Shogun (TOWW)

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This page is a part of the Homebrew setting "The Old Wild World."
Material on this page may not be suitable for traditional 3.5e gameplay.

Shogun[edit]

Abilities: Dex, Str, Con.

Alignment: Any lawful.

Hit Die: d12

Class Skills[edit]

Acrobatics (Dex), Athletics (Str), Attune (Con), Craft (metalsmithing) (Int), Handle Animal (Cha), Intimidate (Cha), Intuition (Wis), Knowledge (culture, geography, and history) (Int), Perception (Wis), Stealth (Dex), and Travel (Wis).

Skill Points at each level: 2 + Int modifier.


Table: The Shogun
Level Base Attack
Modifier
Defense
Modifier
Fort
Save
Ref
Save
Will
Save
Special Adrenaline
Charges
11th +11/+6/+1 +1 +4 +7 +4 Heavy Dashing, Enduring Meditation, Indomitable Will 12
12th +12/+7/+2 +1 +5 +8 +5 Unstoppable, Military Mind 13
13th +13/+8/+3 +1 +5 +8 +5 Clarity, Meditate (4 charges) 15
14th +14/+9/+4 +1 +6 +9 +6 Cleave 16
15th +15/+10/+5 +2 +6 +9 +6 Weak Point +3 18
16th +16/+11/+6/+1 +2 +6 +10 +6 Rush of Battle 19
17th +17/+12/+7/+2 +2 +7 +10 +7 Avatar of War 21
18th +18/+13/+8/+3 +2 +7 +11 +7 Indomitable Might 22
19th +19/+14/+9/+4 +2 +8 +11 +8 Meditate (5 charges) 24
20th +20/+15/+10/+5 +3 +9 +12 +9 Weak Point +4 25


Class Features[edit]

All of the following are class features of the shogun mastery class.

Weapon and Armor Proficiency

A shogun is proficient with all bladed weapons. A shogun is proficient with light armor, medium armor, and heavy armor.

Heavy Dashing

While using the dash ability, the shogun's movement speed is not reduced by wearing heavy armor. The shogun can use dash while making a charge action.

Enduring Meditation (Ex)

While meditating, the shogun regains 1d8 + his constitution modifier nonlethal damage.

A shogun can choose to heal lethal damage when meditating instead of regaining adrenaline, equal to the amount of adrenaline he would have recovered + his constitution modifier.

Indomitable Will (Ex)

The shogun adds his constitution bonus to his will save. The shogun makes a will saving throw to stay conscious instead of fortitude.

A shogun can roll to stay conscious if his hit points would be reduced to 0 as well as if his nonlethal damage would exceed his current hit points. The shogun expends 1 charge of adrenaline per round that his hit points are at or below 0 that he stays conscious. The shogun does not roll a death save until he falls unconscious.

At the end of combat, the shogun is fatigued. If the shogun's hit points are still at or below 0 at the end of combat, he falls unconscious.

Unstoppable

A shogun of 12th level or higher can, when making a charge action, ignore obstacles and difficult terrain in his path. If the shogun hits his target at the end of the charge, the two make opposing strength checks. If the shogun succeeds, his target is pushed back 5 feet and knocked prone. The shogun's attack against his target deals double strength damage, and has a +5 to hit instead of a +3.

Clarity (Ex)

At 13th level or higher, if a shogun is fatigued, he can expend 3 charges of adrenaline to no longer be fatigued for the remainder of combat. Once combat ends, the shogun is exhausted

Cleave

At 14th level, the shogun gains cleave as a feat. If the shogun already has this feat, then he instead gains great cleave as a feat.

Military Mind

At 15th level or higher, the shogun gains a +5 bonus to all intuition and perception checks related to combat, including intuition and perception checks for assessments.

Rush of Battle (Ex)

A shogun of 16th level or higher can, once per day, expend up to 10 charges of adrenaline (2 charges per round) equal to the number of rounds he wishes to enter a heightened state. For each round, the shogun gains a +2 bonus to strength and constitution. The shogun gains temporary hit points equal to the increase in his constitution modifier times his level.

Avatar of War (Ex)

At 17th level or higher, once per round, a shogun regains 1 charge of adrenaline for reducing an enemy's hit points to 0 or rendering it unconscious.

Indomitable Might (Ex)

A shogun of 18th level or higher can expend 5 charges of adrenaline to make a single attack roll against all enemies within melee range of him at his highest base attack modifier. The attack is a guaranteed critical hit against all enemies if they are hit. You must use the full attack action to use this ability. All enemies hit must make an opposed strength check or be pushed back 5 feet. The shogun can expend 2 charges of adrenaline to use quicksilver strike with this ability.

Epic Shogun[edit]

Table: The Epic Shogun

Hit Die: d12

Level Special
21st
22nd
23rd
24th Bonus Feat
25th
26th
27th
28th Bonus Feat
29th
30th

2 + Int modifier skill points per level.

Bonus Feats

The epic shogun gains a bonus feat (selected from the list of epic shogun feats) every four levels after 20th.

Epic Shogun Bonus Feat List:


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