Dsurion
2011-04-12, 11:56 AM
Why I'm Doing This
I'm going to be running a campaign that is essentially a hack and slash hybrid of Castlevania and Diablo. I've never had had a campaign get above level four before, so I'm trying a fairly simple campaign angle to get off the ground. One of my players expressed interest in playing a character who has the abilities of the stereotypical vampire-hunting Belmont. Since I'm not an experienced DM, or homebrewer, I figure this is a good chance for me to take a crack at both simultaneously.
Goals
Create a class at the tier 3-5 range, 4 being preferable.
Carry the Belmont flavor without getting needlessly complex
Usual abilities/sub-weapons in the Castlevania series:
Daggers - These are typically the weakest of the sub-weapons, but are a thrown weapon that has a high rate of fire
Cross-Boomerang - Exactly as it says, it's a cross that's used as a boomerang. Goes through all enemies it passes and has the potential to hit them on the return. Typically the strongest weapon.
Axe - This weapon is usually thrown overhead, dealing large damage to all enemies within it's arc
Bible - Usually circles the user or attacks all enemies on screen
Holy Water - Area damage that lingers on the ground where it's thrown, causing large-ish holy flames to ignite
Stopwatch - Stops time for most enemies, but only very briefly
Grand Cross - Admittedly, I've only seen this one in Aria of Sorrow, but the user floats into the air and causes a massive dose of holy damage to anyone caught in it's range, sucking them in closer like a gravity effect - it even damages Dracula's castle itself! Not a staple, but too cool to leave out :)
Ideas
- I'm not sure how to limit the abilities used as in the games, which were usually measured in collectible hearts. But I'd really rather not have a violent hobo smashing candles at every opportunity. So I was thinking something like the ki pool mechanic, perhaps recharging fully daily and partially whenever you fell an enemy. And if that's too much, just allow the abilities to be spammed with only minor limitations.
- Daggers could be used as though you had Quick Draw and Flurry of Blows
- I think Eberron has some sort of Drow boomerang of some sort, I'd have to look, but it might be a decent basis for the Cross.
- Axe, I'm not sure what to do with... At all.
- I don't like the idea of an attack that hits everyone you can see for this, so I might want to alter it to a protection from evil ability or something
- Holy Water could be a scaling version of the D&D standard
- I'm not fond of the stopwatch, and the only thing I can think of to match to it is the Time Stop spell, which I like even less. Maybe a stun effect or something, but overall something I'm not likely to worry about if it doesn't get attention
- Grand Cross seems like a cool capstone, but I don't even know where to begin translating it
- All of those abilities would scale with level
- Full BAB
- Either d8 or d10 HD
- Good Ref and Will saves, poor Fort save
Reasons I'm Not Using Other Classes
I'm aware that most of this could probably be duplicated by making a cleric and carrying a full arsenal of weapons around. But where's the fun in that? :)
Why Not a Prestige Class?
Honestly, this is an idea that most likely should be a divine caster prestige class, especially because it's so focused on it's particular schtick, but I really just don't like them. I prefer simply making a new base class. I suppose this could eventually become a prestige class, but I'd really rather not.
Down to Business
I really have no idea what I'm doing here, and I don't really have even basic chassis to work with. Would someone like to help me build this class?
Note: I'm posting this right as I'm about to go to bed, so it may be jumbled and non-sensible. I'll get to fixing and adding tables later.
Hit Die: d10
Skill Points at Each Additional Level: 6 + Int modifier
Class Skills: Climb, Craft, Heal, Hide, Intimidate, Jump, Knowledge (history), Knowledge (religion), Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Rope, Use Magic Device
Table: The Vampire Hunter
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+2|Die Monster!, Heart Points, Subweapon (Dagger)
2nd|+2|+0|+3|+3|Subweapon (Axe), Iron Will, Lightning Reflexes
3rd|+3|+1|+3|+3|Subweapon (Holy Water), Magic Feather
4th|+4|+1|+4|+4|Subweapon (Cross-Boomerang), Vampire Countertactics
5th|+5|+1|+4|+4|Backdash, Power Slide
6th|+6|+2|+5|+5|Vampire Countertactics
7th|+7|+2|+5|+5|Light of Day, Double Shot
8th|+8|+2|+6|+6|Subweapon (Stopwatch)
9th|+9|+3|+6|+6|Vampire Countertactics
10th|+10|+3|+7|+7|
11th|+11|+3|+7|+7|You Don't Belong In This World
12th|+12|+4|+8|+8|Vampire Countertactics
13th|+13|+4|+8|+8|Indomitable Mind
14th|+14|+4|+9|+9|Triple Shot
15th|+15|+5|+9|+9|
16th|+16|+5|+10|+10|
17th|+17|+5|+10|+10|
18th|+18|+6|+11|+11|
19th|+19|+6|+11|+11|
20th|+20|+6|+12|+12|
[/table]
Weapon and Armour Proficiencies: Vampire hunters are proficient with all simple and martial weapons, as well as the Whip and Spiked Chain. Vampire Hunters are also proficient with light and medium armors, as well as shields, but not tower shields.
