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HERJAGNER
I'm currently looking for suitable player options for a campaign of a sub-genre I haven't yet been able to describe more elegantly than "high-fantasy/low-tech-steampunk/viking"-ish. My aim is to offer as many options as possible, with as little home brew work for me as possible, that also help "push" PC builds into becoming roughly equally contributing T3 party members (mechanically speaking). With the martial disciple classes from Path of War (by Dreamscarred Press) and a couple of slightly tweaked classes from the ACG play test, all types of PC abilities are well covered by the T3 classes in PF, but I think there's a lack of options that are mechanically as strong but less complex to play, in the way most T4-5 classes like fighters and rogues are. IME, players that look for fighter-type builds don't mind complex build structures, as long as the resulting in-game mechanics are relatively simple and consistent (the opposite of spells, in many ways). One way of handling this would be to simply offer gestalt builds of say two T4/5 classes, but I believe this mostly makes these martial builds even stronger in the earliest levels (when they don't need to be stronger), while it still won't be able to save them from becoming largely irrelevant in higher levels. So, I've instead tried to put together a "gestalt class" that basically strives to offer a power development curve similar to that of T3 classes while having considerably less complex in-game mechanics, and also adding a few crucial abilities that these classes most sorely lack (such as improved action economy and more viable combat maneuvers vs. high CR opponents) to hopefully make it into T3.
The name "herjagner" and the more "mystical" abilities mentioned in the class description here are purely flavor, suitable with my campaign, inspired by the real-world Old Norse mythology. I think most features can easily be reflavored as (ex) for a strictly non-magic class.
My two main questions are:
1 Is this a good idea for a less in-game complex T3 class (and do you have a better one) or plain stupid? Why?
2 Is it T3 or OP or UP? Why and during which levels?
Besides these, all input is of course greatly appreciated!
(For easier reference I've numbered each class feature and included two example builds. And BTW: Herjagner is derived from Old Norse herjarragner, consisting of herjar ("warriors" or "devastators"), and ragna ("conjure", in a divine sense), and would roughly mean "bringer of warriors".)
1 Alignment: Any non-evil.
2 Hit Die: d10.
3 Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
4 Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex) and Swim (Str).
5 Skill Ranks per Level: 4 + Int modifier
Lvl/BAB - Special
- 01 ------ Einherjar Manifestation, 1st Einherji
- 02 ------ Heroic Charge
- 03 ------ Einherji Bonus Feat
- 04 ------ Martial Stance
- 05 ------ 2nd Einherji, As One
- 06 ------ Battleshift (move action)
- 07 ------ Combined Resistance
- 08 ------ Warrior Senses, As One
- 09 ------ Einherji Bonus Feat
- 10 ------ Dual Manifestation
- 11 ------ Adapted Resistance
- 12 ------ 3rd Einherji, As One
- 13 ------ Superior Maneuvers
- 14 ------ Martial Stance
- 15 ------ Einherji Bonus Feat
- 16 ------ Full Manifestation
- 17 ------ -
- 18 ------ Einherjar Maneuvers
- 19 ------ -
- 20 ------ Army of One
CLASS FEATURES
6 Weapon and Armor Proficiency
The herjagner is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
7 Einherjar Manifestation (Ex, Su)
Through both rigorous training in the arts of war and focused studies of famous heroes throughout history, the herjagner have strengthened her natural connection to the legendary einherjar, her body and mind forming a vessel for the abilities of once great warrior heroes who died in battle. At 1st level, she manifests aspects of one such hero, adding the features and abilities of the einherji to her own (see further details below). At later levels, when she has gained a second einherji, she can meditate for a minute, keeping her eyes closed while sitting down undisturbed, to change manifestations and gain the benefits of her second einherji instead. The herjagner always manifests at least one einherji.
Note: Only the ability to change manifestations is supernatural. Nothing besides the herjagner's death may prevent her from manifesting.
8 Einherji
At 1st, 5th and 12th level the herjagner can choose one einherji, adding all its abilities and bonuses to her own whenever she chooses to manifest it (as per the Einherjar Manifestation feature). The first einherji can be of the fighter, gunslinger, monk or rogue class, while the second and third can be of the cavalier or ranger class or any of the previously listed classes. (See further details in the "Einherjar" section below.)
9 Heroic Charge
At second level, the herjagner may ignore difficult terrain when taking the charge action on her first turn after having rolled for initiative, provided she is able to jump at least 10 feet. At 6th level, all her charge actions may ignore difficult terrain as long as she is able to jump at least 10 feet. At 12th level, the herjagner also gains the pounce ability and can make a full attack at the end of a charge, including when mounted.
