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ZiggZagg
2010-06-17, 05:43 PM
Devil Hunter



Evil is all around us. No matter how you look at the world, there is darkness in every aspect of it. Even with all the noble and selfless heroes striving to make the world a better place, there will always be an evil to fight. Most notable among them are the fiends. The very personification of evil, they revel in slaughter and bloodshed. Some, however, prefer a more subtle approach to causing disorder. Some prefer to strike bargains that lead mortals on a path of self-destruction and ruin.

It is through such pacts that a Devil Hunter can be made or born. Often times, pacts such as these result in the individual being a Warlock. However, sometimes, the individual takes a liking to more dangerous work. Instead of harnessing their inner powers to unleash destructive invocations and dark magic, they turn it inward. They use the fiendish heritage they have to augment their own abilities. They shun the typical frail nature of a Warlock or fiend-blooded Sorcerer for the more exotic thrill of combat that is best described as up close and personal. They train rigorously early in their career, learning to avoid blows rather than wear big heavy armor, and how to take down an enemy before they have the chance to take them down.

Flamboyant, arrogant, and often prone to moments of showing off, the Devil Hunter learns a vast array of abilities meant to bewilder and confuse the opponent while putting him in the best position to bring the bulky, two-handed weapons that are preferred by his profession to good use.



HD: D8


BAB: 3/4



Saves: Good Fort, Good Ref, Good Will



Skill Points: 4+Intelligence Modifier



Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Religion), Listen, Perform, Profession, Search, Sense Motive, Spot, Swim, Tumble


Special Abilities
Level

1. Devil Hunter x

2. Evasion x, Tools of the Trade (Weapon Focus), Combat Style

3. Devilish Style (Acrobatic)

4. Uncanny Dodge, Combat Style

5. Devil Slayer

6. Devil Trigger (Alastor), Devilish Style (Combos), Combat Style

7. Tools of the Trade (Weapon Specialization)

8. Improved Uncanny Dodge, Combat Style

9. Devilish Style (Trickster)

10. Devil Scourge, Combat Style

11.

12. Tools of the Trade (Greater Weapon Focus), Combat Style

13. Devil Trigger (Ifrit), Devilish Style (Dare Devil)

14. Combat Style

15. Dark Knight

16. Combat Style

17. Tools of the Trade (Greater Weapon Specialization)

18. Combat Style

19.

20. Devil Trigger (Sparda), Legendary Dark Knight, Combat Style



Class Features



Weapon and Armor Proficiency: Devil Hunters are proficient with all simple weapons, martial melee weapons, and firearms (if in campaign). They are not proficient with any kind of armor or shields.



Devil Hunter: At first level, the Devil Hunter is just getting acquainted with his trade. He develops the basic techniques used by his profession that emphasis speed and power together in a deadly mix. He gains access to the following techniques:



High Time (Ex): As a standard action, a Devil Hunter can make a special melee attack. This attack is a powerful upward swipe. If the attack connects, the opponent must make a reflex save equal to the damage dealt. If the save succeeds, the opponent takes normal damage. If the save fails, the opponent is launched 5 feet into the air. Being launched airborne denies the foe his dexterity bonus to his AC against any further attacks until the end of the Devil Hunter’s turn. Due to the awkward angle the opponent is put into by being launched into the air, no vital spot can be pinpointed for precision damage, such as sneak attack. From here, the Devil Hunter has several options:



Do nothing: The Devil Hunter can choose to just do nothing. If this is the case, the opponent just falls to the ground prone.



Attack: The Devil Hunter can continue to attack if he has more attacks left for the round. As mentioned above, these attacks are made before the target hits the ground, so they are considered flat footed.



Crossbow Juggle: As a special swift action, the Devil Hunter can make a free attack against the airborne foe with a crossbow or firearm able to be fired with one hand. The target loses any bonus to armor class from dexterity against this attack. The ranged weapon must either be in the Devil Hunter’s hand already, or drawn normally, which requires a move action and provokes an attack of opportunity unless he has Quick Draw.



