Warhammer Ogre Butchers


Conversions


Heres a new core class I whipped up in about an hour and a half. This is just a first draft, so it might not be balanced. Just let me know what you think: Overpowered, Underpowered, whatever. Constructive criticism would be greatly appreciated.

New Class: Butcher

Butchers are a combination of Holy Man/Wizard/Chef for the Ogre Tribes of the Mountains of Mourn. They prepare all the tribe's feasts in honour of their ever-hungry deity, the Great Maw, and are thus well-respected within the tribe. This respect is mixed with a hefty dose of fear, for Butchers are frightening creatures indeed. Many Butchers are not above acts of cannibalism, and woe betide any who get too close to their pots.
Requirements: Must be a worshiper of the Great Maw
Hit Dice: d12

Skills: Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Spellcraft (Int), Survival (Wis).
Skills per level: 2 + Intelligence Modifier

Proficiencies: Butchers are proficient with Clubs, Great Clubs, Cleavers and Great Cleavers. They are not proficiet with any armour or shields. A butcher can never become proficient in armour, for he must entrust his protection to the Great Maw. If a butcher wears armour for any reason he loses the ability to cast Gut Magic Spells for one day.

Gut Magic: Butchers do not cast spells in the traditional method, instead relying on an ancient tradition known as Gut Magic. To cast a gut magic spell, a butcher must consume some part of a creature, which is a standard action that provokes an attack of opportunity. The spell takes effect the same turn he consumes his gory meal.
A Butchers list of Gut Magic Spells is extremely limited, have access to only a handful of abilities his entire career. Fortunately these abilities scale with his level.
Gut Magic Spells do not follow the normal rules for spells and are treated as spell-like abilities in all respects. Gut Magic spells with lingering effects do not stack unless specified.

Gut Magic Spells:
Bone Crusher:
Components: A Handful of Crunchy Bones
Target: One creature within 30 ft.
Duration: Instantaneous
Save: Fortitude Negates
Spell-Resistance: Yes
The butcher puts one sausage finger at one enemy at suddenly their bones begin to feel brittle and weak, snapping with but the slightest pressure. The target must pass a fortitude save or take 1d4 + an amount of damage equal to half his butcher level, as well as taking double damage from bludgeoning weapons for 1 round for every point of constitution possessed by the butcher. Creatures without bones are immune to this effect.
At 4th level the damage increases to 1d6 + half his butcher level.
At 8th level the damage increases to 1d8 + half his butcher level
At 12th level the damage increases to 1d10 + his butcher level and the effect of the extra damage lasts for a number of rounds equal to twice the butcher's constitution modifier.
At 16th level the damage increases to 2d4 + his butcher level.
At 20th level the damage increases to 2d10 + his butcher level and the target now takes double damage from all weapon types.

Brain Gobbla:
Components: A brain from a creature with an intelligence score of at least 3
Target: One Non-Mindless Creature within 30 ft.
Duration: Instantaneous
Save: Will Negates
Spell-Resistance: Yes
After consuming the grey matter of an intelligent creature, the butcher causes his foes's minds to become overloaded and befuddled. The target must pass a will save or take 1d2 Intelligence damage. Mindless creatures or creatures without some form of brain are immune to this effect.
At 4th level the damage increases to 1d4.
At 8th level the damage increases to 1d6 and the target is confused for 1d4 rounds.
At 12th level the damage increases to 1d8.
At 16th level the damage increases to 1d10 and the target is stunned for 1d4 rounds.
At 20th level the damage increases to 1d12.

Tooth Cracker:
Components: A handful of granite rocks
Target: One creature within 30 ft. (Also see text)
Duration: 1 hour/level
Save Fortitude Negates (Harmless)
Spell-Resistance: Yes
After chewing raw granite the butcher bestows on his allies the resilience of the mountain. One target within range of the spell (including the butcher himself) gains a bonus to natural armour equal to half the butcher's level.
At 4th level the spell can target up to two creatures.
At 8th level the spell can target up to three creatures..
At 12th level the targets also gain DR 1/-.
At 16th level the targets also gain DR 2/-.
At 20th level the targets also gain DR 3/-.