10 Einherji Bonus Feats
The herjagner gains einherjar bonus feats at 3rd, 9th and 15th level. Each feat can be assigned to one of the herjagner's einherji, which will provide the benefits of the feat while manifested. The herjagner may choose any feat for which she qualifies while in any manifestation, and may later retrain any or all of these feats for free whenever she gains an additional einherji or combines them in new manifestations at 5th, 10th, 12th, 16th and 20th level. This does not allow the herjagner to disregard any feat prerequisites in any of her manifestations (for example, only while manifesting a fighter einherji can the herjagner gain the benefits of a fighter-only bonus feat).
11 Martial Stance
At 4th level, the herjagner gains the use of one 1st level martial stance of her choice. The stance can belong to any martial discipline, and the herjagner counts her class levels as initiator levels for any level dependent benefits and uses the normal skill and ability score associated with the discipline. At 14th level, she gains the use of a second martial stance of 6th level or lower in the same discipline. (Martial stances for PF can be found in Path of War by Dreamscarred Press. These may be replaced by a stance from Tome of Battle (from 3.5) or any other suitable similar ability at the DM's discretion.)
12 As One
At 5th, 8th and 12th level, the herjagner can permanently manifest one class feature gained by any of her einherjar. The chosen feature is exactly the same as the feature of her einherji (same choice of options, same archetype etc), and the herjagner counts her class levels as levels in the class from which the feature originates when calculating any level dependent benefits. Any of these permanently manifested features may be changed at 8th and 12th level.
13 Battleshift (Su)
At 6th level, the herjagner can briefly change einherjar manifested as a move action, and may keep the changed manifestation with no additional actions in consequitive turns. She may use Battleshift a total number of rounds per day equal to half her class levels. At 14th level, the herjagner can use Battleshift as a free action, or as an immediate action when she is targeted by an enemy attack or exposed to any other hostile effect.
14 Combined Resistance
At 7th level, the herjagner always uses the best progression of each save any of her einherji grants, regardless of her current manifestation.
15 Warrior Senses
At 8th level, as a move action, the herjagner can gain blindsense up to a range of 5 feet per 4 levels (maximum 25 feet at 20th level) until the start of her next turn. At 13th level, she instead gains blindsight with the same range, and at 17th level, the blindsight is constant.
16 Dual Manifestation
At 10th level, the herjagner can manifest two of her einherjar simultaneously, gaining the bonuses and features of both and class bonuses to saves from either. (See further details in the "Einherjar" section below.)
17 Adapted Resistance
At 11th level, the herjagner can switch one of her manifested einherjar's Fortitude, Reflex or Will save progressions with the progression of another save of the same einherji (for example switching a fighter einherji's fast Fortitude progression with its slow Will progression). She can only do this if the switched progressions would otherwise be identical to another simultaneously manifested einherji. The changes apply to Combined Resistance and may be altered at 12th, 16th and 20th level. In addition, whenever two or more of her simultaneously manifested einherjar provide a fast progression to the same type of save (after any switching), the herjagner gains a +3 bonus to that save.
Continued in the next post...
| upho |
...continued from OP:
18 Superior Maneuvers
At 13th level, whenever the herjagner is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the herjagner is treated as one size larger if doing so is advantageous to her. The benefts of this feature stack with the effects of powers, abilities, and spells that change the subject's size category. In addition, she gains additional uses and benefits of certain combat maneuvers:
Dirty Trick: The herjagner can take a -5 penalty to the CMB check to impose the staggered condition on the target creature with a successful Dirty Trick attempt.
Disarm: The herjagner can take a -5 penalty to the CMB check to perform a disarm attempt against a creature's natural attack. Success renders the disarmed natural attack useless until the start of the Herjagner's next turn.
Grapple: The herjagner can grapple a particular limb of a creature up to two size categories larger than she normally would be able to grapple, but she takes a -5 penalty to her CMB checks to initiate and maintain the grapple. If not already adjacent to the target when initiating the grapple, the herjagner moves to the nearest unoccupied space adjacent to the grappled creature, not the other way around as in a normal grapple. A grappled limb along with any associated abilities (such as attacks, movement, speech etc) cannot be used by the creature, but only the herjagner gains the grappled condition while the grappled creature remains otherwise unaffected. A successfully pinned limb means the herjagner no longer takes the -5 penalty to subsequent grapple checks during the same grapple. A tied up limb also gives the affected creature the entangled condition until it manages to break free (as per the regular rules), gaining a +5 bonus to the check.
Sunder: The herjagner gains Hinder Natural Attack as a bonus feat, even if she does not meet the prerequisites. If she already has Hinder Natural Attack, she instead gains Greater Hinder Natural Attack.