Helm Breaker (Ex): As a standard action, a Devil Hunter can perform a powerful downward thrust after jump at an opponent. Make a jump check with a DC equal to the enemy’s AC. If the check is successful, the attack deals an extra 1d6 damage/4 levels.



Cunning Defense (Ex): Due to the lack of armor and a shield, a Devil Hunter needs to be able to defend himself in order to survive. Due to their intense training, they hone themselves to always be aware of their surroundings and how to react to any situation. When not wearing armor or a shield, a Devil Hunter can add their intelligence modifier to their armor class, to a maximum of their class level. This bonus applies even against touch attacks.

Fiend Slayer (Ex): The Devil Hunter studies the anatomies and behaviors of unnatural creatures extensively. This translates into a better understanding of how to fight and kill these creatures. Devil Hunters get a +2 to attack and damage against evil outsiders and undead.

Evasion (Ex): As the Monk ability, PHB pg 41.

Tools of the Trade (Ex): Early in his career, the Devil Hunter gets acquainted quickly with the weapons of choice for his class. At 2nd level, the Devil Hunter gains the benefits of Weapon Focus for all crossbows, firearms, and either the Heavy Blades or Axes weapon group. As the Devil Hunter advances in his career, his expertise becomes even more thorough and he becomes incredibly deadly with the tools of his trade.

At level 7, the Devil Hunter gains the benefit of Weapon Specialization with all crossbows, firearms, and his chosen weapon group

At level 12, the Devil Hunter gains the benefit of the Greater Weapon Focus feat with all crossbows, firearms, and his chosen weapon group

At level 17, the Devil Hunter gains the benefit of the Greater Weapon Specialization feat with all crossbows, firearms and his chosen weapon group

Combat Style: As the Devil Hunter begins his journey into his career, he begins to learn more tricks of the trade. He begins to develop a focus in certain areas of combat to minimize his weaknesses and maximize his strengths. As he advances in level, he has the ability to specialize in one area of combat, or learn a broad range of tactics in order to better adapt to changing conditions. Each Combat Style is unique to itself, and while a Devil Hunter is focusing on using the techniques of one style, he is unable to use abilities from another. Adopting a style is a swift action that can be done at any time, and its effects last as long as the Devil Hunter wishes. He may switch to another style at any time as a swift action.

At 2nd level, the Devil Hunter chooses his first style. Every two levels afterwards (4th, 6th, 8th, etc.), he has the choice to increase his mastery in that style, or choose another style to begin mastering. Each style has 3 levels of mastery, and each level gives access to a new ability. Each style also has a passive bonus that applies as soon as the Devil Hunter activates the style. The styles, their passive bonuses, and their respective techniques are listed below.

Blade Master: Blade Master Style is for the Devil Hunter that prefers to take an offensive focus. It focuses on quick and brutal attacks.

Passive Bonus: +1 bonus to melee attack rolls/4 levels

Mastery Level I: Aerial Rave (Ex): As a standard action, make a jump check with a DC equal the AC of an airborne enemy. If successful, you can make a full attack against the enemy. Resolve all attacks as you normally would. This maneuver can only be used against airborne foes, and you must be within melee reach of them to perform it. You may use it after using a move action to jump within range, but you incur attacks of opportunity as normal. This attack can be used as part of an attack sequence as a finishing technique, such as after the High Time attack. In this case, the jump check takes a penalty equal to the penalty in the iterative attack sequence the Aerial Rave is attempted. If the check is successful, you can finish your full attack against the foe.

Mastery Level II: Round Trip (Su): As a standard action, the Devil Hunter can throw his melee weapon forward. It must be a slashing weapon. Make a single attack roll. This special attack affects everyone in a 60ft line. Everyone affected takes your normal melee damage, plus an additional +2d6, plus 1d6/2 levels. They can make a reflex save for half damage, with the DC equal to your attack roll.

