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Chaer' Run Elite WarriorTable | Map of the Kainuik Wastelands "Pitiful barbarian," thought Lang Mei as he leaped at the runt korobokuru, his foot catching the opponent smugly in the face. Mei was surprised to see the korobokuru hardly blink, and instead bring his spiked club down on Mei's offending foot. An amazing hurt spiked through his leg, but he soon mastered it, though hobbled. "Eat pain!" he thought again, and Mei's famous hand reached forward in a lightning-like gesture, striking the barbarian in the center of the chest, exactly where it would render him dazed. Nothing. Another club blow to Mei's arm. Now he was hurting. "Let it end." Mei spoke aloud, pulling from within his own self the power of life and death, made a light touch with his quivering palm on the barbarian's temple, and sprung back. "Now." The barbarian started to bend, as if the very force of his life were eking out onto the ground. Mei had seen the greatest of his enemies slain by the power he had in his hands. Then, amazingly, the korobokuru straightened, and came at him. On the plains of the great Kainuik Wastelands lives an assortment of korobokuru tribes. While all possess fierce warriors, none rival in tenacity that of the Clan Chaer' Run. Known as the "flatheads," its warriors train in somewhat of a humorous fashion, but no one can deride their endurance on the battlefield, and few can withstand their onslaught. Chaer' Run warriors prepare for war like any other of their race - praying to ancestors, applying paint to their bodies, braiding their long hair to keep it away from the swing of axe and club. But the most amusing aspect of their training comes in the long hours they spend actually hitting themselves with rock hammers. Usually, these "toughening" events are tied to ceremonies overseen by the clan chief, though they are most on display during tribe and inter-tribe festivals, when young combatants compete to display their ability to withstand punishment. Usually, the last standing is declared victor. Almost all Chaer' Run Elite Warriors come from the Chaer' Run tribe, though certain other tribes have been known to send a promising warrior for training with Chaer' Run, usually for a fair price (paid in smoked salmon or elk hide). Although they are known to be uncontrollable on the battlefield, all of this prestige class are known to be loyal not only to clan but also the korobokuru race itself. Hit die: d10 RequirementsRace Korobokuru
Skills & proficienciesSkills The class skills and the ability scores on which they are
based are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump
(Str), Swim (Str), and Wilderness Lore (Wis). Class featuresEndurance - By the time an Elite Warrior of Chaer' Run has achieved first level, he has endured quite a bit of physical abuse and is thus allowed the Endurance feat free. Immune to Pain - At first level, the Elite Warrior's training has inured him to pain. While attacks still cause him damage, he is immune to the special effects of pain, wither magical or otherwise, though he is still vulnerable to damage that accompanies these attacks. For example, he would be affected by neither Pain Touch (as per the feat, S&F) nor power word, pain, though he would suffer bludgeoning damage from a successful unarmed strike attempting to deliver the Pain Touch. Attacks that cause damage simply from the pain they inflict are impotent. This is an extraordinary ability. Bonus feat - At second level and two levels thereafter (except 10th), the Elite Warrior can choose a feat among those listed for the fighter's bonus feats. He must meet all requirements for the feat, but sadly, Weapon Specialization is nonetheless barred to him. Immune to Stunning - Similar to the Immunity from Pain, this ability provides for immunity from stunning attacks, such as that delivered by color spray or a monks' unarmed attacks. The Elite Warrior is still susceptible to damage that might accompany the attack however. The Warrior gains this ability at third level. Again, it is an extraordinary ability. Immune to Fear - With his prowess growing, a Chaer' Run Elite Warrior becomes mentally hardened against mundane and magical fear. This is a supernatural ability acquired at fifth level Immune to Elements - While not technically immune to the ravages of nature, Elite Warriors learn to toughen themselves against fire, cold, and electricity. Against these elements, an Elite Warrior gains a damage reduction of 3/- per round, which stacks with any other damage reduction abilities he may have, including the Superior Chaer' Run Warrior Training feat. This is a supernatural ability gained at seventh level. Staring Death in the Face - Their tenacity allowing them to face down death itself, Elite Chaer' Run Warriors of level nine or above gain a +4 resistance bonus when making saving throws against death magic and instant death effects, such as disintegrate, finger of death, death spell, slay living, and vanish. It is a supernatural ability. Shrug of Indifference - At tenth level the Elite Warrior has toughened
his body and inured his mind to the degree that he can almost literally shrug
off the effects of extreme damage. Once per day, after an enemy confirms a
threat (i.e., making it a critical hit), he may downgrade the hit from a
critical to a normal strike. The Chaer' Run Elite Warrior
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