Trip: The herjagner can take a -5 penalty to the CMB check to ignore a target's immunity to trip due to flight or a lack of legs. A successfully tripped flying creature takes a -4 penalty to attack rolls, a -4 penalty to AC against melee attacks, a -8 penalty to Fly checks and its fly speed is halved. These penalties remain until the target takes a move action to recover control, lands or changes to a different form of movement. A successfully tripped legless creature becomes staggered and cannot take full round actions until the start of the herjagner's next turn. The herjagner can choose which effect to apply if the successfully tripped creature is both flying and without legs, and she may also choose to take the -5 penalty to impose the staggered condition, instead of the normal effects, with a successful trip attempt against a creature lacking immunity. In addition, if the herjagner takes the -5 penalty, her check is always made against the creature's CMD value without any bonuses from having more than two legs.
Each attempt of these combat maneuvers triggers any abilities normally triggered by success or failure, even though the effects of a successful check are different.
19 Full Manifestation
At 16th level, the herjagner can manifest her three einherjar simultaneously, in the same manner as her dual manifestation.
20 Einherjar Maneuvers
At 18th level, the herjagner's combat maneuvers and any precision damage she deals, along with any associated conditions such as from the Critical Blinding feat, largely ignores the target creature's immunities. Her CMB checks can be made against any target with a combat maneuver defense score, including for example grapple checks against incorporeal creatures or creatures under the effects of Freedom of Movement, but her checks takes a -5 penalty if the creature is normally immune to the maneuver. Any precision damage she deals to a creature normally immune is halved, and the target creature is allowed a Fortitude save (DC 10 + the herjagner's level + 1/2 the critical hit confirmation roll) to avoid an associated condition the creature is normally immune to.
21 Army of One
At 20th level, the herjagner gains three new permanently manifested class features of any einherji class. These must be features normally gained at 10th level or lower, but are otherwise added and used according to same rules as the features provided by the einherjar.
8 EINHERJAR
The abilities granted by a manifested einherji depend only on its class, but it can in many ways be created and advanced as a separate player character with the following general exceptions (unless explicitly mentioned in the einherji class entry, see below):
No Hit Points - the herjagner has her own Hit Points and hit die (but gains Hit Points if the manifested einherji grants a bonus to Constitution)
No weapon or armor proficiencies - the herjagner does not gain any of the proficiencies of the maniftested einherji's class.
No skill points - the herjagner uses her own skill points, although some einherji classes grants additional skill points while manifested. No base attack bonus - the herjagner always uses her own class' base attack bonus.
No regular feats - the einherji gains no feats at odd levels like the herjagner does, but see also Einherjar Bonus Feats (the einherji still gains any bonus feats resulting from its class features, such as Fighter Bonus Feats).
No multiclassing - the herjagner chooses the class of the einherji when she gains it, and she cannot change the decision later or have the einherji take levels in another class.
In effect, an einherji adds components to complete the herjagner class, such as a save progression, along with a wealth of class features, additional class skills and ability score bonuses.
8.1 Advancement and Retraining
Each einherji gains a level when the herjagner does, and the herjagner makes all choices for each einherji she can manifest, according to the same rules as those used for regular player character creation and advancement (with the above exceptions). When the second and third einherji are gained, they immediately advance in their respective class to the same level as the herjagner. In addition, each time a new einherji is gained or combined in a new manifestation, any class bonus feats or Rogue Talents the einherjar have gained may be retrained for free (this is primarily in order to avoid forcing the player to plan her herjagner character's advancement several levels ahead or risk accidentally wasting many benefits).
8.2 Class
The herjagner can choose any of the einherji classes listed below for which she meets the prerequisites whenever she gains an einherji. The benefits as well as any limitations or restrictions described in a class feature provided by an einherji are also gained by the herjagner while she manifests the einherji. Simultaneously manifesting two or more instances of a feature from the same class provides no benefit above that which a single instance of the feature provides.
8.3 Archetypes and Stacking Features
An einherji can be of any archetype for which the herjagner qualifies while manifesting the einherji, including those which trades class features the herjagner can not gain (such as certain armor and weapon proficiencies). An archetype which trades one of the herjagner's own starting features still affects the herjagner while manifesting the einherji, as normal. By choosing different archetypes, two or even all three einherjar can be of the same class without necessarily giving the herjagner numerous redundant features. In addition, the herjagner can never have more than one animal companion. If the player wishes for a more powerful animal companion and her herjagner character is granted a second class feature providing a companion, at the DM's discretion the player may, instead of choosing an option which replaces the second companion, turn the first companion into a monstrous cohort of the herjagner's level -2 (by adding suitable templates and class levels to the current companion, or by replacing it with another suitable creature, see the Leadership feat description). This method is especially recommended for a herjagner with a cavalier einherji, helping the mount to remain mechanically relevant in higher levels (see the build in post #4 for an example of a very powerful such mount cohort).