Mastery Level III: Dance Macabre (Ex): As a full round action, the Devil Hunter takes a 10ft sprint forward (provoking attacks of opportunity as normal) and unleashes a devastating series of attacks. The Devil Hunter may continue to attack until he misses. The subsequent attacks only suffer a -2 to the iterative attack sequence. If hit during the initial phase of this maneuver, the maneuver is ruined.



Trickster: Trickster Style is meant to confuse the enemy with quick movements and acrobatic stunts. The intention to avoid getting hit while exploiting opportunities the opponent leaves open.

Passive Bonus: +1 dodge bonus to AC/4 levels

Mastery Level I: Dash (Ex): The Devil Hunter gains the ability to make a quick dash whenever he needs a sudden burst, whether he needs the extra distance to reach his target, or avoid an attack altogether. As an immediate action, the Devil Hunter can move up to ½ his land speed. Movement with this maneuver provokes attack of opportunity as normal. Tumble cannot be used to avoid this.

Mastery Level II: Sky Rocket (Su): The Devil Hunter gains the ability to streak through the air in the middle of a jump. In the middle of a long jump, or at the end a high jump, the Devil Hunter can take a swift action to dash through the air a distance equal to his land speed. The Devil Hunter cannot gain altitude with this move, and movement with this provokes an attack of opportunity. Tumble cannot be used to avoid this.

Mastery Level III: Air Trick (Su): The Devil Hunter gains the ability to “wink” out of existence and appear adjacent to an enemy. As a swift action that does not provoke an attack of opportunity, the Devil Hunter can transport himself adjacent to an opponent that is within 60 ft. The Devil Hunter must have a target to use this ability.



Gunslinger: Support Specialist style is focused on ranged combat, and getting the most out of the crossbows and flintlocks that Devil Hunters use to augment their prowess in melee. This style is meant for foes that are able to elude the Devil Hunter, as he develops abilities meant to make them think twice about staying away.

Passive Bonus: +1 bonus to ranged attacks/4 levels

Mastery Level I: Charged Shot (Su): As a move action, a Devil Hunter can focus a fraction of the power that runs through his veins into his weapon. His next ranged attack deals an extra 1d6 damage/2 levels. This ability provokes an attack of opportunity.

Mastery Level II: Improved Charged Shot (Su): As charged shot, except it only takes a swift action to charge now.

Mastery Level III: Devil Shot (Su): As charged shot, except that if the attack hits its intended target, the energy infused into the shot discharges in a 10ft radius, dealing 1d6 damage/4 levels to all targets within range. A Reflex Save halves the damage. The DC is equal to the attack roll.



Royal Guard: The Royal Guard Style is focused on defense, but not in the same sense as the Trickster Style. Royal Guard practitioners focus on weathering blows, or defending against them.

Passive Bonus: DR 1/- /4levels

Mastery Level I: Guard (Ex): The Devil Hunter gains the ability to parry incoming blows. When the Devil Hunter is attacked in melee, he may take an immediate action to replace his AC with the results of an attack roll. All relevant modifiers apply as if it was a standard attack. Every attack you block builds up “Fury points” that may be used to power other Royal Guard abilities. A Devil Hunter may store a number of fury points equal to his class level.

Mastery Level II: Repel (Ex): The Devil Hunter gains the ability to focus the rage he has built by defending against attacks into a powerful release. By expending all his built up fury points, The Devil Hunter releases an attack against an adjacent target. The target takes 1d6 damage/fury points used and must make an opposed bull rush check. The Devil Hunter does not add his strength, but may add a bonus equal to the number of fury points used. Resolve the bull rush as normal, except the Devil Hunter does not have to follow the opponent should he push him further than 5 feet.

Mastery Level III: Juggernaut (Su): Upon reaching this level of mastery, the Devil Hunter is able to channel his fury into making himself an unstoppable force. By expending all his stored up fury points, the Devil Hunter forms massive plates of armor all over his body. This gives the Devil Hunter an increase to his natural armor equal to the number of fury points used, increases the DR granted by the style by the number of fury points used, grants energy resistance acid, cold, electricity, and fire equal to the number of fury points used (which stacks with that given from class abilities and racial abilities, but not with spells). While in this form, the massive plates weigh down the Devil Hunter, reducing him to half speed, and he may not charge, run, or fly. The transformation lasts a number of rounds equal to ½ the fury points used. Activating this ability is a standard action.



