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eftexar
2011-07-10, 11:25 PM
Thrillseeker (3.5)

Abilities: Constitution and intelligence are your most important scores. You constitution determines the use of your adrenaline and your intelligence factors into the use of your ideas. Meanwhile your dexterity and strength allow you to perform some amazing stunts.

Organization: Thrillseekers often gather to brag about their exploits. Some even form groups to compete and see who is the best.

Alignment: Thrillseekers come from all walks of life and may be of any alignment.

Religion: Thrillseekers do not have any particular deity they share in common.

Background: Thrillseekers often had boring lives before they became thrillseekers. Either that or they had a near death experience which led them to 'living life to the fullest.'

Races: A thrillseeker may be of any race, although humans and dwarves are the most common, with their thrill of adventure. A thrillseeker may not, however, be a construct or undead.

Other Classes: Thrillseeker carry alot in common with rogues, but are a bit more on the wild side. The next time you hear a story that seems too ridiculous too be true, keep in mind that if it was it might have been a thrillseeker.

Role: For most purposes you could replace the rogue in a party, however your true talent lies in performing stunts most adventurers can only dream of.

Class Features

Hit Die: d6

Starting Gold: As Rogue

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 6 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Adrenaline | Ideas
1st | +1 | +0 | +2 | +0 | Adrenaline, Ideas, Stuntmaster | 7 | 1
2nd | +2 | +0 | +3 | +0 | Adrenaline Boost, Evasion | 7 | 1
3rd | +3 | +1 | +3 | +1 | Skillful + 1 | 7 | 1
4th | +4 | +1 | +4 | +1 | Adrenaline Boost, Did You See That? | 8 | 1
5th | +5 | +1 | +4 | +1 | Stuntmaster | 8 | 2
6th | +6/+1 | +2 | +5 | +2 | Adrenaline Boost, Skillful + 2 | 10 | 2
7th | +7/+2 | +2 | +5 | +2 | Adrenaline Junkie | 10 | 2
8th | +8/+3 | +2 | +6 | +2 | I Have an Idea! | 12 | 3
9th | +9/+4 | +3 | +6 | +3 | Evade or Dodge | 12 | 3
10th | +10/+5 | +3 | +7 | +3 | Stuntmaster | 15 | 3
11th | +11/+6/+1 | +3 | +7 | +3 | Did You See That? | 15 | 3
12th | +12/+7/+2 | +4 | +8 | +4 | Adrenaline Junkie | 18 | 4
13th | +13/+8/+3 | +4 | +8 | +4 | I Have an Idea! | 18 | 4
14th | +14/+9/+4 | +4 | +9 | +4 | Skillful + 3 | 22 | 4
15th | +15/+10/+5 | +5 | +9 | +5 | Stuntmaster | 22 | 5
16th | +16/+11/+6/+1 | +5 | +10 | +5 | Skillful + 4 | 26 | 5
17th | +17/+12/+7/+2 | +5 | +10 | +5 | Adrenaline Junkie | 26 | 5
18th | +18/+13/+8/+3 | +6 | +11 | +6 | Did You See That?, I Have an Idea! | 31 | 5
19th | +19/+14/+9/+4 | +6 | +11 | +6 | Stuntmaster, Skillful+5 | 31 | 6
20th | +20/+15/+10/+5 | +6 | +12 | +6 | Adrenaline Surge | 36 | 6
[/table]

Weapons and Armor Proficiencies: You are proficient with all simple and martial weapons. You are also proficient with light armor, but not with shields.