8.4 Alignments and Edicts
Each einherji is assumed to have no alignment, or be of an alignment within the limitations of its class. The herjagner always keeps her own alignment, regardless of whether her alignment would otherwise prevent her from taking levels in a class any of her manifested einherji has. Though for roleplay purposes, the player is free to change this as she sees fit, perhaps letting her herjagner's alignment and personality change depending on which einherji or einherjar she manifests. A cavalier einherji can be of any order normally allowed, and does not necessarily force the herjagner to follow the order's edicts unless she has pledged herself to the same order that her einherji once belonged to. It is ultimately up to the player and the DM to decide whether violating the edicts of an order an einherji belonged to should have any mechanical impact on the herjagner character, and this should naturally be discussed before the herjagner chooses a cavalier einherji. At the DM's discretion, a cavalier may of course also belong to an ancient order that has ceased to exist, or that perhaps is or was connected to an organization or nation of importance in the current campaign.
Einherjar Classes
The classes (and alternate classes) available to the einherjar are listed below, along with their bonuses, according to the following:
8.5 Prerequisite - only the herjagner's second or third einherji may be of the Cavalier or Ranger class.
8.6 Manifested - the bonuses to ability scores and the class skills the herjagner gains, in addition to the class features listed in the regular class table under 'special' (see associated rule book), while an einherji of the class is manifested. If the class provides bonus skill points while manifested, those can only be used to increase ranks in the added class skills, not the herjagner's own class skills.
8.7 Permanent - the benefits an einherji class provides while not manifested. These must be features the einherji provides while manifested, so if for example a rogue einherji has an archetype feature that replaces Sneak Attack, the permanent Sneak Attack is also replaced by the archetype's alternative feature. All level dependent benefits uses the herjagner's level as her effective einherji class level, and the herjagner only needs to meet the prerequisites of a permanent bonus feat at the moment the manifested einherji grants it. The bonus feat provided by a fighter, gunslinger or monk einherji can be changed for free whenever the einherji class provides a new bonus feat, but no other permanent bonuses may be changed (without using the usual rules for retraining).
Fighter Einherji
8.8 Manifested: +2 Strength or +2 Dexterity and +2 to one other ability score; Knowledge (dungeoneering), Knowledge (engineering) and Survival
8.9 Permanent: +1 class skill, Heavy Armor Proficiency, 1 combat feat
Gunslinger Einherji
8.10 Manifested: +2 Dexterity and +2 Wisdom or Charisma; Handle Animal, Heal, Knowledge (local), Sleight of Hand and Survival
8.11 Permanent: Knowledge (engineering) as class skill, +2 skill points, Exotic Weapon Proficiency (firearms) and Amateur Gunslinger* or 1 gunslinger bonus feat
Monk Einherji
8.12 Manifested: +2 Wisdom and +2 Strength, Dexterity or Constitution; Escape Artist, Perform, Sense Motive and Stealth
8.13 Permanent: +1 class skill, +2 skill points, Improved Unarmed Strike and 1 monk bonus feat
Rogue or Ninja Einherji
8.14 Manifested: +2 Dexterity and +2 Intelligence or Charisma; Appraise, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (dungeoneering), Knowledge (local), Perform, Sleight of Hand, Stealth and Use Magic Device; +4 skill points per level
8.15 Permanent: +2 class skills, +6 skill points and Sneak Attack
Cavalier or Samuraj Einherji
8.16 Prerequisite: 2nd or 3rd einherji
8.17 Manifested: +2 Strength or Dexterity and +2 to one other ability score; Bluff, Diplomacy, Handle Animal and Sense Motive
8.18 Permanent: +1 class skill, +2 skill points, Heavy Armor Proficiency and Mount
Ranger Einherji
8.19 Prerequisite: 2nd or 3rd einherji
8.20 Manifested: +2 Wisdom and +2 Strength or Dexterity; Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Spellcraft, Stealth and Survival; +2 skill points per level
8.21 Permanent: +2 class skills, +4 skill points and Hunter's Bond
*The herjagner can gain the Amateur Gunslinger feat as a permanent benefit even if her gunslinger einherji does not have it, and she may later change it to any gunslinger bonus feat the einherji gains. If the gunslinger einherji has an archetype which alters the list of available Deeds, the herjagner must choose the granted 1st level Deed from that altered list.
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LEIF LAWLESS
Just a basic level 10 fighter/gunslinger build to showcase some possibilities and the approximate power level of the class at this stage.