Die Monster! (Ex): At 1st level, You gain +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against undead. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against any undead increases by 2.
At 9th level, all bonuses granted by Die Monster! are doubled when used against Vampires.
Heart Points: You use a number of tools and abilities in your fight against your sworn enemy, powered by heart points. You have a maximum number of heart points equal to your Charisma modifier plus your class level. These points replenish fully after 8 hours of rest, and at the rate of one per level for every evil-aligned creature you kill with a melee attack.
Sub-Weapons (Su): You always seem to have the right tool for the job, especially if that tool is incredibly sharp or possibly on fire. You can summon weapons to aid in your fight against evil. These weapons each have separate requirements listed under their entries, and all require a certain expenditure of heart points. Unless otherwise noted, all sub-weapon attacks require a standard action that does not provoke an attack of opportunity. In addition, each item summoned is lost at end of turn, whether it was used or not.
Dagger
You summon daggers to his hands as throwing implements. The number of daggers gained is equal to two times the number of attacks you are entitled to due to his base attack bonus, and deal d4 damage per two class levels. These attacks are made at a -2 penalty, and require a dagger in your possession for this ability to be used (though it is not required that this dagger be thrown). If the your dagger is made of silver or cold iron, you may choose to have the summoned weapons count as being made of these materials for this attack. This action costs 1 heart point.
Axe
You summon an axe to hurl at foes. Treat this as a battleaxe with a range increment of 10 feet that deals d10 damage per two class levels. If the attack hits, it counts as a bull rush attempt, with your attack roll replacing a strength check. This ability requires either a handaxe or battleaxe in your possession for this ability to be used (though it is not required that this axe be thrown). If your axe is made of silver or cold iron, you may choose to have the summoned weapons count as being made of these materials for this attack. This action costs 1 heart point.
Holy Water
You summon a vial of Holy Water to toss at the ground. This functions exactly like standard holy water, except that, once thrown, it ignites the affected squares in holy fire for a number of rounds equal to your charisma modifier. The damage is equal to 2d6 per round per two class levels. Despite the description, this is not fire, nor does it count as fire for the purposes of damage reduction, nor does it harm creatures that are neither undead nor evil outsiders. This action requires a vial of holy water in your possession (though it is not required that this vial be used), and costs 2 heart points. You may choose to expend additional heart points when using this ability. For every two points spent this way, increase the splash weapon's radius by 5 feet.
Cross-Boomerang
You throw a returning holy symbol at foes. Treat this as a boomerang dealing d10 damage per two class levels. Whether the attack hits or not, you may make a second attack roll against the same enemy using this subweapon in the same round. [Still working on this one]
Stopwatch
You halt all enemies within a short distance temporarily. All enemies within close range must roll a Will save (equal to 10 + half your Vampire Hunter class level + Cha mod) or be stunned for a round. Even if the enemy passes this Will save, they must pass another Will save or be slowed for a round.
Grand Cross
[Still working on this one]
Magic Feather: The magic was inside you all along. All of your attacks are treated as magical.
Vampire Countertactics: At 4th level, 6th level, 9th level, and 12th level, you learn to fight vampire with vampire. Each time you get this ability you pick one of the following countermeasures to common vampire tactics.
• Holy Presence: As a Vampire Hunter, you've probably worn a lot of garlic. You probably smell like it, too. You are treated as though keeping a vampire at bay as a free action.
• Intimidate Swarm: By making a DC 20 Intimidate check as a standard action you can frighten away a rat swarm, a bat swarm, or a single mundane wolf, who scampers away in fright never to be heard from again.
• Poison Blood: By drinking a special concoction every morning you can make your blood poisonous to creatures of darkness. You can share this effect with as many people as you like. Each daily dose requires 1 copper piece worth of materials and lasts for 24 hours. During that time any creature that drains your blood loses as many hit points as they would have gained and are confused for one round (even if they're normally immune to mind-effecting things like confusion).