Dark Stalker: Dark Stalker is for the Devil Hunter that wants to blend a bit of finesse with power. It utilizes quick, decisive strikes that are designed to render targets incapacitated quickly and effectively. Unlike the other styles, Dark Stalker techniques increase in their usage as the mastery of the style increases. Due to the complicated nature of the skills learned, the Devil Hunter must have one of the other styles mastered before he is able to start learning abilities from Dark Stalker.

Passive Bonus: +1 bonus to melee damage rolls/4 levels

Mastery Level I: Blink (Su): As a standard action, the Devil Hunter can focus his powers to render his very existence unstable. For the next 1 round/ 2 class levels, when being attacked, there is a 20% chance that the Devil Hunter will “blink” out of existence the moment the blow is about to strike. However, this ability works the same way when he is about to attack. There is 20% chance that he will blink out and his attack will be ruined.

At Mastery Level II, the chance for his attacks to be negated no longer applies, though enemy attacks are still disrupted in the same fashion.

At Mastery Level III, the chance for blinking out increases to 50%. When a foe’s attack is negated, and they are within 60ft, the Devil Hunter can choose to teleport adjacent to them as an immediate action. If they are already adjacent to the Devil Hunter, he teleports behind them. Any foe you teleport next to using this ability is flat footed against you in your next turn.

Mastery Level II: Dimension Slash (Su): The Devil Hunter focuses his mind into his attack, and lashes out with such speed and force that he sunders the air itself. As a full round action, the Devil Hunter makes a melee attack roll that can hit an opponent up to 30 feet away. This ability provokes an attack of opportunity.

This attack may use the Devil Hunter’s iterative attacks if he has Mastery Level III in Dark Stalker, and it affects a 30 foot cone. All targets that would be hit by the attack roll/s take damage.

Mastery Level III: Deflect (Ex): With this ability, the Devil Hunter learns to capably defend himself in melee combat, and take advantage of his opponent’s moment of weakness. From now on, any opponent attacking you in melee that you also threaten provokes a special attack of opportunity. You may make an opposed attack roll, and replace your armor class with the result, similar to the Guard ability from Royal Guard. However, if you succeed in deflecting the attack, you may make an immediate counter attack as a normal attack of opportunity. This ability counts as an attack of opportunity, so any bonuses you or your opponent get regarding them (Combat Reflexes, Mobility, etc.) apply to this skill. If you attempt to deflect multiple times a round (only possibly if you have Combat Reflexes), you take a -5 penalty for every deflect attempt after the first



Devilish Style (Ex): Even though the career path of a Devil Hunter is a dangerous one, it is important to not let the stress of the job get you down. With the lack of heavy armor to rely on or a shield to hide behind, the Devil Hunter has to rely on quick reflexes and acrobatic skills. Throughout the course of his career, the Devil hunter harnesses and learns new acrobatic tricks that help him to stay alive and dispatch his enemies.



Acrobatic: At 3rd level, a Devil Hunter gains the benefit of the Leap of the Heavens feat (PHBII pg 80), as well as gaining a +2 bonus to Balance, Climb, Jump, and Tumble.

Combos: At 6th level, a Devil Hunter gains the ability to string together skillful, flashy, and powerful combos. What this opens up is a new way to use the techniques at the disposal of the Devil Hunter. Their techniques get broken into two categories: Attack sequence and finishing techniques. Attack sequence techniques include: Regular Attacks and the High Time maneuver. Finishing Techniques include: Stinger, Helm Breaker, and the Aerial Rave attacks.

The way this system works is that attack sequences can be used as normal, and using a finishing technique will end the sequence. Combos are only usable during a full attack. For example, Dante is an 18th level Devil Hunter, so he gets 4 attacks a round. He could begin with a normal attack, make a High Time attack at the standard -5, and then follow up with the Helm Breaker attack. He only used 3 attacks, notice, but he got to use the finisher at a higher attack bonus than if he would have used the fourth attack. Finishing techniques always end your full attack, whether used 2nd or 3rd or 4th.