Leif Base Abilities
Level 1 ability scores (20-point buy, incl. racial bonus): Str 16, Dex 14, Con 14, Int 11, Wis 12, Cha 10
Level 10 ability scores: Str 18, Dex 14, Con 14, Int 11, Wis 12, Cha 10
Traits: Nimble Fingers Keen Mind, Silent Hunter
Class Skills: Acrobatics, Climb, Craft, Disable Device, Intimidate, Knowledge (history), Knowledge (martial), Knowledge (religion), Perception, Profession, Ride, Stealth, Swim
Permanent bonus class skills: Knowledge (dungeoneering), Knowledge (engineering); +2 skill points
Permanent bonus feats: Amateur Gunslinger, Combat Reflexes, Exotic Weapon Proficiency (2-handed firearms), Heavy Armor Proficiency
Lvl 1 - Manifest Geira (Combat Reflexes), Weapon Focus, Human Bonus Feat: Power Attack
Lvl 2 - Heroic Charge
Lvl 3 - Quick Draw
Lvl 4 - Martial Stance: Scarlet Zweihander (Scarlet Throne discipline)
Lvl 5 - Manifest Göll (EWP 2-handed firearms, Amateur Gunslinger: Quick Clear), Deadly Aim, As One (Nimble)
Lvl 6 - Battleshift
Lvl 7 - Combined Resistance, Improved Drag
Lvl 8 - Warrior Senses, As One: Flexible Flanker
Lvl 9 - Greater Drag
Lv 10 - Dual Manifestation: Göllgeirul-Leif
1st Einherji: Geirul female fighter (polearm master)
(geirul = "spear-wielder")
+2 Str, +2 Dex, Survival
Fort +7, Ref +3, Will +3
Lvl 1 - Fighter Bonus Feat: Combat Expertise
Lvl 2 - Pole Fighting -2, Fighter Bonus Feat: Improved Trip
Lvl 3 - Steadfast Pike +2, Einherji Bonus Feat: Furious Focus
Lvl 4 - Fighter Bonus Feat: Combat Reflexes
Lvl 5 - Polearm Training +2
Lvl 6 - Fighter Bonus Feat: Felling Smash
Lvl 7 - -
Lvl 8 - Fighter Bonus Feat: Greater Trip
Lvl 9 - Flexible Flanker, Einherji Bonus Feat: Riptide Attack
Lv 10 - Fighter Bonus Feat: Lunge
Permanent: Knowledge (dungeoneering) as class skill, Heavy Armor Proficiency, Combat Reflexes
2nd Einherji: Göll female gunslinger (musket master)
(göll = "noise, battle")
+2 Dex, +2 Wis, Handle Animal, Heal, Knowledge (local), Sleight of Hand, Survival
Fort +7, Ref +7, Will +3
Lvl 1 - Rapid Reload, Gunsmith, Grit, Deeds: Deadeye, Quick Clear, Steady Aim
Lvl 2 - Nimble +3 dodge
Lvl 3 - Deeds: Fast Musket, Gunslinger Initiative, Pistol-Whip
Lvl 4 - Gunslinger Bonus Feat: Point Blank Shot
Lvl 5 - Musket Training
Lvl 6 - -
Lvl 7 - Deeds: Dead Shot, Startling Shot, Targeting
Lvl 8 - Gunslinger Bonus Feat: Rapid Shot
Lvl 9 - -
Lv 10 - -
Permanent: Knowledge (engineering) as class skill, +2 skill points, Exotic Weapon Proficiency (2-handed firearms), Amateur Gunslinger: Quick Clear
"Göllgeirul-Leif" (dual manifestation)
CN human male example herjagner level 10
Ability scores: Str 20, Dex 18, Con 14, Int 13, Wis 14, Cha 10 (incl. +2 Int headband)
Initiative: +6, can draw firearm if both hands are free as part of check (+4 if 0 grit points)
79 HP (9d10+30); Fort +9, Ref +11, Will +5
Feats Amateur Gunslinger, Combat Expertise, Combat Reflexes, Deadly Aim, Exotic Weapon Proficiency (2-handed firearms), Felling Smash, Furious Focus, Greater Drag, Greater Trip, Gunsmith, Heavy Armor Proficiency, Improved Drag, Improved Trip, Lunge, Rapid Reload, Point Blank Shot, Power Attack, Quick Draw, Rapid Shot, Riptide Attack, Weapon Focus
Features Flexible Flanker, Grit 2, Martial Stance (Scarlet Zweihander), Musket Training +5 dmg, Nimble +3 dodge, Pole Fighting -2 atk adjacent, Polearm Training +2 atk & dmg, Steadfast Pike +2 AoO, Warrior Senses 10 feet blindsense
Deeds Dead Shot, Deadeye, Fast Musket, Gunslinger Initiative, Pistol-Whip, Quick Clear, Startling Shot, Steady Aim, Targeting
Skills (headband: history) Acrobatics 12, Climb 9, Craft -, Disable Device 18, Handle Animal -, Heal 6, Intimidate 4, Knowledge (history) 14, Knowledge (dungeoneering) 14, Knowledge (engineering) 5, Knowledge (martial) 5, Knowledge (religion) 5, Perception 15, Profession -, Ride 8, Stealth 18, Survival 6, Swim 9
Add the usual gear, including a mithral breastplate, a distance double-barreled musket, a good horsechopper, some CMB, Str, Dex and perhaps Wis bonus and enlarge person stuff, and Leif and the einherji sisters are ready to go to town.
