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Here is another conversion from me.

LEVEL BAB FORT REF WILL SPECIAL
1 1 1 0 0 Demoralizing Stare, resourceful search
2 2 1 1 1 Ruthless cut +2
3 3 2 1 1 Two-Handed Strike 2
4 4 2 1 1 Reckless Charge
5 5 3 2 2 Ruthless Cut +3
6 6 3 2 2 Two-Handed Strike 4, Frightful Presence
7 7 4 2 2 Intimidating Strike
8 8 4 3 3 Ruthless Cut +4
9 9 5 3 3 Two-Handed Strike 6
10 10 5 3 3 Making an Example

HIT DIE: d10
CLASS SKILLS: Acrobatics, Climb, Diplomacy, Intimidate, Perception, Sense Motive
Skill points: 4 + int modifier

PREREQUISITE:

Spoiler:

Race: Half-orc
Alignment: Any nongood
BAB: +5
Skills: Intimidate 4 ranks, Perception 4 ranks
FEATS: Iron Will

Abilities:

Spoiler:

Demoralizing Stare (Ex): You gain a competence bonus on Intimidate checks equal to your menacing brute level. When you successfully use the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round per class level.

Resourceful Search (Ex): You become extremely resourceful at finding “discarded” pieces of equipment. Once per day, you can attempt a Search check in order to find any nonmagical item of your choice, with a maximum market price of 200 gp, without paying for it. The gold piece value of the item determines the time it takes for you to find it, as well as the minimum size of community in which it can be found (see the table below).
For example, if you are searching for a wagon (35 gp), you would need to look in a small town or larger community and succeed on a DC 15 Search check after spending 2d4×10 minutes searching. If you sought a breastplate (200 gp), you could find it in a metropolis by making a DC 25 Search check and spending 2d4 hours digging through alleyways, trash bins, and the like. You can never find a masterwork item or magic item of any value while using this ability.

GP VALUE|SEARCH DC|SEARCH TIME|MINIMUM COMMUNITY SIZE|
up to 20 gp|10|1d4x10 minutes|Hamlet|
21 to 50 gp|15|2d4x10 minutes|Small town|
51 to 100 gp|20|1d4 hours|Small city|
101 to 200 gp|25|2d4 hours|Metropolis

Ruthless Cut (Ex): At 2nd level you gain a +2 bonus on a roll to confirm a threat on a critical hit. The bonus rises to +3 on 5th level and to +4 on 8th level

Two-Handed Strike (Ex): The menacing brute focuses his combat talents toward massive, two-handed melee weapons. At 3rd level, the menacing brute gains a +2 bonus on damage rolls with any two-handed melee weapon. At 6th level, bonus rises to +4 on damage rolls, and at 9th level it rises to +6 on damage rolls.

Reckless Charge (Su): At some level, the menacing brute gains a +4 bonus on attack rolls when making a charge, but takes a –4 penalty to AC. These values replace the normal bonus and penalty accorded to a charging character.

Frightful Presence (Ex): At 6th level, your very presence is unsettling to foes. You can use this ability to make enemies shaken. All opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the menacing brute level + Charisma modifier). An opponent who fails his or her save is shaken for a number of rounds equal to 1d6 + Charisma modifier. The character can use the feat once per encounter as a free action. An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.

Intimidating Strike: At 7th level, as a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent's fear condition beyond shaken.

Making an Example (Ex): At 10th level, any time you deal enough damage with a melee attack to drop a creature (typically by dropping it to less than 0 hit points or killing it), all foes within 30 feet of the enemy must succeed on a Will save (DC 15 + your Cha modifier) or cower until the start of their next turn (those affected lose their Dexterity bonus to AC when cowering). If the blow that dropped the creature was a critical hit, add +4 to the save DC. This is a mind-affecting fear effect.

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I'm not so sure about the class skills and Resourceful Search ability. What do you think?


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That's some great ideas. This is what I changed so far...

DREAD COMMANDO
LEVEL BAB FORT REF WILL SPECIAL
1st 0 0 1 0 Armor Training 1, Trapfinding
2nd 1 1 1 1 Stealthy Movement (normal speed), Team Initiative Bonus
3rd 2 1 2 1 Sneak Attack +1d6, Inspire
4th 3 1 2 1 Armor Training 2
5th 3 2 3 2 Stealthy Movement (charged), Ambush
6th 4 2 3 2 Sneak Attack +2d6
7th 5 2 4 2 Armor Training 3, Greater Inspire
8th 6 3 4 3 Stealthy Movement (run)
9th 6 3 5 3 Sneak Attack +3d6,
10th 7 3 5 3 Armor Training 4, Stealth Mastery

Hit Die: d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Perception, Stealth, Profession, Swim, Knowledge (geography)
Skill Points: 4 + Int modifier

Prerequisite:

Spoiler:
BAB: +5
Skills: Acrobatics 4 ranks, Stealth 4 ranks, Perception 4 ranks
Feats: Dodge, Mobility

Abilities:

Spoiler:

Trapfinding: Dread Commando adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Dread Commando can use Disable Device to disarm magic traps.