Trickster: At 9th level, the Devil Hunter’s bonus to Balance, Climb, Jump, and Tumble increases to +4.

Dare Devil: At 13th level, a Devil Hunter turns into a true dare devil and learns how to really take the fight to the enemy. If the Devil Hunter jumps down from any height, he takes no falling damage. However, if he is bull rushed or thrown over an edge, he takes falling damage as normal.



Uncanny Dodge (Ex): As the Barbarian ability.

Devil Slayer: When the Devil Hunter reaches 5th level, his experience and skill has grown to the level of being considered a Devil Slayer. At this point, the Devil Hunter is beginning to tap into his powers and is beginning to explore the depths of his abilities. Many of his abilities increase, and gain new uses.

Stinger (Ex): As a full round action, the Devil Hunter can make a special form of a charge attack. This charge only covers the Devil Hunter’s base land speed, retains the -2 to AC but does not gain +2 to attack, and in addition does an extra 1d6 damage/4 levels.



High Time (Ex): The High Time attack can now be used on enemies up to 1 size larger than the Devil Hunter.



Fiend Slayer (Ex): The bonus increases the +4



Crossbow Affinity (Ex): The penalty for firing crossbows with one hand is cut in half.



Fiendish Reckoning (Ex): As the Devil Hunter’s latent fiendish blood begins to awaken, his body begins to change, adapting to the power within him. He gains a +1 Strength, +1 Dexterity, and +1 Intelligence.



Air Hike (Su): As a swift action, you can make a jump check immediately after making a first jump check. This swift action move does not count towards your move speed for the round.

Devil Trigger (Su): At 6th level, the Devil Hunter learns how to enhance his abilities with his own demonic power for a short time. He momentarily surrenders to the fiendish nature in his soul, and allows the power to wash over him. As he advances in level, he acquires additional knowledge of how to tap into his abilities. No matter which form he chooses, he always gains Fast Healing. At 6th level, he gains Fast Healing 1. At 13th level, this increases to Fast Healing 3, and Fast Healing 5 at 20th level. Entering Devil Trigger is a move action that does not provoke an attack of opportunity. He can enter Devil Trigger any number of times per day, but he must charge the power up by making successful attacks. Every round the Devil Hunter hits with an attack, he gains 1 Devil Gauge. The Devil Hunter needs to fill at least three Devil Gauges in order to use the Devil Trigger. The Transformation lasts as long as he has Devil Guages, and he can store up to ½ his class level. In addition to the Fast Healing ability, he gains additional abilities determined by which aspect of his demonic nature he manifests.

Alastor: At 6th level, the Devil Hunter gains the ability of the Alastor transformation, named for a powerful god of lightning that existed eons ago. The Alastor Transformation emulates the speed and power of a bolt of lightning. While in this form, he takes on the appearance of a demon with black skin and a pair of wings that gives him a fly speed equal to his base land speed. His body courses with lightning and the air around him cackles with latent static electricity. This transformation has several benefits:

-The Devil Hunter gains +8 Dex and +4 Str, and gets a 10ft enhancement bonus to his base land speed.

-The Devil Hunter’s natural armor bonus increases by +3

-All attacks from the Devil Hunter are treated as having the Shocking Burst weapon quality

-He gains the ability to let out a bolt of electricity to scour his foes. Resolve this as a ranged touch attack with a 100ft range. The bolt does 1d6/2 levels in the class. Using this ability is taxing on the energy fueling the transformation. Every bolt consumes a devil gauge. If the Devil Hunter is in the last round of the transformation, then he cannot use this ability.