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REKA and VHÍTERHNIT
Reka is a devoted servant of Freya, "the Lady" common folk turn their prayers to in matters of love, beauty and fertility, and though at least Freya's golden hair and unearthly beauty is reflected in the famous herjagner, Reka's service is connected to Freya's responsibilities as the commander of the valkyries and the goddess of war and death. Together with her faithful companion and mount Vhíterhnit, an enormous winged snow leopard also blessed by the Lady, Reka is a relentless hunter of evil and a legendary champion of good, her golden banner bringing renewed hope to desperate battles and the thunderous roar of Vhíterhnit rallying the courage of frightened allies.
A higher level and more focused build, showcasing some of the potential strength by "stacking" abilities (in this case focusing on mount/charge/cheesy-shield stuff). I've play tested this build in a party with an inquisitor and a bard, and thought it was surprisingly well balanced and viable as the party's main damage dealer. And yes, the charge damage numbers were awesome, but not very much ahead a regular charge-focused cavalier. The big differences in comparison to typical mounted builds showed up as increased mobility, durability and flexibility, not in big numbers. Please also note the mount Vhíterhnit is made according to the (somewhat fuzzy) rules regarding monstrous mounts/companions and templates/CR etc, but quite a bit more powerful than the examples provided in the rules. IME the powerful mount didn't make the build OP, instead it felt as if the mount were about as relatively powerful at 16th level as it was at 7th (when it was a plain big cat), no more, no less.
Reka Base Abilities
Angel-blooded aasimar herjagner 16
(reka = "avenge"/"depose"/"drive"/"thrust")
Alternate Racial Traits: Deathless Spirit, Scion of Humanity, +2 Strength
Level 1 ability scores (20-point buy, incl. racial bonuses): Str 18, Dex 14, Con 12, Int 8, Wis 14, Cha 16
Level 16 ability scores: Str 22, Dex 14, Con 12, Int 8, Wis 14, Cha 16
Traits: Adopted (Half-Elf - Elven Reflexes), Defender of the Society
Permanent bonus: +6 skill points
Lvl 1 - Manifest Fleinn (Survival, Power Attack), Mounted Combat
Lvl 2 - Heroic Charge
Lvl 3 - Ride-By Attack
Lvl 4 - Martial Stance: Mounted Warrior
Lvl 5 - Manifest Halra (Diplomacy, Mount), Cornugon Smash
Lvl 6 - Battleshift
Lvl 7 - Combined Resistance, Improved Bull Rush
Lvl 8 - Warrior Senses
Lvl 9 - Mounted Shield
Lv 10 - Dual Manifestation
LV 11 - Adapted Resistance, Improved Initiative
Lv 12 - Manifest Dád (Handle Animal, Hunter's Bond)
Lv 13 - Superior Maneuvers, Angel Wings
Lv 14 - Martial Stance: Iron Horse Stance
Lv 15 - Mounted Onslaught
Lv 16 - Full Manifestation: see "Dádhalra Fleinn-Reka" below
1st Einherji: Fleinn LG male fighter (roughrider)
(fleinn = "lance", "spear")
+2 Str, +2 Con, Knowledge (dungeoneering), Knowledge (engineering)
Fort +5, Ref +5, Will +10 (Adapted Resistance)
Lvl 1 - Fighter Bonus Feat: Power Attack
Lvl 2 - Steadfast Mount mount +4 dodge & morale saves, Fighter bonus feat: Improved Shield Bash
Lvl 3 - Armored Charger
Lvl 4 - Fighter bonus feat: Spirited Charge
Lvl 5 - Mounted Mettle +3 atk dmg mount & self
Lvl 6 - Fighter bonus feat: Shield Slam
Lvl 7 - Leap from the Saddle
