View Full Version : Oh, cry me a river of death and adventure [Base Class]

2012-09-25, 09:21 AM
The Cursed Hero (Phyrnian)
"Ours is not an enviable fate, young ones. Between the yesterday of our heroic deeds, which brought us innumerable favors and recognition among the commonfolk, and the tomorrow of sorrow which we may or may not reach, we watch the horizon. Tirelessly. And that is all we got - every day after tomorrow will be nothing but pointless, endless suffering. Think not that far. For we exist not for our own sake, but to serve. And protect. And cease." ~Alistair, Cursed Hero, to his 10-man squad

Paradoxically, nothing attracts misfortune in a karmic universe more than a clean heart. This "Curse", named Phyrnia after the first documented hero to fall victim to it, has no elucidated cause and cannot be countered in any yet known way. It appears randomly, though only in altruistic figures, and has varied effects on the subject. General manifestations include a reduction of the lifespan, loss of the senses, disease, a severing of the connection to the divine, sudden periods of weakness and other such ails, with the final outcome being that whatever they do, no matter how glorious and good their deeds, those cursed ith Phyrnia will always end in an Evil afterlife.

The only solace they can hope for with such a dire destiny is to seek out those that are like them and live out their days alongside them. Which is what they do. And grouped together, they have developed a way to harness the curse in their advantage, if ever so slightly. Wearing their fate like a mantle, shield, and sword, they call themselves Phyrnia, and their goal is to cleanse the world of true evil.

Aventures: Phyrnians adventure primarily to kill evil beings, corrupt rulers, dark and manipulative spellcasters, and even outsiders. In their journeys, they also keep an eye out for fellow Phyrnians, and whenever possible, indulge in the pleasures of life, knowing the easy part will readily have an end.

Races: Nobody knows why, but the curse only affects humans, creatures with the [human] subtype, and halflings. Moreover, if any of the aforementioned beings stop being mortal, or inadvertedly modify their nature by becoming vampires, liches or elans, the curse disappears (in game terms, this manifests as a loss of all class features except for proficiencies, skills, BaB and saves).

Alignment: Any good. The consequences of an alignment shift will be further detailed in the Forsaken class feature.

Age: simple
Gold: as paladin

Multiclassing specification: To take your first level in Phyrnian, you must be of good alignment, and the total number of previous class levels you took must be 4 or lower. Phyrnian must be either the class in which you have the most levels or the second most, and if it's the second most, you must have at least half as many levels in Phyrnian as in your main class, rounded up. Phyrnian, as a class, doesn't count towards multiclassing penalties to XP and a character that has levels in only two classes, of which one is Phyrnian, is not considered a multiclass character.

Hit Die: d10

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

1st|+0|+0|+2|+0|Forsaken, Brotherhood, Determination, Jest 1d6|

2nd|+1|+0|+3|+0|Fleeting Feat, Near Death Calm|

3rd|+2|+1|+3|+1|Lash Out, Bolster Ally|


5th|+3|+1|+4|+1|Jest 2d6|

6th|+4|+2|+5|+2|Fleeting Feat, Lash Out|



9th|+6/+1|+3|+6|+3|Jest 3d6, Lash Out|

10th|+7/+2|+3|+7|+3|Fleeting Feat|


12th|+9/+4|+4|+8|+4|Lash Out|

13th|+9/+4|+4|+8|+4|Jest 4d6|

14th|+10/+5|+4|+9|+4|Fleeting Feat|

15th|+11/+6/+1|+5|+9|+5|Lash Out|


17th|+12/+7/+2|+5|+10|+5|Jest 5d6|

18th|+13/+8/+3|+6|+11|+6|Fleeting Feat, Lash Out|




Class Features

Class Skills: Craft, Diplomacy, Disable Device, Escape Artist, Gather Information, Heal, Intimidate, Knowledge (The Planes, Religion, Local), Ride, Sense Motive, Survival, Tumble
Skill points per level: 2 + int mod (x4 at 1st level)

Weapon and Armor Proficiency: Phyrnians are proficient with melee simple and martial weapons, all types of armor, and light shields.

Forsaken (Ex): Upon entering this class, a Phyrnian becomes forever forsaken. This extends not only to his Phyrnian levels, but to all class levels he gains from this point on. The curse has various effects, some immediate, some occuring at certain times, and some random.

