Thane [Omicron Fighter Variant]
Mar 5, 2015 16:22:11 GMT
Post by JonathanM on Mar 5, 2015 16:22:11 GMT
Thane
Alignment
Any
Hit Die
d10.
Class Skills
The Thane's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Stealth (Dex), and Swim (Str).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Legionnaire
Weapon and Armor Proficiency
A Thane is proficient with all simple and martial weapons, with light, medium, and heavy armor, and shields, but not tower shields.
Legendary Ability
Omicron folklore is rife with legends of mighty heroes who performed impossible deeds in the name of love, home, family, and personal glory. Thanes are the elite among the Omicron, who seek through rigorous physical training, mental resilience, and sheer guts to live up to these legends of the past, and carve their way into the history books on the battle field. While they lack the technical battlefield training of the Imperial Army, Thanes posses incredible passion, an uncanny knowledge of their homelands, and all the terrible strength the western folk are famous for. They are unmatched in personal combat.
At any time a Thane would receive a fighter feat, he may instead learn a Legendary Ability.
- Home Turf Advantage [Ex]
The Thane gains a +2 morale bonus to all Survival, Stealth, Perception, Ride, Climb, Jump, and Swim checks while on land or property owned by the Brothers of Barald and their allies.
- Greater Home Turf Advantage [Ex]
Requires Home Turf Advantage
The Thane gains a +4 morale bonus to all Survival, Stealth, Perception, Ride, Climb, Jump, and Swim checks while on land or property owned by the Brothers of Barald and their allies. This stacks with the previous bonus for a total of +6.
- Battle Cry [Ex]
The Thane may now use the Intimidate skill to demoralize a foe as a standard action, instead of a full round action. The demoralize effect's duration rises to 2.
- Greater Battle Cry [Ex]
Requires Battle Cry
The Thane may now use the Intimidate skill to demoralize a foe as a move action, instead of a full standard action. The demoralize effect's duration rises to 4.
- Mighty Blow [Ex]
Whenever the Thane scores a critical hit against an opponent of his size category or smaller, he may make a trip check against them as a free action. If they resist, they cannot attempt to trip the Thane.
- Greater Mighty Blow [Ex]
Requires Mighty Blow
Whenever the Thane successfully trips an opponent with Mighty Blow, they are knocked back 10 feet, and then fall prone. If they impact a solid object before reaching that spot, they and the object take 1d6 damage, and the opponent falls prone.
- Heroic Demise [Ex]
When the Thane would be dropped to their negative con score or below by lethal damage, they may chose by sheer force of will to keep fighting, and give such a show of determination and fierceness to friend and foe alike as to assure their place in the stories and songs of their people. They must make a will save, equal to DC 10. If they pass the save, they may ignore the damage for one round, and continue fighting. Each round they must make another save, the DC 1 higher than the one before, to continue fighting. When they fail a save, their wounds catch up with them, and they die. Thanes under the effect of Heroic Demise cannot be healed by any method, and when the effect wears off, they die. Nothing is able to prevent this. As long as the Thane remains fighting after the ability is triggered, and for a number of rounds after his death equal to his Charisma modifier [minimum 1] he and all allies able to see him are effected as if by the Heroism spell, inspired by his courage and tenacity.
Alignment
Any
Hit Die
d10.
Class Skills
The Thane's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Stealth (Dex), and Swim (Str).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Legionnaire
Weapon and Armor Proficiency
A Thane is proficient with all simple and martial weapons, with light, medium, and heavy armor, and shields, but not tower shields.
Legendary Ability
Omicron folklore is rife with legends of mighty heroes who performed impossible deeds in the name of love, home, family, and personal glory. Thanes are the elite among the Omicron, who seek through rigorous physical training, mental resilience, and sheer guts to live up to these legends of the past, and carve their way into the history books on the battle field. While they lack the technical battlefield training of the Imperial Army, Thanes posses incredible passion, an uncanny knowledge of their homelands, and all the terrible strength the western folk are famous for. They are unmatched in personal combat.
At any time a Thane would receive a fighter feat, he may instead learn a Legendary Ability.
- Home Turf Advantage [Ex]
The Thane gains a +2 morale bonus to all Survival, Stealth, Perception, Ride, Climb, Jump, and Swim checks while on land or property owned by the Brothers of Barald and their allies.
- Greater Home Turf Advantage [Ex]
Requires Home Turf Advantage
The Thane gains a +4 morale bonus to all Survival, Stealth, Perception, Ride, Climb, Jump, and Swim checks while on land or property owned by the Brothers of Barald and their allies. This stacks with the previous bonus for a total of +6.
- Battle Cry [Ex]
The Thane may now use the Intimidate skill to demoralize a foe as a standard action, instead of a full round action. The demoralize effect's duration rises to 2.
- Greater Battle Cry [Ex]
Requires Battle Cry
The Thane may now use the Intimidate skill to demoralize a foe as a move action, instead of a full standard action. The demoralize effect's duration rises to 4.
- Mighty Blow [Ex]
Whenever the Thane scores a critical hit against an opponent of his size category or smaller, he may make a trip check against them as a free action. If they resist, they cannot attempt to trip the Thane.
- Greater Mighty Blow [Ex]
Requires Mighty Blow
Whenever the Thane successfully trips an opponent with Mighty Blow, they are knocked back 10 feet, and then fall prone. If they impact a solid object before reaching that spot, they and the object take 1d6 damage, and the opponent falls prone.
- Heroic Demise [Ex]
When the Thane would be dropped to their negative con score or below by lethal damage, they may chose by sheer force of will to keep fighting, and give such a show of determination and fierceness to friend and foe alike as to assure their place in the stories and songs of their people. They must make a will save, equal to DC 10. If they pass the save, they may ignore the damage for one round, and continue fighting. Each round they must make another save, the DC 1 higher than the one before, to continue fighting. When they fail a save, their wounds catch up with them, and they die. Thanes under the effect of Heroic Demise cannot be healed by any method, and when the effect wears off, they die. Nothing is able to prevent this. As long as the Thane remains fighting after the ability is triggered, and for a number of rounds after his death equal to his Charisma modifier [minimum 1] he and all allies able to see him are effected as if by the Heroism spell, inspired by his courage and tenacity.