D20r:Dreadnaught

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The Dreadnaught class is a warrior separate from both the warlord and the barbarian. Where the warlord enters combat with style and tactics and the barbarian enters in fury, the dreadnaught wades in swinging, soaking blows and fearing little.

Abilities: Constitution is your prime statistic, boosting your already immense amount of hit points. Strength will help you end combats quicker, and Dexterity will help you dodge and give you access to feats that may make your life easier. Probably least important is Charisma: nobody likes a brawler.

Races: Dwarves and half-orcs are the most common among dreadnaughts, though there are some human and half-elven ones. Perhaps the most rare are elven and halfing dreadnaughts, though they are certainly not unheard of.

Alignment: Dreadnaughts, though they can be of any alignment, tend towards chaos.

Hit Die: d12

Starting Gold: 3d4x10 gp.

Starting Age: As fighter (PH 109).

Class Features

Weapon and Armor Proficiency: Dreadnaughts are proficient with simple weapons and with three other weapon groups. They are also proficient with all kinds of armor and all shields.

Class Skills (2 + Int modifier per level, x4 at 1st level): Athletics, Awareness, Craft, Handle Animal, Heal, Intimidate, Profession, Ride, Survival

Bonus Feat: A first-level dreadnaught gains a bonus fighter feat at first level. He must meet the prerequisites for this feat as normal.

Rugged (Ex): A dreadnaught is a being of supreme hardiness. He adds his dreadnaught class level to his hit point total when determining his maximum hit points.

Power Attack: At 2nd level, the dreadnaught gains the Power Attack feat as a bonus feat, even if he does not meet the prerequisites.

Knockback (Ex): At 4th level, a dreadnaught gains the ability to shove his foes when making a Power Attack. Whenever the dreadnaught strikes an enemy while using the Power Attack feat and takes at least a -2 penalty to his attack roll, he may knock his foe back. His target must make a Reflex save (DC equal to the damage dealt) or be subjected to a bull-rush. This ability does not provoke attacks of opportunity, but it is subject to the Improved Bull-Rush feat. A dreadnaught using this ability takes a penalty to his armor class equal to the amount he invested in Power Attack until his next turn.

Imperishable: At 5th level, the dreadnaught gains the Endurance and Diehard feats as bonus feats, even if he does not meet the prerequisites.

Intense Fortitude (Ex): Starting at 7th level, if the dreadnaught makes a successful Fortitude saving throw against an attack or effect which normally deals half damage or only has a partial effect on a successful save, he instead takes no damage and is not affected by the spell.

Damage Reduction (Ex): At 8th level, a dreadnaught gains Damage Reduction. Subtract 1 from the damage the dreadnaught takes each time he is dealt damage from a weapon or a natural attack. At 11th level, and every three dreadnaught levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This damage reduction stacks with the damage reduction gained by the barbarian class.

Elemental Resistance (Su): At 8th level, a dreadnaught can shrug off the effects of even the most damaging magics. When affected by a spell that inflicts elemental damage (that is, fire, cold, electricity, sonic, or acid), he reduces each die of damage by one, to a minimum of one. Bonus damage on top of each die is not reduced, and a spell affected by the Maximize Spell metamagic feat suffers no reduction. At 11th level, and every three dreadnaught levels thereafter (13th, 16th, and 19th), the amount subtracted from each die increases by 1, but still cannot reduce the damage per die to below 1.

Crushing Blow (Ex): At 8th level, whenever the dreadnaught strikes an enemy while using the Power Attack feat and takes at least a -2 penalty to his attack roll, he may inflict a crushing blow. His target must make a Reflex save (DC equal to the damage dealt) or be knocked prone. This is not a trip attack, and so does not activate feats such as Improved Trip, nor does it provoke attacks of opportunity. A dreadnaught using this ability takes a penalty to his armor class equal to the amount he invested in Power Attack until his next turn. A dreadnaught can use this ability in conjunction with the Knockback ability, but his target gets two saves: if his opponent makes either save, neither ability triggers.

Unstoppable (Su): At 13th level, a dreadnaught can overcome the most daunting of physical tasks. Twice per day, as a swift action, he can add his dreadnaught class level as a competence bonus on one Strength check made to break an object. He may even attempt to break normally unbreakable objects and spells, such as a wall of force, with this ability--magical effects (such as the aforementioned wall of force) use the caster's save DC (appropriate for the spell's level) plus 10 to determine the break DC. Only spells that create or summon objects (not creatures) may be effected via this ability. A broken magical effect is dispelled. The dreadnaught gains two additional uses of this ability per day at 16th level, and two more at 19th level.

Stability (Ex): At 13th level, a dreadnaught gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Should the dreadnaught already have this feature (such as by being a dwarf), the bonus received from the original ability is instead increased by 6.

Vicious Circle (Ex): At 16th level, a dreadnaught causes the area around him to become dangerous to even pass through. Any square that the dreadnaught threatens is treated as difficult terrain, and any movement through those squares provokes an attack of opportunity from the dreadnaught. This ability does not give a dreadnaught additional attacks of opportunity, but a feat such as Combat Reflexes would allow him to take advantage of each provocation.

Unrelenting Cascade (Ex): At 20th level, a dreadnaught can unleash a nigh-unstoppable string of attacks. As a full-round action, he makes one melee attack against an opponent he threatens. If he strikes that foe, he may immediately make another attack against any foe he threatens, at a -2 penalty. He may continue making extra attacks, each at an additional -2 penalty, until he misses an attack. While using this ability, he is considered to have the Cleave and Great Cleave feats, even if he does not possess them or meet the prerequisites, and may make 5' steps between cleave attempts. Should a foe perish while being attacked by this ability, the penalty the dreadnaught takes to attack rolls resets to 0, and the cascade of blows starts anew if he can reach another foe.

Dreadnaught Progression

Level BAB Fort Ref Will Special
1st +1 +2 +0 +1 Bonus Feat, Rugged
2nd +2 +3 +0 +1 Power Attack
3rd +3 +3 +1 +2 -
4th +4 +4 +1 +2 Knockback
5th +5 +4 +1 +3 Imperishable
6th +6/+1 +5 +2 +3 -
7th +7/+2 +5 +2 +3 Intense Fortitude
8th +8/+3 +6 +2 +4 DR 1/-, Elemental Resist 1
9th +9/+4 +6 +3 +4 -
10th +10/+5 +7 +3 +5 Crushing Blow
11th +11/+6/+1 +7 +3 +5 DR 2/-, Elemental Resist 2
12th +12/+7/+2 +8 +4 +6 -
13th +13/+8/+3 +8 +4 +6 Unstoppable (2/day), Stability
14th +14/+9/+4 +9 +4 +6 DR 3/-, Elemental Resist 3
15th +15/+10/+5 +9 +5 +7 -
16th +16/+11/+6/+1 +10 +5 +7 Unstoppable (4/day), Vicious Circle
17th +17/+12/+7/+2 +10 +5 +8 DR 4/-, Elemental Resist 4
18th +18/+13/+8/+3 +11 +6 +8 -
19th +19/+14/+9/+4 +11 +6 +8 Unstoppable (6/day)
20th +20/+15/+10/+5 +12 +6 +9 DR 5/-, Elemental Resist 5, Unrelenting Cascade
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