Lvl 8 - Fighter bonus feat: Shield Focus
Lvl 9 - -
Lv 10 - Fighter bonus feat: Point-Blank Shot
LV 11 - Relentless Steed full mount speed in heavy barding or with heavy load, reroll Ride 2/day
Lv 12 - Fighter bonus feat: Shield Master
Lv 13 - -
Lv 14 - Fighter bonus feat: Indomitable Mount
Lv 15 - Ride Them Down full atk/overrun + single mount move, Unavoidable Onslaught charge through allies
Lv 16 - Fighter bonus feat: Charging Hurler
Permanent: Survival as class skill, Power Attack
2nd Einherji: Halra NG female cavalier (order of the sword, beast rider)
(halra = "heroine")
+2 Str, +2 Cha, Bluff, Knowledge (nobility), Sense Motive (+8 vs Bluff)
Fort +10, Ref +5, Will +5
Lvl 1 - Challenge 6/day +16 dmg, Mount, Order +5 atk challenge, Tactician 11 rounds 4/day: Paired Opportunists
Lvl 2 - By My Honor NG +2 morale Will
Lvl 3 - Cavalier's Charge +4 atk on charge no AC penalty, Einherji bonus feat: Intimidating Prowess
Lvl 4 - -
Lvl 5 - Banner +4 vs. fear, +1 atk morale
Lvl 6 - Bonus feat: Improved Critical (heavy shield)
Lvl 7 - -
Lvl 8 - Mounted Mastery no ACP, +4 dodge vs. atks set, +mount str to charge dmg; Order bonus feat: Trample
Lvl 9 - Tactician: Lookout; Einherji bonus feat: Exotic Weapon Proficiency (throwing shield)
Lv 10 - -
LV 11 - Mighty Charge free bull rush, disarm, sunder or trip on charge hit
Lv 12 - Demanding challenge -2 AC vs. others, Bonus feat: Combat Reflexes
Lv 13 - -
Lv 14 - Greater Banner +2 vs. charm compulsion
Lv 15 - Knight’s Challenge 1/day, challenge plus +cha atk dmg, +4 circ crit conf
Lv 16 - -
Permanent: Diplomacy as class skill, +2 skill points, Mount
3rd Einherji: Dád CG male ranger
(dád = "bravery", "deed")
+2 Wis, +2 Str, Heal, Knowledge (geography), Knowledge (nature), Spellcraft, Stealth; +2 skill points per level
Fort +10, Ref +10, Will +5
Lvl 1 - FE giant +2, Track, Wild Empathy
Lvl 2 - Combat style feat: Two-Weapon Fighting
Lvl 3 - FT underground +2, bonus feat: Endurance
Lvl 4 - Hunter's Bond, Spells
Lvl 5 - FE human +2, undead +2
Lvl 6 - Combat style feat: Improved Two-Weapon Fighting
Lvl 7 - Woodland Stride
Lvl 8 - Swift Tracker, FT mountain +2, underground +4
Lvl 9 - Evasion
Lv 10 - FE giant +4, outsider (evil) +2; Combat style feat: Two-Weapon Rend
LV 11 - Quarry
Lv 12 - Camouflage
Lv 13 - FT cold +2, forest +2
Lv 14 - Combat style feat: Greater Two-Weapon Fighting
Lv 15 - FE outsider (evil) +6, Einherji bonus feat: Lunge
Lv 16 - Improved Evasion
Permanent: Handle Animal as class skill, +4 skill points, Hunter's Bond
REKA
"Dádhalra Fleinn-Reka" (full manifestation)
NG Medium female angel-blooded aasimar, outsider (native) humanoid (human), herjagner 16
Initiative +10; Senses darkvision, Perception +25
Defense
AC 46 touch 20, flat-footed 43 (+14 armor, +8 shield, +4 natural, +3 Dex, +4 deflection, +1 luck, +1 insight)
hp 156 (15d10+74)
Fort +20, Ref +17, Will +18
Offense
Speed 20 ft., fly 20 ft. (poor) ignore difficult terrain on charge
Melee (mounted PA) Sigrún +28/23/18/13 (2d6+27, +2d6 vs. evil, 19-20x2, plus bull rush), Véurún +26/21/16 (2d6+15, 19-20x2, plus bull rush)
Ranged (mounted PBS) Sigrún +31 (1d6+15, +2d6 vs. evil, 19-20x2) Véurún +31/26/21 (1d6+10, 19-20x2) 30 ft. range
Special Attacks pounce, charging hurler, two-weapon rend (1d10+15)
DR 5/-
A few spells... Yeah, I'm too lazy.
