To qualify to become an Thrasher, a character must fulfill the following criteria.
Skills: Concentration 6 ranks, Survival 6 ranks.
Thrashers gain 1d12
hit points per level. The character's Constitution modifier applies.
Thrashers gain a number of
action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
The Thrasher's
class skills are as follows:
Balance (Dex),
Climb (Str),
Concentration (Con),
Drive (Dex),
Profession (Wis),
Read/Write Languages (none),
Ride (Dex),
Speak Language (none),
Spot (Wis),
Swim (Str),
Survival (Wis),
Tumble (Dex).
Skill Points at Each Level: 3 + Intelligence modifier.
Using his constitution instead of his dexterity, the Thrasher applies his Constitution bonus to his
Defense instead of his Dexterity bonus. Any situation that would deny the Thrasher his Dexterity bonus to
Defense denies the Constitution bonus.
At 2nd, 5th, and 8th level, the Thrasher can temporarily increase his Strength and Dexterity, but at a penalty to
saving throws. The Thrasher gains a +4 morale bonus to both Strength and Dexterity, but takes a -2 penalty on all
saving throws. Activating
ability surge is a free action, and the surge lasts for as many rounds as the character has Thrasher levels. Following an
ability surge, the Thrasher is fatigued (-2 to Strength and Dexterity) for as many rounds as he surged, but may negate this penalty as a free action by spending an
action point.
The Thrasher may use the
ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.
At 3rd, 6th, and 9th level, the Thrasher gets a
bonus feat. The
bonus feat must be selected from the following list, and the Thrasher must meet all of the prerequisites for the feat to select it.
Alertness,
Blind-Fight,
Brawl,
Cleave,
Combat Expertise,
Combat Reflexes,
Far Shot,
Focused,
Great Cleave,
Improved Brawl,
Improved Knockout Punch,
Improved Trip, Knockout Punch,
Power Attack.
The Thrasher gains the ability of Uncanny
Dodge, or increases the potency of this ability if he already has it.
If the Thrasher does not have Uncanny
Dodge 1 (usually gained as a Fast hero), he gains Uncanny
Dodge 1
: He retains his Dexterity bonus to
Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to
Defense if he's immobilized.)
If the Thrasher already has Uncanny
Dodge 1, he gains Uncanny
Dodge 2: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.
If the Thrasher already has Uncanny
Dodge 2, then he gains no further benefit from this ability.
Starting at 7th level, the Thrasher gains the ability to use the ambient magic around him to shrug off some amount of injury from each attack. The Thrasher gains
damage reduction 5/+1. Subtract 5 from the damage the Thrasher takes each time he is dealt damage from a physical attack-usually
weapons or natural attacks but not energy attacks (magical or nonmagical in origin, spells, spell-like abilities, or supernatural abilities). Ignore
damage reduction if the damage is from a magic
Find topic in: Arcana |
|
d20 d20 srd d20 wizards Thrasher MRD roleplaying Arcana 3.5 wizards Thrasher modern Arcana msrd 3.5 MRD 3.5 rpg mrd modern modern mrd MRD MRD rpg Thrasher mrd Thrasher d20 MRD wizards Thrasher modern Advanced Advanced roleplaying Classes msrd wizards MRD |