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.
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.