Statistics
Str 30, Dex 16, Con 16, Int 10, Wis 18, Cha 20
Base Atk +16; CMB +31 (+41 bull rush); CMD 50 (54 vs. bull rush)
Feats Endurance, Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Rend, Greater Two-Weapon Fighting, Lunge, Paired Opportunists, Improved Critical (heavy spiked shield), Trample, Charging Hurler, Combat Reflexes, Mounted Combat, Ride-By Attack, Cornugon Smash, Intimidating Prowess, Improved Initiative, Shield Focus, Angel Wings, Mounted Onslaught, Power Attack, Improved Shield Bash, Spirited Charge, Shield Slam, Improved Bull Rush, Mounted Shield, Shield Master, Indomitable Mount, Point-Blank Shot, Exotic Weapon Proficiency (throwing shield)
Skills Acrobatics +2, Bluff +16, Climb +9, Diplomacy +26, Fly +3, Handle Animal 10, Intimidate +32, Knowledge (history) 4, Knowledge (nobility) 4, Knowledge (religion) 8, Perception +25, Ride +22, Sense Motive +13 (+21 vs Bluff), Stealth +21, Survival +11, Swim +9
Equipment
Sigrún ("victory-rune" +1 holy +4 bashing heavy spiked throwing shield), Véurún ("protector-rune" +1 returning +2 bashing heavy spiked throwing shield), +4 mithral hellknight plate (incl. mounting for large "sashimono-like" banner), +4 Cloak of resistance, +2 Headband of mental superiority (Stealth), +4 Ring of protection, +4 Amulet of natural armor, +2 Belt of mighty hurling and physical perfection, Jingasa of the fortunate soldier, Gauntlets of the skilled maneuver (bull rush), Boots of speed, Dusty rose prism in wayfinder, Cracked dusty rose prism, Handy haversack, 1,500 gp
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VHÍTERHNIT
LG Large male outsider (augmented, good, native) cohort level 14 (vhíter-hnit = "white-clash")
Giant half-celestial foo snow leopard 4, monk (master of many styles) 2, fighter (savage warrior) 5
Init +6; Senses darkvision, low-light vision, scent; Perception +26
Defense
AC 48 touch 26, flat-footed 43 (+11 armor, +7 natural, +3 shield, +5 Dex, +8 dodge, +3 deflection, +1 insight -1 size)
hp 146 (9d10+2d8+77 plus 11)
Fort +24, Ref +19, Will +19 Evasion (Indomitable Mount)
DR 5/-, 10/bludgeoning; immunity to disease; +4 saves vs. poison; +2 vs. sleep, paralysis, stunning; resist acid, cold, electricity 15; SR 22; Paired Protectors, Stony Defense
Offense
Speed 50 ft., fly 100 ft. (good) ignore difficult terrain on charge, run, withdraw, charge through allies
Melee (Dragon, PA, Stance) bite +23 (1d8+3d6+19 plus grab), 2 claw +24 (1d8+3d6, 1st claw +34, 2nd claw +28, +2d6 vs. evil, plus grab), all attacks good and magic
Special Attacks pounce, rake (2 claws +24, 1d8+3d6+34/28 +2d6 vs. evil)
Spell-Like Abilities (CL 11th):
3/day: Protection from evil; 1/day: aid, bless, cure serious wounds, detect evil, dispel evil, holy smite, holy word, neutralize poison, remove disease
Statistics
Str 34, Dex 22, Con 25, Int 6, Wis 20, Cha 12
Base Atk +10; CMB +29/30 (+37/38 grapple); CMD 55 (57 vs. grapple, 59 vs. trip)
Feats Charge ThroughB, Combat ReflexesB, Dragon FerocityB, Dragon StyleB, Feral Combat Training (claw), Greater Grapple, Greater Overrun, Improved Grapple, Improved Overrun, Improved Unarmed StrikeB, Iron WillB, Paired Opportunists, Power AttackB, Weapon Focus (claw)B
Skills Acrobatics +15, Fly +23, Climb +16, Perception +19, Stealth +20 (+24 in snow), Swim +16
Racial Modifiers +4 Acrobatics, +2 Fly, +4 Stealth in snow
Languages Celestial, Common
SQ snow move
Special Abilities
Freeze (Ex)
Vhíterhnit can hold himself so still he appears to be a statue. When he uses freeze, he can take 10 on his Stealth check to hide in plain sight as a stone statue. Vhíterhnit can maintain this position for as long as he wishes.
Paired Protectors (Su)
When Vhíterhnit are within 30 feet of another foo creature, they both gain the benefit of a protection from evil spell. The caster level of this protection from evil effect is equal to the highest Hit Dice of the affected creatures. This effect can be dispelled, but if it is, Vhíterhnit or another foo creature can reactivate it as a swift action.
Smite Evil (Su)
Once per day, as a swift action, Vhíterhnit can smite evil as a paladin of the same level as his Hit Dice. The smite persists until the target is dead or Vhíterhnit rests.
Snow Move (Ex)
Because of his large, fur-covered paws, Vhíterhnit suffers no penalties for moving through snow-covered terrain.
Stony Defense (Su)
A number of times per day equal to his Hit Dice, Vhíterhnit can harden his skin to unyielding stone as an immediate action. He gains hardness 8 until the end of his next turn, but his speed is reduced by 10 feet for the same duration.
Equipment
+4 mithral peytral (breastplate barding), +3 Earring of protection, +2 Caparison of resistance, Holy amulet of mighty fists, Dusty rose prism in wayfinder, Quick runner's shabrack, +2 Girth of giant strength, exotic military saddle with saddlebags