Trollguts:
Components: A bucket of entrails
Target: One creature within 30 ft. (Also see text)
Duration: 1 minute/level
Save: Fortitude Negates (Harmless)
Spell-Resistance: Yes
After gobbling up a plate of entrails the butcher channels the regenerative abilities of the troll, allowing his allies to heal quicker and faster. One target within range gains fast healing 1.
At 4th level the spell can target up to two creatures.
At 8th level the target gains fast healing 2.
At 12th level the spell can target up to three creatures.
At 16th level the target gains fast healing 3
At 20th level the target gains regenerate 3 (Fire, Acid)
Despite the name of the spell, the entrails do not need to be from a troll.

Spinemarrow:
Components: A spine
Target: One creature within 30 ft. (Also see text)
Duration: 1 hour/level
Save: Will Negates (Harmless)
Spell-Resistance: Yes
Holding up a boney spine, the butcher sucks all the marrow from it and transfers the energy to his allies, thus strengthening their resolve. One target within range gains a bonus on saves against fear effects equal to half the butcher's level.
At 4th level the spell can target up to two creatures.
At 8th level the spell can target up to three creatures.
At 12th level the spell can target up to four creatures and the targets become immune to fear.
At 16th level the targets also gain a bonus to saves against all mind-affecting effects.
At 20th level the targets become immune to all mind-affecting effects.

Toughness: At 1st level a butcher receives toughness as a bonus feat.

Great Fortitude: At 6th level a butcher gains great fortitude as a bonus feat.

Poison Resistance: A butcher receives poison resistance at the indicated levels. At 14th level he becomes immune to all poisons.

Embodiment of the Maw: At 20th level the butcher has become a favoured son of the Great Maw. He can choose one beneficial Gut Magic Spell to be active on himself at all times. Once this choice is made it cannot be changed.

The Butcher:
LvL BAB Fort Ref Will Special
1st +1 +2 +0 +0 Gut Magic, Toughness
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1 Poison Resistance +1
4th +4 +4 +1 +1 Gut Magic
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Great Fortitude, Poison Resistance +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Gut Magic, Poison Resistance +3
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Poison Resistance +4
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Gut Magic
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Poison Immunity
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Gut Magic
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Gut Magic, Embodiment of the Maw


Actually his skills should look like this:
Skills: Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis).
Skills per level: 2 + Intelligence Modifier


I think it is a neat idea.

There are six Gut Magic progession points, do they gain more spells pre day at these points, if so what does that look like? I am assuming they have access to all 5 spells from level 1.

Also, I am assuming they are wisdom casters how do you figure bonus spells apply?


Well their spells are actually spell-like abilities they can use as a standard action, as long as they can consume the material component (which is part of the standard action). The way its stated right now is that the only limit to how many times a day they can use it is simply how many components they can lug around with them. These components aren't like standard 0gp components for normal spells: they'd either have to hunt them or go to a butcher shop and spend a hell of a lot of gold. Good meat's expensive in this economy.

I was also toying with the idea of making them wis-based divine casters, only with a cookbook (like a wizards spellbook, sorta).


Heres an updated Trollguts:

Trollguts:
Components: A bucket of entrails
Target: One creature within 30 ft. (Also see text)
Duration: 1 minute/level
Save: Fortitude Negates (Harmless)
Spell-Resistance: Yes
After gobbling up a plate of entrails the butcher channels the regenerative abilities of the troll, allowing his allies to heal quicker and faster. One target within range gains fast healing 1. Creatures affected by this spell can only gain half their maximum HP with this ability
At 4th level the spell can target up to two creatures.
At 8th level the target gains fast healing 2.
At 12th level the spell can target up to three creatures and they can heal up to their total number of Hit Points.
At 16th level the target gains fast healing 3
At 20th level the target gains regenerate 3
Despite the name of the spell, the entrails do not need to be from a troll.


Kazarath wrote:
Well their spells are actually spell-like abilities they can use as a standard action, as long as they can consume the material component (which is part of the standard action). The way its stated right now is that the only limit to how many times a day they can use it is simply how many components they can lug around with them. These components aren't like standard 0gp components for normal spells: they'd either have to hunt them or go to a butcher shop and spend a hell of a lot of gold. Good meat's expensive in this economy.