Class Abilities


Adrenaline:
You gain an adrenaline pool which scales by level (see the chart). You begin each day with adrenaline equal to your constitution modifier or equal to your current pool at the end of the previous day (whichever is larger).
You recover a single point of adrenaline (up to the listed maximum) at the start of each encounter, whenever you score a critical hit, and whenever you are hit by a critical hit.
At any time, you may spend 2 points of adrenaline to add a +1 bonus to any d20 roll or damage roll you make. Multiple bonuses do not stack with each other. You may not spend adrenaline when helpless (such as while sleeping or paralyzed).
Special: If your campaign involves the optional feature of massive damage, than anytime you must make a massive damage check or you force your enemy to make one you recover one point of adrenaline.
-thanks to Realms of Chaos for rewording-

Ideas:
You gain ideas which scale by level (see the chart). You gain a bonus number of ideas equal to your intelligence modifier to this total. At the start of each day this pool refreshes itself. Alternatively you may expend 5 adrenaline as a swift action to recover 1 idea. Adrenaline used in this way may not be recovered for the rest of the day.
As a swift action you may expend 1 idea to temporarily learn a new skill trick you qualify for. You retain knowledge of this skill trick for your intelligence modifier rounds (to a minimum of 1 round).

Lv1, 5, 10, 15, 19 > Stuntmaster:
You may perform any skill trick you know twice per an encounter.
At 5th level, 10th, and 15th level the number of times you can perform a skill trick in an encounter increases by 1. At 19th level you are not limited to the number of times you may perform a skill trick in an encounter.

Lv2 > Evasion:
This functions exactly as the rogue ability of the same name.

Lv2, 4, 6 > Adrenaline Boost:
At each level indicated you may choose one of the following benefits:
Power Surge:
You may spend 2 points of adrenaline as part of a melee strike to add 1d6 points of damage (same type as weapons damage).

Aimed Attack:
You may spend 1 point of adrenaline to reroll an attack roll. This must be done before the result of the roll and you must take the new result, whether lower or higher.

Increase Critical:
You may spend 1 point of adrenaline to treat your attack roll as being +2 higher for the purposes of confirming a critical, but not for whether it hits or not.

Inspiration:
As part of a roll you may spend 2 adrenaline to instead roll twice. You treat that roll as being the highest amount rolled.

Speed Up:
You may spend 1 adrenaline to grant yourself a +5ft to your speed as part of a move action.

Minor Acceleration:
You may expend 2 adrenaline to grant yourself the benefits of haste for 1 round. This is activated as its own swift action.

You may not take any Adrenaline Boost ability more than once. Keep in mind that using adrenaline does not take any action on your part, unless stated otherwise. Adrenaline may not be used in a situation where you are completely incapacitated (such as stunning or paralysis). You may not expend more adrenaline for these abilities in any round than your level.

Lv3, 6, 14, 16 ,19 > Skillful:
You gain the bonus indicated to all skill checks involved in doing a skill trick.

Lv4, 11, 18 > Did You See That?:
At each level indicated you learn a single new skill trick that you qualify for. Skill tricks gained from this ability do not count towards your maximum skill tricks and do not cost skill points.

Lv8, 13, 18 > I Have an Idea!:
At each level indicated you may choose one of the following benefits:
Sneak Attack:
You gain the benefits of sneak attack at +1d6 damage, as per the rogue ability of the same name. If you selected this ability at level 18 you instead gain a +2d6.
Special: You may take this multiple times. Each time you choose this ability you add +1d6 damage to your sneak attack.

Skirmish:
You gain the benefits of skirmish as if you were a first level scout (see complete adventurer). If you selected this ability at level 18 you gain your intelligence modifier as an additional dodge bonus to AC when using skirmish.
Special: You may take this multiple times. Each time you choose this ability you treat yourself as a scout of two levels higher than before.

Nimble or Strong:
Choose strength or dexterity. You may take 10 on any skill check, even in the midst of battle, that uses that modifier. If you selected this ability at level 18 you may declare a single skill check, with that modifier, to have a +10 to the roll.
Special: You may take this again so that you can take 20 (this does not qualify as an automatic success). Alternatively you may take it for the other modifier. You may not take this additional times beyond that.

Jumpmaster:
Your jumping distances is not limited by height. If you selected this ability at level 18 you may use the horizontal jumping chart for vertical jumps.
Special: You may take this multiple times, granting a +10 to jump checks instead of the normal benefits each time after the first.