Whenever a Phyrnian gains a hit dice from any source, if he rolls maximum, he must reroll. Also, the weapons he wields threaten a critical one step less than normal (so 18-20 becomes 19-20, 19-20 becomes 20, 20 stays 20). Also, he cannot receive sacred nor profane bonuses. Also, he is immune to the Atonement spell cast by a character whose caster level doesn't surpass the Phyrnian's class level by at least 5. Also, he receives only 50% healing from magical sources. Also, he cannot take 20 with skills.

Aside from all those, a Phyrnian must make one d10 roll at the start of every year, and suffer the consequence. (the roll is secret, and only the DM knows the outcome)

{table]Number | Effect
1 | Reduce your maximum lifespan by 1 year
2 | One of your direct relatives (if they're all dead, move one branch) will develop 3 random diseases throghout the year for no clear reason.
3 | During one time in which you teleport, you will be placed in the most inconvenient spot, preferrably, at the highest margin of error from your destination.
4 | Your native village/town will be attacked by monstruous humanoids, preferrably when you're too far to receive news of this or come in to help.
5 | You become sterile.
6 | You become blind at a random point during the year.
7 | You receive 2 points of permanent ability burn to a random ability score.
8 | All future divination and augury that includes you has a 50% chance to give a fallacious read.
9 | Nothing happens.
10 | Roll twice. If you roll 10 again, treat it as 1.[/table]

Also, he must make a d8 roll at the start of every month, and suffer those consequences. Unlike the yearly roll, he knows what he rolled.

{table]Number | Effect
1| Nothing happens
2| Vulnerability to a random energy
3| Each hour of sleep counts as 40 minutes of rest.
4| -2 to a save
5| Random former class skill is considered cross-class until the end of the month (rank and maximum rank are halved).
6| Manifester, caster and initiator level are all treater as lower by 1.
7| Random disease, known after incubation period ends
8| Require twice as much food and water to not go thirsty or starve[/table]

The curse is stronger if the Phyrnian's will to do good weakens, and he shifts. A nongood Phyrnian receives 2 skill points less per level. The monthly effect becomes a weekly one if he falls from good to neutral, and if he is evil, it occurs every 5 days and you reroll 1s. Aditionally, an evil Phyrnian loses access to some class features. If a class feature has an asterisk after the type, it means it can only be used by nonevil Phyrnians.

Brotherhood (Ex): Phyrnians are deeply united in spirit as they share a common fate. You receive a +4 bonus to AC against all attacks made by someone that has at least 1 level in this class, and the bonus you provide to those characters with the Aid Another action is increased by 2.

Determination (Ex): Phyrnians have a pool of resolve points. Overcoming their sorrow, they can man up to actually grow stronger through several class features, Determination being the first of them.

A Phyrnian starts play with 1 resolve point in his pool, though the pool always has a maximum capacity of twice his class level. At the start of each day, he begins with 1 resolve point per class level in his pool, plus 1 per combat encounter in which his hit points never dropped below 1 the previous day.

At any point during the day, as a free action, the Phyrnian can spend 1 resolve point to gain the good progression bonus from one of his saves (or 2 for 2, 3 for all) until the end of the day, and/or 2 resolve points also as a free action to treat his BaB as the good progression.

Jest (Ex): Phyrnians deal extra damage to evil characters. When a phyrnian lands a succesful melee attack against an evil character, he will deal 1d6 more damage, EVEN if the target is immune to precision/critical damage. Even if he misses the target's AC, if he misses by 4 or less, the target still receives 1d6 damage. This increases by 1d6 every 4 levels.

Fleeting Feat (Ex): Phyrnians strive to achieve as much as possible in the little time that they have, thus having somewhat of a grasp on more feats than the usual adventurer if they're composed enough.

At level 2 and every 4 levels thereafter, choose a feat that you qualify for. You are NOT treated as having that feat for the purpose of meeting prerequisites.

At any point during the day, as a standard action, you may spend 1 resolve point and select any of your chosen Fleeting Feats. You gain its benefit until the end of the day. You may do this with any and all of your Fleeting Feats, but each requires a different standard action to activate.

Near Death Calm (Ex): Phyrnians know there's no use struggling against demise. From level 2, they are always stable at negative hit points, and the first time every day when they fall to negatives through damage which is not self-inflicted, they gain 1 resolve point.