• Show Thy True Form!: Whenever you deal damage to a shapeshifted creature they need to make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be forced back into their original shape.
• Slippery Slope: If you use a grease spell with your arcane dilettante class feature (or with any other method for that matter) and target it against a wall, spider climb effects are not able to climb it. In addition, you can pull out flasks that cause a grease effect (caster level equal to your character level) when you use your Deadly Pockets class feature. They cost the same amount as a flask of alchemist's fire.
• Take Back the Night: You can spend six Heart Points to cure a negative level.
• Vapour Tracer: You can use the Track skill to track gaseous and incorporeal creatures. How? Don't ask questions.
Backdash (Ex): You gain expert reflexes in the fight against the spawn of evil. You may expend an immediate action to move straight backwards ten feet. This costs 2 Heart Points.
Power Slide (Ex): After a lifetime of being dragged to the ground by the clutches of evil, you are hardly defenseless on the ground. If you are knocked prone, you may move ten feet in any direction, then immediately stand up. This action consumes your immediate action and does not provoke attacks of opportunity. Doing so costs 5 Heart Points.
Light of Day (Sp): Light shines out of your every orifice. You may cast Daylight as a spell-like ability, with a caster level equal to half your Vampire Hunter class level. Doing so consumes 3 heart points.
At 16th level, this spell is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
You Don't Belong In This World (Ex): Whenever you strike any undead creature or evil outsider with a melee attack, if that creature has less HD than the your class level, that creature must make a will save equal to 10 + your Vampire Hunter class level + Cha bonus (if positive) or be destroyed outright.
Double Shot (Su): You grow so proficient with sub-weapon attacks that you can attack with multiple simultaneously. Whenever using any subweapon other than the Stopwatch or Grand Cross, you may elect to double the heart point cost of the ability to double the attacks made by any of these subweapons. You may choose new targets for the abilities, or the same target.
Indomitable Mind: You are immune to mind-affecting effects.
Triple Shot (Su):
You grow ever more proficient with his sub-weapon attacks. Whenever using any subweapon other than the Stopwatch or Grand Cross, you may elect to triple the heart point cost of the ability to triple the attacks made by any of these subweapons. You may choose new targets for the abilities, or the same target.
I'm going to be running a campaign that is essentially a hack and slash hybrid of Castlevania and Diablo. I've never had had a campaign get above level four before, so I'm trying a fairly simple campaign angle to get off the ground. One of my players expressed interest in playing a character who has the abilities of the stereotypical vampire-hunting Belmont. Since I'm not an experienced DM, or homebrewer, I figure this is a good chance for me to take a crack at both simultaneously.
Goals
Create a class at the tier 3-5 range, 4 being preferable.
Carry the Belmont flavor without getting needlessly complex
Usual abilities/sub-weapons in the Castlevania series:
Daggers - These are typically the weakest of the sub-weapons, but are a thrown weapon that has a high rate of fire
Cross-Boomerang - Exactly as it says, it's a cross that's used as a boomerang. Goes through all enemies it passes and has the potential to hit them on the return. Typically the strongest weapon.
Axe - This weapon is usually thrown overhead, dealing large damage to all enemies within it's arc
Bible - Usually circles the user or attacks all enemies on screen
Holy Water - Area damage that lingers on the ground where it's thrown, causing large-ish holy flames to ignite
Stopwatch - Stops time for most enemies, but only very briefly
Grand Cross - Admittedly, I've only seen this one in Aria of Sorrow, but the user floats into the air and causes a massive dose of holy damage to anyone caught in it's range, sucking them in closer like a gravity effect - it even damages Dracula's castle itself! Not a staple, but too cool to leave out :)
Ideas
- I'm not sure how to limit the abilities used as in the games, which were usually measured in collectible hearts. But I'd really rather not have a violent hobo smashing candles at every opportunity. So I was thinking something like the ki pool mechanic, perhaps recharging fully daily and partially whenever you fell an enemy. And if that's too much, just allow the abilities to be spammed with only minor limitations.
- Daggers could be used as though you had Quick Draw and Flurry of Blows
- I think Eberron has some sort of Drow boomerang of some sort, I'd have to look, but it might be a decent basis for the Cross.
- Axe, I'm not sure what to do with... At all.