Ifrit: At 13th level, the Devil Hunter learns to harness the ancient power of the wrathful, heathen god of fire, Ifrit. While in this transformation, the Devil Hunter takes on the aspect of the destructive power of fire, turning his skin turns black and covering him in flames. The flames wave across his skin smoothly, giving him the illusion of boiling lava incarnate. While in this transformation, the Devil Hunter gains the following benefits:

-The Devil Hunter gains a +8 Str and +4 Dex

-The Devil Hunter’s natural armor bonus increases by +6

-All attacks made by the Devil Hunter are treated as having the Fiery Burst weapon property

-He gains the use of the Fire Orb and Greater Fireburst spells as spell like abilities usable at will, with a caster level equal to his class level. Using either of these abilities, however, drains from the fiery energy powering the Ifrit Devil Trigger, and drains 1 round from the duration of the transformation. If the Devil Hunter is in the last round of the transformation, these abilities cannot be used.

Sparda: At 20th level, the Devil Hunter learns how to unlock the ultimate transformation of his abilities, charging him with the power of the Legendary Dark Knight, Sparda. Sparda was a mighty warrior that rebelled against his demonic brethren and halted a mighty siege that would have cleansed the material plane of all life. This transformation emulates the perfect warrior that Sparda was. While in this transformation, you just radiate a red and black aura that pours off of your like fire and steam. While in this transformation, you gain the following benefits:

-+8 to Str and Dex, as well as a deflection bonus to AC equal to his charisma modifier (minimum of 1)

-The Devil Hunter’s natural armor bonus increases by +10

-The damage of any melee weapon wielded by the Sparda Knight is treated as 1 size category larger and gains the impact quality

-Gain wings, granting fly speed equal to double land speed

-Hellfire Blast-The Devil Hunter is able to channel the very powers of hell through his hands, granting him a ranged touch attack that throws blasts of hellfire at his enemies. This attack does 1d6 damage/class level

Improved Uncanny Dodge (Ex): As the Barbarian ability.

Devil Scourge: When the Devil Hunter reaches 10th level, they are truly becoming a scourge to all fiends. With his powers and his skill still climbing, it is safe to say that he is ready to take on nearly any job brought before him, especially when it is involving those he hates most. When he reaches this level of expertise, his abilities increase again and gains additional abilities:

Stinger: Can now cover double their standard move speed

High Time: The High Time attack can now be used on enemies up to 2 size categories larger than the Devil Hunter.



Fiend Slayer (Ex): The bonus increases the +6



Multi Stab (Ex): The Devil Hunter learns to unleash a lightning quick barrage of stabs and lunges. As a full round action, the Devil Hunter can make a full attack, and gains an extra attack at his highest attack bonus. Due to the highly focused nature of the attack, the Devil Hunter leaves himself slightly more vulnerable. Using this ability incurs a -4 penalty to AC until the Devil Hunter’s next turn

Fiendish Reckoning (Ex): As the Devil Hunter’s latent fiendish blood begins to awaken, his body begins to change, adapting to the power within him. He gains a +1 Strength, +1 Dexterity, +1 Constitution, +1 Intelligence, and +1 Charisma. In addition, he gains Energy Resistance Acid, Cold, Electricity, and Fire 5. Finally, if he doesn’t already have it, he develops darkvision out to 60 feet.



Dark Knight: At 15th level, the Devil Hunter rises to the rank of Dark Knight, thereby signifying his unfailing zeal in ridding the world of the fiendish menaces that he has become so adept at destroying. By reaching this level of expertise, most fiends that know of him will be wary to strike up a confrontation with him, knowing that he is willing and able to go to great lengths to strike them down and erase them from the world. When the Devil Hunter reaches this stage, he gains the following increased abilities:



Crossbow Mastery: The penalties to shooting a crossbow one handed are reduced to 0

Fiend Slayer (Ex): The bonus increases the +8

Fiendish Reckoning (Ex): As the Devil Hunter’s latent fiendish blood begins to awaken, his body begins to change, adapting to the power within him. He gains a +1 Strength, +1 Dexterity, and +1 Intelligence. In addition, he gains Spell Resistance equal to 10+his Devil Hunter class level



Legendary Dark Knight: When the Devil Hunter reaches 20th level, he is as great as the Dark Knight Sparda that first created the Devil Hunters. His fiendish powers have fully matured, but are completely under his control. He takes on the characteristics of a devil, though without the physical appearance of one. When the Devil Hunter reaches this stage of skill, he gains the following abilities:

Fiend Slayer (Ex): The bonus increases the +10

Bane of Fiends: The Devil Hunter’s weapons are treated as good aligned and magic in terms of overcoming damage reduction and regeneration.