Fair enough, I can get down on that.

A cooking book would be a fantastic idea, they have their favorite dishes passed on down from mother dearest. That might involve making more spells to choose from and possibly making spells per day matrix. Depends on how much work you would like to do I suppose! I might use this in my ROTL I am running now, we'll see how it fits in.


I might add something, just because playing a 20th lvl butcher is exactly the same as playing a 1st lvl butcher. Suggestions would be greatly appreciated (keeping in mind the warhammer lore).

Also heres some Ogre themed weaponry:
Simple Weapons:
Name Cost Damage (M) Damage (L) Crit Weight Type Special
One-Handed
Cleaver 8gp 1d6 1d8 19-20/x2 5 lbs. S None
Ironfist 10gp Special Special Special 6 lbs. P See Text
Two-Handed
Great Cleaver 15gp 1d8 1d10 19-20/x2 8 lbs. S None

Exotic (Firearms):
Name Cost Damage (M) Damage (L) Crit Range Misfire Weight Type Special
One-Handed
Ogre Pistol 1000gp Special 1d10 x4 20 ft. 1-2 (5) 9 lbs. B/P See Text
Two-Handed
Leadbelcher 5500gp N/A 2d6 x4 see text 1-3 (10) 20 lbs. B/P/S Scatter

Descriptions:

Ironfist:
Originating in the Ogre pit-fighting ring, the ironfist is a large bladed gauntlet strapped to the forearm. It is used as both a stabbing weapon and to deflect incoming blows. At the start of their turn, a character using an ironfist can choose to use it as a weapon or a shield: if it is used as a weapon then it behaves exactly like a punching dagger. If it is used as a shield then it behaves exactly like a buckler, except that you cannot wield another weapon in the same hand.

Ogre Pistol:
Ogres are fond of loud, explosive weaponry, and so they often take handguns off of defeated foes and modify them for use with their meaty ham-fists. Medium sized creatures that wield an Ogre pistol treats it in all respects like a musket, and take a -2 penalty on attack rolls for wielding a weapon not sized for them.

Leadbelcher Cannon:
These simplistic and insanely dangerous weapons (both to the enemy and the wielder) are nothing more then a cannon taken off of their carriage and pressed into service as a massive blunderbuss. Ogres simply fill them with broken weaponry, rusty nails, sharp bits of metal, and even on occasion, an actual cannonball. When firing with the scatter quality the leadbelcher cannon fires a 30 ft. Wide, 40 ft. Long cone. When firing single shot it has a max range of 20 ft. Creatures smaller then large cannot wield leadbelcher cannons.


Add tetanus fort save for leadbelcher when using the scatter shot as it is rusty nails and such?


Perhaps......it might be overpowered as it is. Suggestions???


Pathfinder Adventure Path Subscriber
Kazarath wrote:

I might add something, just because playing a 20th lvl butcher is exactly the same as playing a 1st lvl butcher. Suggestions would be greatly appreciated (keeping in mind the warhammer lore).

Just how keen are you on keeping close to the Warhammer lore's of magic? Because it occurs to me that you could get something close to the feel of a WHF Butcher by taking the Alchemist and replacing it's Bombs with re-skinned bardic performaces. Profession: Butcher instead of Perform, Nauseate instead of Fascinate, etc....


That could work but (for me at least) it doesn't really capture the feel. Plus Alchemists are way to squishy, butchers are supposed to be able to take a cannonball to the gut and just laugh it off (well most ogres can do that, in the story at least).


Pathfinder Adventure Path Subscriber
Kazarath wrote:
That could work but (for me at least) it doesn't really capture the feel. Plus Alchemists are way to squishy, butchers are supposed to be able to take a cannonball to the gut and just laugh it off (well most ogres can do that, in the story at least).

Exactly, they're not taking the cannonball because they're Butchers, they're taking it because they're Ogres. Physically, a Butcher isn't more powerful than a Ogre hero or Tyrant. In fact, their strength is a bit lower, though their toughness and wounds are equal. Something you could replicate by making Con a Butcher's casting stat.


You make a good point, I shall ponder on it.

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