- I don't like the idea of an attack that hits everyone you can see for this, so I might want to alter it to a protection from evil ability or something
- Holy Water could be a scaling version of the D&D standard
- I'm not fond of the stopwatch, and the only thing I can think of to match to it is the Time Stop spell, which I like even less. Maybe a stun effect or something, but overall something I'm not likely to worry about if it doesn't get attention
- Grand Cross seems like a cool capstone, but I don't even know where to begin translating it
- All of those abilities would scale with level
- Full BAB
- Either d8 or d10 HD
- Good Ref and Will saves, poor Fort save
Reasons I'm Not Using Other Classes
I'm aware that most of this could probably be duplicated by making a cleric and carrying a full arsenal of weapons around. But where's the fun in that? :)
Why Not a Prestige Class?
Honestly, this is an idea that most likely should be a divine caster prestige class, especially because it's so focused on it's particular schtick, but I really just don't like them. I prefer simply making a new base class. I suppose this could eventually become a prestige class, but I'd really rather not.
Down to Business
I really have no idea what I'm doing here, and I don't really have even basic chassis to work with. Would someone like to help me build this class?
Note: I'm posting this right as I'm about to go to bed, so it may be jumbled and non-sensible. I'll get to fixing and adding tables later.
Hit Die: d10
Skill Points at Each Additional Level: 6 + Int modifier
Class Skills: Climb, Craft, Heal, Hide, Intimidate, Jump, Knowledge (history), Knowledge (religion), Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Rope, Use Magic Device
Table: The Vampire Hunter
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+2|Die Monster!, Heart Points, Subweapon (Dagger)
2nd|+2|+0|+3|+3|Subweapon (Axe), Iron Will, Lightning Reflexes
3rd|+3|+1|+3|+3|Subweapon (Holy Water), Magic Feather
4th|+4|+1|+4|+4|Subweapon (Cross-Boomerang), Vampire Countertactics
5th|+5|+1|+4|+4|Backdash, Power Slide
6th|+6|+2|+5|+5|Vampire Countertactics
7th|+7|+2|+5|+5|Light of Day, Double Shot
8th|+8|+2|+6|+6|Subweapon (Stopwatch)
9th|+9|+3|+6|+6|Vampire Countertactics
10th|+10|+3|+7|+7|
11th|+11|+3|+7|+7|You Don't Belong In This World
12th|+12|+4|+8|+8|Vampire Countertactics
13th|+13|+4|+8|+8|Indomitable Mind
14th|+14|+4|+9|+9|Triple Shot
15th|+15|+5|+9|+9|
16th|+16|+5|+10|+10|
17th|+17|+5|+10|+10|
18th|+18|+6|+11|+11|
19th|+19|+6|+11|+11|
20th|+20|+6|+12|+12|
[/table]
Weapon and Armour Proficiencies: Vampire hunters are proficient with all simple and martial weapons, as well as the Whip and Spiked Chain. Vampire Hunters are also proficient with light and medium armors, as well as shields, but not tower shields.
Die Monster! (Ex): At 1st level, You gain +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against undead. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against any undead increases by 2.
At 9th level, all bonuses granted by Die Monster! are doubled when used against Vampires.
Heart Points: You use a number of tools and abilities in your fight against your sworn enemy, powered by heart points. You have a maximum number of heart points equal to your Charisma modifier plus your class level. These points replenish fully after 8 hours of rest, and at the rate of one per level for every evil-aligned creature you kill with a melee attack.
Sub-Weapons (Su): You always seem to have the right tool for the job, especially if that tool is incredibly sharp or possibly on fire. You can summon weapons to aid in your fight against evil. These weapons each have separate requirements listed under their entries, and all require a certain expenditure of heart points. Unless otherwise noted, all sub-weapon attacks require a standard action that does not provoke an attack of opportunity. In addition, each item summoned is lost at end of turn, whether it was used or not.
Dagger
You summon daggers to his hands as throwing implements. The number of daggers gained is equal to two times the number of attacks you are entitled to due to his base attack bonus, and deal d4 damage per two class levels. These attacks are made at a -2 penalty, and require a dagger in your possession for this ability to be used (though it is not required that this dagger be thrown). If the your dagger is made of silver or cold iron, you may choose to have the summoned weapons count as being made of these materials for this attack. This action costs 1 heart point.
Axe
You summon an axe to hurl at foes. Treat this as a battleaxe with a range increment of 10 feet that deals d10 damage per two class levels. If the attack hits, it counts as a bull rush attempt, with your attack roll replacing a strength check. This ability requires either a handaxe or battleaxe in your possession for this ability to be used (though it is not required that this axe be thrown). If your axe is made of silver or cold iron, you may choose to have the summoned weapons count as being made of these materials for this attack. This action costs 1 heart point.