Perfect Form:
Choose either balance, hide, or move silently. You may move at your full speed (and even run) when using the denoted skill. If you selected this ability at level 18 you also gain a +2 competence bonus to the respective skill.
Special: You may take this multiple times, but must choose a different skill each time.

Hit the Ground Rolling:
You take minimized damage from any fall you take. If you selected this ability at level 18 you also treat any fall as half the distance it actually was.

Superior Balance:
If you succeed on a balance check to move through any sort of difficult terrain, you may move your full speed. If you selected this ability at level 18 you gain the ability to grant yourself benefits equivalent to the freedom of movement spell constitution modifier rounds per day. These rounds needn't be consecutive and this ability is activated or deactivated as a swift action.



Lv7, 12, 17 > Adrenaline Junkie:
At each level indicated you may choose one of the following benefits:
Brutal Surge:
You may spend up to quarter your level (rounded up) of adrenaline as part of a melee strike to add 1d6 points of damage (same type as weapons damage) per point of adrenaline spent.

Focused Attack:
You may spend up to half your level (rounded up) of adrenaline as part of a an attack roll. You gain a bonus to your attack roll equal to half the adrenaline spent. You may not apply this bonus to critical confirmation rolls

Critical Strike:
You may spend up to your intelligence modifier of adrenaline as part of an attack roll. Treat your attack roll as being half that much higher (rounded up) for the purposes of threatening and confirming a critical (so it would be applied to two attack rolls), but not for whether it hits or not.

Mind over Matter:
You may spend up to half of your level (rounded up) of adrenaline to grant yourself a bonus to a save. This bonus is equal to half the adrenaline you spent. Alternatively you may expend your level worth of adrenaline to automatically succeed on a save.

Awesome Inspiration:
As part of a roll you may spend adrenaline up to half your level (rounded up). You may roll that roll an additional number of times equal to half the adrenaline spent. You treat that roll as being the highest amount rolled.

Speed Boost:
You may expend up to quarter your level (rounded up) in adrenaline as part of a move action. You may move an additional number of feet equal to 5 x the adrenaline expended. This is multiplied as normal if you make a run action.

Accelerate:
You may expend up to half your level (rounded up). Doing so requires the expenditure of a move action for no purpose other than activating this ability. Doing so grants you the benefits of haste for a number of rounds equal to half the adrenaline spent.

You may not take any Adrenaline Junkie ability more than once. Keep in mind that using adrenaline does not take any action on your part, unless stated otherwise. Adrenaline may not be used in a situation where you are completely incapacitated (such as stunning or paralysis). You may not expend more adrenaline for these abilities and your adrenaline boost abilities in any round than your level.

Lv9 > Evade or Dodge:
At 8th level you must choose to benefit from either Improved Evasion or Uncanny Dodge. Whichever you choose, it functions exactly the same as the rogue ability of the same name.

Lv20 > Adrenaline Surge:
Once per a day you may gain adrenaline equal to your constitution score as a swift action. This ability may grant you more adrenaline than your cap. Adrenaline gained from this ability fades at a rate of 1 per round, after the first round. Once this extra adrenaline is gone you are left fatigued.


Design Notes:

My intent for this class was to make a skill monkey. From there it evolved into the use of skill tricks (which I don't think there are enough of) and increased mobility.

eftexar
2011-07-10, 11:41 PM
Feats

Extra Adrenaline
Requirements: Access to the Adrenaline class feature.
You may have an extra 2 adrenaline beyond normal.
Special: This may be taken multiple times increasing your total adrenaline by 2 each time.

Extra Idea
Requirements: Access to the Idea class feature.
You gain one extra idea.

Adrenaline Boost
Requirements: Must have at least 20 adrenaline.
Once per a day you may recover adrenaline equal to your constitution modifier as a swift action.
Special: This may be taken multiple times, increasing uses per day by one each time.

