’s Mighty Rage ability. If the Warcryer can make a DC 40 Perform check, all allies incited to Mighter Rage suffer no penalty to AC. Incite Mighty Rage is a mind-affecting ability. [/QUOTE]
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