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Creative Corner => Arhosa => Campaign Settings and World-Building => Homebrew and House Rules (D&D) => Non-Arhosan Material => Topic started by: Stratovarius on October 22, 2016, 09:27:05 AM

Title: Savage [ToB Base]
Post by: Stratovarius on October 22, 2016, 09:27:05 AM
Savage

"Waaagh!"
– Relak Traven, Human Savage


Savages are little more than furious warriors from the steppes and the nether reaches of Arhosa, the remanents of once great civilizations come down to barbarism and savagery. For some civilizations, though, this is merely a return to the way of life they once used to build their empires, and so they take to the life of a savage with all the glee of men throwing away outdated customs and social restraints.


Making a Savage
A savage is usually found amongst the wildlings, those tribes, clans, and otherwise that live upon the steppes, the mountains, and other barren lands. But unlike Totem Masters, the Savage has no overwhelming and magical connection with nature. No, they are merely brutal warriors of the most basic sort, always caught in a struggle for power and survival.

Abilities: A Savage is a maneuver user, just like a warblade

Races: Savages can be found among any race.

Alignment: Savages can have any alignment.

Starting Gold: As Barbarian.

Starting Age: As Barbarian.


Table 1: The Savage
Hit Die: d12


Level  BAB   Ref   Fort  Will  Abilities                                 Maneuvers Known   Readied   Stances Known
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +0    Blood Frenzy                              3                 3         1
2      +2    +3    +3    +0    Savage Fury                               4                 3         1
3      +3    +3    +3    +1    Mettle                                    5                 3         1
4      +4    +4    +4    +1    Greater Blood Frenzy                      5                 4         2
5      +5    +4    +4    +1    Primeval Flurry                           6                 4         2
6      +6    +5    +5    +2    Headlong Rush                             6                 4         2
7      +7    +5    +5    +2    Woad                                      7                 4         2
8      +8    +6    +6    +2    Inspire Blood Frenzy                      7                 4         2
9      +9    +6    +6    +3    Wildling Health                           8                 4         2
10     +10   +7    +7    +3    Savage Redemption                         8                 5         3
11     +11   +7    +7    +3    Thunderous Charge                         9                 5         3
12     +12   +8    +8    +4    Supreme Blood Frenzy                      9                 5         3
13     +13   +8    +8    +4    Savage Cleave                             10                5         3
14     +14   +9    +9    +4    Great Swing                               10                5         3
15     +15   +9    +9    +5    Wild Assault                              11                6         3
16     +16   +10   +10   +5    Inspire Greater Blood Frenzy              11                6         4
17     +17   +10   +10   +5    Mighty Swing                              12                6         4
18     +18   +11   +11   +6    Greater Savage Redemption                 12                6         4
19     +19   +11   +11   +6    Massive Swing                             13                6         4
20     +20   +12   +12   +6    Savage Blood Frenzy, Savage's Onslaught   13                7         4

Class skills (4 + Int modifier per level, x4 at first level): Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession, Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)
             
Class Features
The rage against the ending of the world drives you ever onwards.
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Title: Re: Savage [ToB Base]
Post by: TheGeometer on October 22, 2016, 05:39:01 PM
Barbarian with maneuvers, eh? Alright, sounds good to me! Just a few questions I had while reading it:

Blood Frenzy: What do you mean by "he must attack the nearest enemy creature if able?" If the enemy's already in range with a melee weapon? If the Savage can reach it with a charge? Should I never give my Savage a bow, because then he'll never be able to do anything but attack?

Woad: What happens if a creature has natural armor and is also wearing armor? Does Light + Medium = Heavy? Or just Medium, or what?

Thunderous Charge: Given how many ways there are to multiply damage dealt during a charge, is it really wise to just add 35 damage, just like that, on all charges? That seems ludicrous to me. 35 damage is how much a Fireball deals at that level (on average), and that at least allows a save! And if you use this on a dive, it's 70 damage. If you have a valorous weapon, it's 105. And that's not even going into all the feats, or mentioning the rest of the damage from Power Attack and the weapon damage and your buffed Strength score from your frenzy. Yes, charging is already an easy way to give fighters ludicrous amounts of damage-dealing potential, but I don't think that justifies giving the Savage a charge-based nuke essentially for free.

Inspire Blood Frenzy: Just a small fix here. Since Greater Blood Frenzy says that it increases the bonuses from the Blood Frenzy ability, this ability would grant the upgraded Blood Frenzy to allies. Which, based on the fact that Inspire Greater Blood Frenzy is a thing, is probably not what you intended.

All I can say is, this class is truly a damage-dealing beast. Give this thing Pounce and I bet it'll take down whole encounters without even trying.
Title: Re: Savage [ToB Base]
Post by: Stratovarius on October 24, 2016, 08:12:51 AM
Blood Frenzy - think Frenzied Berserker, but without the attacking allies bit. That's the intent, anyway.

Woad - Heaviest counts, I'll make a note of that.

Thunderous Charge - This is just War Leader's Charge (https://dndtools.net/spells/tome-of-battle-the-book-of-nine-swords--88/war-leaders-charge--3769/) from White Raven as a permanent class ability.

Inspire - I shall adjust the wording so that doesn't happen.

The savage (with some slight differences) is my replacement for the Barbarian class for Arhosa - I don't use any of the standard PhB classes there, and I wanted something that would push a barbarian type class up towards the higher end of Tier 3 and make it the no armour damage dealing monster it should be. This also reflects a couple other beliefs of mine - class features have to be a lot more important because magic items are extremely rare and expensive (see this (http://www.minmaxboards.com/index.php?topic=14178.0)), so a Savage would never have access to a valorous weapon, for instance. And even outside of Arhosa, where normal D&D comes into play, a Savage doesn't cast spells, so therefore can't break the game in anything remotely resembling a char-op campaign.

On another note, I was thinking of shifting the Savage's Blood Frenzy abilities around so they follow a regular progression of 1/4/8/12/16/20 instead of the bit of a mess they are now? It would push most of the abilities to lower levels.
Title: Re: Savage [ToB Base]
Post by: TheGeometer on October 26, 2016, 11:48:19 AM
Yeah, but I think getting War Leader's Charge every round and being able to use it alongside other maneuvers is a bit excessive. I don't subscribe to the idea that in campaigns with a large amount of optimization, any class that doesn't cast spells is automatically worse. Maybe at really high levels, but at level 10, well-optimized fighters are still the backbone of the party. And this class's damage output  is kind of terrifying. I'm just concerned that any monster the GM will be forced to deploy so that this class doesn't kill it in one hit will utterly wreck the rest of the party.
Title: Re: Savage [ToB Base]
Post by: Stratovarius on February 16, 2017, 06:54:38 PM
And I totally forgot to ever reply to this... :banghead

Would making the damage scale based on class level be more appropriate? Something like 1 per class level, instead of the flat 35.

I've also cleaned up/moved things around a bit, based on the suggestion I made before.

Edit: Changed damage to 1/class and 2/class for the abilities.