Holy Water
You summon a vial of Holy Water to toss at the ground. This functions exactly like standard holy water, except that, once thrown, it ignites the affected squares in holy fire for a number of rounds equal to your charisma modifier. The damage is equal to 2d6 per round per two class levels. Despite the description, this is not fire, nor does it count as fire for the purposes of damage reduction, nor does it harm creatures that are neither undead nor evil outsiders. This action requires a vial of holy water in your possession (though it is not required that this vial be used), and costs 2 heart points. You may choose to expend additional heart points when using this ability. For every two points spent this way, increase the splash weapon's radius by 5 feet.
Cross-Boomerang
You throw a returning holy symbol at foes. Treat this as a boomerang dealing d10 damage per two class levels. Whether the attack hits or not, you may make a second attack roll against the same enemy using this subweapon in the same round. [Still working on this one]
Stopwatch
You halt all enemies within a short distance temporarily. All enemies within close range must roll a Will save (equal to 10 + half your Vampire Hunter class level + Cha mod) or be stunned for a round. Even if the enemy passes this Will save, they must pass another Will save or be slowed for a round.
Grand Cross
[Still working on this one]
Magic Feather: The magic was inside you all along. All of your attacks are treated as magical.
Vampire Countertactics: At 4th level, 6th level, 9th level, and 12th level, you learn to fight vampire with vampire. Each time you get this ability you pick one of the following countermeasures to common vampire tactics.
• Holy Presence: As a Vampire Hunter, you've probably worn a lot of garlic. You probably smell like it, too. You are treated as though keeping a vampire at bay as a free action.
• Intimidate Swarm: By making a DC 20 Intimidate check as a standard action you can frighten away a rat swarm, a bat swarm, or a single mundane wolf, who scampers away in fright never to be heard from again.
• Poison Blood: By drinking a special concoction every morning you can make your blood poisonous to creatures of darkness. You can share this effect with as many people as you like. Each daily dose requires 1 copper piece worth of materials and lasts for 24 hours. During that time any creature that drains your blood loses as many hit points as they would have gained and are confused for one round (even if they're normally immune to mind-effecting things like confusion).
• Show Thy True Form!: Whenever you deal damage to a shapeshifted creature they need to make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be forced back into their original shape.
• Slippery Slope: If you use a grease spell with your arcane dilettante class feature (or with any other method for that matter) and target it against a wall, spider climb effects are not able to climb it. In addition, you can pull out flasks that cause a grease effect (caster level equal to your character level) when you use your Deadly Pockets class feature. They cost the same amount as a flask of alchemist's fire.
• Take Back the Night: You can spend six Heart Points to cure a negative level.
• Vapour Tracer: You can use the Track skill to track gaseous and incorporeal creatures. How? Don't ask questions.
Backdash (Ex): You gain expert reflexes in the fight against the spawn of evil. You may expend an immediate action to move straight backwards ten feet. This costs 2 Heart Points.
Power Slide (Ex): After a lifetime of being dragged to the ground by the clutches of evil, you are hardly defenseless on the ground. If you are knocked prone, you may move ten feet in any direction, then immediately stand up. This action consumes your immediate action and does not provoke attacks of opportunity. Doing so costs 5 Heart Points.
Light of Day (Sp): Light shines out of your every orifice. You may cast Daylight as a spell-like ability, with a caster level equal to half your Vampire Hunter class level. Doing so consumes 3 heart points.
At 16th level, this spell is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
You Don't Belong In This World (Ex): Whenever you strike any undead creature or evil outsider with a melee attack, if that creature has less HD than the your class level, that creature must make a will save equal to 10 + your Vampire Hunter class level + Cha bonus (if positive) or be destroyed outright.
Double Shot (Su): You grow so proficient with sub-weapon attacks that you can attack with multiple simultaneously. Whenever using any subweapon other than the Stopwatch or Grand Cross, you may elect to double the heart point cost of the ability to double the attacks made by any of these subweapons. You may choose new targets for the abilities, or the same target.
Indomitable Mind: You are immune to mind-affecting effects.
Triple Shot (Su):
You grow ever more proficient with his sub-weapon attacks. Whenever using any subweapon other than the Stopwatch or Grand Cross, you may elect to triple the heart point cost of the ability to triple the attacks made by any of these subweapons. You may choose new targets for the abilities, or the same target.