Team Initiative Bonus (Ex): At 2nd level, Dread commando is skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see him (including him) gain a +1 competence bonus for every two levels of dread commando class.

Inspire (Ex): At 3rd level, Dread Commando can inspire greatness in a single ally, granting extra fighting capability. All allies within 30 feet who can see him, must listen to and observe him for a full round for the inspiration to take hold (but may take other actions while doing so). The effects last for 5 rounds. An ally inspired with greatness gains +2d6 temporary health points, a +2 competence bonus on attack rolls, and a +2 morale bonus on all saving throws. He can inspire allies a number of times per day equal to his dread commando class levels. Dread Commando can’t inspire greatness in himself; the ability aids his allies only.

Greater Inspire (Ex): At 7th level, Dread Commando's inspire ability improves. The temporary health points gained increase to +3d6, and the ally is immune to following conditions for as long as he remains inspired: cowering, dazed, fatigued, panicked or stunned.


Cheapy wrote:
Wasn't it a 5 level in 3.5? Also, have you thought about teamwork feats?

Yes, it's 5 levels in 3.5. I expanded it to 10 levels. So far I didn't see any official 5 level prestige classes in PF books (or maybe I missed) so I've done it with 10 levels. And, no, I didn't thought about teamwork feats. Guess I forgot about them.

Maybe to add option to choose a bonus teamwork feats at some point?


I've done some conversion of Dread Commando PrC for my pathfinder campaign, and I really need some second opinion. So...here it is.
---------------------------
DREAD COMMANDO

    LEVEL BAB FORT REF WILL SPECIAL
  • 1st 1 0 1 0 Sudden Strike +1d6, Team Initiative Bonus
  • 2nd 2 1 1 1 Stealthy Movement (normal speed)
  • 3rd 3 1 2 1 Armored Ease 2
  • 4th 4 1 2 1 Sudden Strike +2d6
  • 5th 5 2 3 2 Stealthy Movement (charged), Ambush
  • 6th 6 2 3 2 Armored Ease 3
  • 7th 7 2 4 2 Sudden Strike +3d6
  • 8th 8 3 4 3 Stealthy Movement (run)
  • 9th 9 3 5 3 Armored Ease 4
  • 10th 10 3 5 3 Stealth Mastery

Hit Die: d8

Prerequisite:

Spoiler:
BAB: +5
Skills: Acrobatics 3 ranks, Stealth 3 ranks, Perception 2 ranks
Feats: Dodge, Mobility

Class Skills:

Spoiler:
Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Perception, Stealth, Profession, Swim, Knowledge (geography)

Skill Points: 3 + Int modifier

Abilities:

Spoiler:
Sudden Strike (Ex): If you can catch an opponent when she is unable to defend herself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied her Dexterity bonus to AC against your attack (whether the target actually has a Dexterity bonus to Armor Class or not), you deal an extra 1d6 points of damage with your attack. The extra damage increases to 2d6 at 3rd level and to 3d6 at 5th level. Ranged attacks count as sudden strikes only if the target is within 30 feet; you can’t strike with deadly accuracy from beyond this range.
You can only use sudden strike against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to sudden strike damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot make a sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are out of reach. You can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with extra damage from a sneak attack whenever both would apply to the same target.

Team Initiative Bonus (Ex): You are skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see you (including yourself) gain a competence bonus on initiative checks equal to your class level.

Stealthy Movement (Ex): You learn to remain quiet and hidden even while mobile. Beginning at 2nd level, you take no penalty on Stealth checks while moving at up to your normal speed. At 5th level, you take only a –10 penalty on Stealth checks when charging, and at 8th level you take only -10 penalty on stealth checks when running, and -5 penalty on stealth checks when charging (instead of the usual –20).

Armored Ease (Ex): You learn to adapt your movements to the restrictive nature of armor. Beginning at 3rd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 6th level, this reduction increases to 3 points (to a minimum of 0) and at 9th level, this reduction increases to 4 point (to a minimum of 0).

Ambush (Ex): Starting at 4th level, whenever the infiltrator encounters a flat-footer enemy during the surprise round, he gains a bonus equal to half his number of Dread Commando levels (round down) to his first attack.

Stealth Mastery: At 10th level, Dread Commando becomes so adept at avoiding notice that he may take 10 on following skills even if stress and distractions would normally prevent him from doing so. He becomes so certain in the use of this skill that he can use is reliably even under adverse conditions. Skills are following: Acrobatics, Climb, Disable Device, Escape Artist and Stealth. He also may, whenever he is unaware during the surprise round and would normally be unable to act, make a Stealth check as a free action to avoid being notices, provided that he is not being directly observed at the time.

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Any thoughts?