Adrenaline Addict
Requirements: The Adrenaline Junkie class feature.
You gain an extra Adrenaline Junkie ability. However it may only be used intelligence modifier times per day.
Special: This may be taken multiple times, but you must choose an ability you do not have each time. If you later gain the ability as a class feature you must choose a new ability for this to apply to.

So Many Ideas!
Requirements: The I Have an Idea! class feature.
You gain an extra I Have an Idea! ability. This does not grant the 18th level benefits.
Special: If you later gain the ability as a class feature you must choose a new ability for this to apply to.

I Have a Better Idea!
Requirements: The I Have an Idea! class feature.
You may improve an I Have an Idea! class feature you have already taken as if you had taken it again.
Special: You may take this multiple times, but it may not increase the same ability more than once.

Second Wind
Requirements: Access to the Adrenaline class feature.
You may recover health equal to your constitution modifier as a swift action, by expending 5 adrenaline at any time. Alternatively you may recover your constitution score worth of health as a standard action by expending 15 adrenaline.

eftexar
2011-07-10, 11:54 PM
Daredevil (3.5)

Background: Some thrillseekers just can't get enough adrenaline. They are know as daredevils.

Other Classes: You might come off as suicidal in the eyes of even the most daring of adventurers. You might just give your allies an anxiety attack because they don't know what you might do next.

Role: Your role in a party probably remains much the same as it was before, especially if you took levels in thrillseeker first.

Requirements:
You must partake in some quest or act that is inherently insane, if not suicidal, and emerge almost completely unscathed.

Class Features

Hit Die: d8

Skills: Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Intimidate (Cha), Jump (Str), Open Lock (Dex), Swim (Str), and Tumble (Dex).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +2 | +0 | Adrenaline, Ideas, Fearless
2nd | +2 | +0 | +3 | +0 | Suicide Man
3rd | +3 | +1 | +3 | +1 | Laugh at the Reaper
4th | +4 | +1 | +4 | +1 | Zeal, Kamikaze Attack +1d6
5th | +5 | +1 | +4 | +1 | Zeal
6th | +6/+1 | +2 | +5 | +2 | Laugh at the Reaper
7th | +7/+2 | +2 | +5 | +2 | Zeal, Kamikaze Attack +2d6
8th | +8/+3 | +2 | +6 | +2 | Zeal
9th | +9/+4 | +3 | +6 | +3 | Laugh at the Reaper
10th | +10/+5 | +3 | +7 | +3 | Inspiring Suicide, Kamikaze Attack +3d6
[/table]

Weapons and Armor Proficiencies: This class does not grant any additional proficiencies.

Class Abilities


Adrenaline:
Your Daredevil levels count as and stack with Thrillseeker levels for purposes of adrenaline you have. If this would take you beyond 20 thrillseeker levels for this purpose, you gain an extra point of adrenaline for each level beyond that.
Special: If you lack the adrenaline class feature upon entering this class you acquire it.

Ideas:
Your Daredevil levels count as and stack with Thrillseeker levels for purposes of Ideas you have. If you lack the Ideas class feature upon entering this class you do not gain it.

Lv1 or 5 > Fearless:
If you had at least 5 levels of thrillseeker upon entering this class you become immune to fear. If not, then you do not gain immunity to fear until level 5 of this class.

Lv2 > Suicide Man:
Anytime you perform an obviously suicidal act (such as jumping into a potentially bottomless pit after an enemy who fell in, although it is truly up to the DM) you recover half your Daredevil levels in adrenaline.

Lv3, 6, 9 > Laugh at the Reaper:
At 3rd level you become immune to physical ability damage, at 6th level you become immune to physical ability drain and level drain, and at 9th level you become immune to all magical death effects.

Lv4, 5, 7, 8 > Zeal:
At each level indicated you may choose one of the feats listed here, even if you lack the requirements for it:
Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Reflexes, Dodge, Diehard, Extra Adrenaline*, Improved Initiative, Lightning Reflexes, Quick Draw, Run, or Second Wind*.
*New feat listed below

Lv4, 7, 10 > Kamikaze Attack:
If you attack an opponent as part of a an obviously suicidal action (such as attacking the foe while falling down the potentially bottomless pit) you gain a bonus to damage rolls (as listed on the chart).