Fiendish Reckoning (Ex): As the Devil Hunter’s latent fiendish blood begins to awaken, his body begins to change, adapting to the power within him. He gains a +1 Strength, +1 Dexterity, +1 Constitution, +1 Intelligence, and +1 Charisma. In addition, he comes immune to poison and his natural armor bonus increases by +1. Finally his energy resistance rises to 10. His type changes to Native Outsider

ZiggZagg
2010-06-17, 05:44 PM
LoL sorry for the obnoxiously long post. In any case, this is the class I have built. If you didn't pick up on it, it's based on the Devil May Cry games. Now I know I made the class a little strong at the moment, but that's because I think it's easier to tweak down than up. So anyway, please review it and see what it's like, and tell me what I can do to make it better.

Thanks, everyone :smallbiggrin:

Chainsaw Hobbit
2010-06-17, 05:48 PM
Before I comment I NEED you to put on some Spoiler tags and improve the format.

ErrantX
2010-06-17, 05:50 PM
This is a wall of text, and unfortunately it's quite daunting. I suggest you check out Fax's guide to Homebrewing (http://www.giantitp.com/forums/showthread.php?t=10313), it may help you attract more fish. Additionally, if you bold titles of abilities, and spoiler tag abilities that have extensive systems to them to minimize wall text. Just a few things. I'll happily PEACH this class once it's in a format that doesn't hurt my head to view.

-X

ZiggZagg
2010-06-17, 07:03 PM
Ok, tried to fix the format for you guys. Sorry about that. Not used to the different tags that can be used and everything LoL. In any case, thanks for the advice on formatting. It does look much better. Not sure if it is up to the standards the forums like yet or not. If not, just yell at me again :-p

Jota
2010-06-17, 08:18 PM
Get a table with coding. See "20 Level Base Class."

http://www.giantitp.com/forums/showthread.php?t=10313

Anonymouswizard
2010-06-18, 10:41 AM
Just to point out: Dante's Devil Trigger is due to him being Half-demon (son of spada and all that). So, either make it an ACF, make the class a prestige class (with devil trigger as a ACF or having half-demon/teifling as a prerequisite), Or Devil trigger is a feat chain.

Debihuman
2010-06-18, 11:06 AM
Waaaaaaaaay too powerful. You shouldn't get +8 to Strength as a class ability.

The table aren't that difficult to use but they are time consuming.

Each special ability should do just one thing. You make this needlessly complex.

1. Do nothing is silly as a PC can always choose to do that.

2. No class should have ALL good saves.

Here is the table as I use them: replace the X with the correct number and replace Class Ability with the named Class Ability

NAME OF CLASS
{table=head]Level|BAB|Fort|Ref |Will|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Debby

ZiggZagg
2010-06-18, 03:05 PM
Thanks for the replies so far.

@Anonymouswizard-Yeah, I know it's from his heritage, but it's the same idea with the Warlock. They have their fiendish powers from their heritage as class abilities, so I figured I would try it this way.

@Debihuman-I based it off a combination of Barbarian Rage and the Druid variant from PHBII. It's not unprecedented to get those types of ability modifiers. I'm not convinced the Devil Trigger transformations are too powerful, but I do know the entire mechanic is a little clunky, but I'm not sure how else to work with it. The saves were all high because as I built the class, I based it off the monk, just with weapons. Hence the no armor idea. If all good saves is indeed too powerful for a character that uses no armor, then based on the class, what saves do you think should be high? And I know "Do Nothing" is silly, but I try to cover all bases. I had a person ask me when reading the class before I posted it if that was an option...I kinda /facepalmed at that point and figured I would save myself the trouble of hearing that again LoL.