Lv10 > Inspiring Suicide:
If you die as part of a an obviously suicidal action (such as attacking the foe while falling down the potentially bottomless pit) you grant any allies who saw you a +2d6 moral bonus to all physical damage and a +5 moral bonus to attack rolls for the next minute or until you resurrect (whichever comes first). Any enemies who saw your death must make a will save DC 10 + 1/2 level + constitution modifier or be frightened and if they fail by 5 or more they are panicked instead for the next 1d4 + constitution modifier rounds.



Design Notes:

Originally this was supposed to be a prestige class specifically for the trillseeker. It ended up being a class that promotes you into killing your own character. Keep the cleric around!

Realms of Chaos
2011-07-11, 12:20 AM
If you think that there aren't enough skill tricks, I might be able to help with that (http://www.giantitp.com/forums/showthread.php?t=171328)

eftexar
2011-07-11, 12:25 AM
Nice. I would homebrew some myself, but for some reason my mind is hitting a brick wall.
But you know, I don't understand why there weren't any additional books to expand on the idea though. It was one of my favorite features for skill-based characters (which are usually all I tend to play).

Realms of Chaos
2011-07-11, 12:36 AM
Also, the adrenaline ability seems a bit odd as it isn't exactly clear in some instances (what does that second sentance even mean?) and the recharge mechanics are untraditional (seeing as there is no definition for 'boss' npcs and death from massive damage isn't used by everyone).


Are you intending for something like this:

Adrenaline (Ex): You gain an adrenaline pool which scales by level (see the chart). You begin each day with adrenaline equal to your constitution modifier or equal to your current pool at the end of the previous day (whichever is larger).

You recover a single point of adrenaline (up to the listed maximum) at the start of each encounter, whenever you score a critical hit, and whenever you are hit by a critical hit.

At any time, you may spend 2 points of adrenaline to add a +1 bonus to any d20 roll or damage roll you make. Multiple bonuses do not stack with each other. You may not spend adrenaline when helpless (such as while sleeping or paralyzed).


Edit: Is there some reason why you want to cap it at a single +1 bonus? :smallconfused:

eftexar
2011-07-11, 12:47 AM
Thanks for the help. Hope you don't mind, but I just used your wording.
The reason for the +1 cap is that the thrillseeker gains abilities later to use adrenaline better.

Domriso
2011-07-11, 12:50 AM
I like this a lot, but I feel that it's a tad lacking. In particular, some of the abilities just strike me as being too weak. For instance, Brutal Surge only allows you to add +1d4 damage to a roll per Adrenaline point spent. That will quickly eat up Adrenaline, but you only get a maximum output of +31d4 damage at 20th level, and that's spread out over several attacks. For another example, Jumpmaster is somewhat useful when first taken, but a +2 to Jump isn't that much. Honestly, +2 to anything tends to be rather weak. I would increase this to at least +5, if not higher, simply because if you're going to be jumping, why not make it interesting?

I just think it needs a little tweaking. Maybe a few more abilities to take advantage of Adrenaline.

eftexar
2011-07-11, 01:03 AM
I changed the jump bonus.
Even though it is only 5d4 damage, I am concerned about how Brutal Surge will stack with the +4d6 sneak attack this class can get. I increased it from d4s to d6s though.
Later I'll add a couple of abilities. Do you think it would be better if I allowed more abilities to be gained during progression from Adrenaline Junkie?

Domriso
2011-07-11, 01:17 AM
If you add more abilities to Adrenaline Junkie, then yes, I would say increase the progression. Otherwise, it's probably pretty solid.

Also, and this is kind of nitpicky and based on opinion, but changing the term from Adrenaline Junkie to Junkie might work better, if only to not confuse it with the Adrenaline trait. It's not needed in any case, and I understand the reference, but I feel like just having the term Junkie would work fine, both in an explanation of the ability and as a reference.

DracoDei
2011-07-11, 11:42 AM
Adrenaline is sorta weak until 7th level. This isn't a problem if the rest of the class is good enough to compensate, but since I don't have the book(s) that skill tricks are in, I can't really comment. Perhaps some "lesser" abilities from a separate menu that you only pick from at levels less than 7th? Alternatively, make it a 1 for 1 instead of 2 for 1 and raise the spending cap to 3? Or do both?

I can define a "Boss" encounter... something with CR > APL + 2 sounds about right... plus clauses for losing all adrenaline points if you accept the (optional) adrenaline point for encountering the creature. That way if it is just one of those 5% on the random encounter table that are just meant to be something that the party must run from it doesn't count, but "Bosses" (which hopefully the party fights to the draining of their resources) still are good to take the point against.

Also, I must disagree with Domriso. "Junkie" has completely different connotations in my mind than "Adrenaline Junkie". Keep the wording the same say I. The PrC itself... well I hope you are going to give it more abilities. Right now it is a possible 1 level dip for a Thrillseeker, and not worth it for anyone else... better for anyone who started in another class to take 5 levels of Thrillseeker then 1 of Adrenaline Junkie than 5 levels of adrenaline junkie.

Jumpmaster: Jumping distance is not capped in 3.0, only in 3.5.

Focused attack: The second sentence might be clearer if it read "Do not apply this bonus to critical confirmation rolls." It is already understood that, unless stated otherwise, to-hit bonuses don't effect threat ranges.

eftexar
2011-07-11, 02:32 PM
I changed the wording of focused attack.
As for the PrC, you are correct DracoDei, I'm still not finished with it.
Added zeal, which grants bonus feats, for 'lesser abilities.'

edit- added adrenaline surge capstone to thrillseeker
edit- finished prestige class

DracoDei
2011-07-11, 03:49 PM
I changed the wording of focused attack.
Great, now all I can see that it needs is a period at the end.

Added zeal, which grants bonus feats, for 'lesser abilities.'
I think you may have misunderstood me. I wasn't saying the class was underpowered below level 7. It might be, it might not be. What I was saying was that Adrenaline didn't seem very useful at low levels because you didn't get efficient enough ways of using it to effect the game relative to how much you got. It is barely worth the trouble to keep track of, since you have to spend a LOT to have any significant effect on the game, and you don't get very much coming in. At the lower levels you can't even save it up over several days for big fights effectively, because there is a cap on it.
Of the feats you list only two of them interact with Adrenaline at all. One of which give you gives an option you can't use until the 6th level of the "at any time" class unless you first take Extra Adrenaline. Which reminds me, do the words in Second Wind mean that it really should be an immediate action (or if I am misremembering the action rules, as your choice of swift or immediate)?

edit- added adrenaline surge capstone to thrillseeker
edit- finished prestige class

eftexar
2011-07-11, 10:06 PM
Removed Zeal from Thrillseeker and added minor adrenaline effects in the form of the Adrenaline Boost ability. I hope I made it more useful at lower levels.
Second wind is used as a swift action. A swift action is the same action as an immediate action, but unlike an immediate action it may only be used on your turn.
I also raised the adrenaline cap by 5 across the board.

DracoDei
2011-07-12, 12:39 AM
Removed Zeal from Thrillseeker and added minor adrenaline effects in the form of the Adrenaline Boost ability. I hope I made it more useful at lower levels.
Second wind is used as a swift action. A swift action is the same action as an immediate action, but unlike an immediate action it may only be used on your turn.
I also raised the adrenaline cap by 5 across the board.

That should helpl. a lot fo the 2 point cost abilities are a lot more useful than the 1 point cost ones. "Inspiration" would be a toss up with "Aimed Attack" if it weren't for the fact that the latter only applies to attack rolls, while the former, strictly as written, isn't even limited to d20 rolls.