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Kadakism
2013-04-05, 11:34 PM
The Monster Blood Tattoo (or Foundling's Tale) trilogy is, of late, one of my favorite reading materials. I'm currently working on a setting which incorporates some of the elements found in the books, and among these are the "classes" of monster hunters found throughout the world. The first class that I created was the Fulgar.

The Fulgar is an individual who has had foreign organs placed inside their body by a morally ambiguous surgeon. These organs act to channel electrical energy throughout the Fulgar's body. This power comes with a price however. The organs do not belong within a humanoid body, and each time that they are used the organs attempt to rebel against their host.

PEACH, obviously.


Fulgar Class Features

Fulgar

Hit Die: D8

Skill Points: 4(+Int) per level.

Class Skills: Bluff, Concentration, Craft, Escape Artist, Intimidate, Knowledge (Teratology), Knowledge (History), Profession, Ride, Sleight of Hand, Survival, Tumble

Proficiency: Simple Weapon Proficiency. Martial Weapon Proficiency. Medium Armor Proficiency, no shields.

{table=head]
Level |
BAB |
Fort |
Ref |
Will |
Special
1 | +1 | 2 | 2 | 0 | Shocking Touch Attack, Treacle, Shock 1d8
2 | +2 | 3 | 3 | 0 | Electeical Resistance
3 | +3 | 3 | 3 | 1 | Electrical Melee -2
4 | +4 | 4 | 4 | 1 | Arcing +1
5 | +5 | 4 | 4 | 1 | Electrical Melee -1
6 | +6/+1 | 5 | 5 | 2 | Shock 1d10, Electrical Resistance +2
7 | +7/+2 | 5 | 5 | 2 |
8 | +8/+3 | 6 | 6 | 2 | Arcing +2
9 | +9/+4 | 6 | 6 | 3 | Electrical Melee
10 | +10/+5 | 7 | 7 | 3 | Electrical Resistance +4, Shock 1d12
11 | +11/+6/+1 | 7 | 7 | 3 |
12 | +12/+7/+2 | 8 | 8 | 4 | Arcing +3
13 | +13/+8/+3 | 8 | 8 | 4 |
14 | +14/+9/+4 | 9 | 9 | 4 | Electrical Resistance +6
15 | +15/+10/+5 | 9 | 9 | 5 | Shock 2d6
16 | +16/+11/+6/+1 | 10 | 10 | 5 | Arcing +4
17 | +17/+12/+7/+2 | 10 | 10 | 5 |
18 | +18/+13/+8/+3 | 11 | 11 | 6 |
19 | +19/+14/+9/+4 | 11 | 11 | 6 | Electrical Immunity
20 | +20/+15/+10/+5 | 12 | 12 | 6 | Arcing +5, Shock 2d8

[/table]

Shocking Touch Attack -Starting at Level 1, a Fulgar may make a melee touch attack either via their hand or a properly conductive implement. Your successful melee touch attack deals 1d8 points of electricity damage. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal or the like). Each time this power is used, the Fulgar takes a single point of nonlethal damage, which will only heal via the drinking of treacle.

Electrical Resistance -At level two, a Fulgar gains electrical resistance equal to their Con Mod. At level six and every 4 levels beyond, this increases. At level nineteen, this caps to pure immunity to electricity.

Treacle -Treacle. On any day when a Fulgar has used her powers, she must drink a special chemical mixture called a Treacle or be forced to make a fortitude save (DC = 10 + ½ Fulgar Level). If this save is failed, a Fulgar takes 1d4 Con damage, which can only be restored by taking a trip to see a proper surgeon who deals with Lazharine organs, the surgery costing an average of 4d4x100 gp. Treacle is also the only proper way for a Fulgar to heal the damage caused to their bodies by their power. A Fulgar who gets a full dose of Treacle before sleeping after a day of using her powers heals all of the nonlethal damage caused by the use of her powers.

[Electrical Melee[/u] -At level 3 a Fulgar may make her electrical attack as part of a regular melee attack with a conductive weapon. This attack takes a -2 penalty. At level 5 this penalty reduces to -1 and at level 9 it goes away completely.

Arcing -At level four, a Fulgar may spend a number of rounds concentrating on increasing the charge of their attack. This is a full round action that provokes an attack of opportunity. For each round that the Fulgar is able to so build her charge, the damage from her subsequent attack increases by +1. For each bonus equaling +4, an additional die is instead added to the damage. For example, a level 7 Fulgar charges her electrical charge for 6 rounds. The resulting attack would deal 2d8+2 damage. At level eight, a Fulgar’s arcing generates +2 to her damage. At level twelve, this becomes +3, at level sixteen, this becomes +4, and at level twenty, this becomes +5.

Call Lightning -At level 12, a Fulgar can call upon the power of a building storm to cause massive damage in an area. During any time when inclement weather is in the area, a Fulgar can channel the building electricity of the storm, calling down lightning after concentrating as a full round action that provokes an attack of opportunity. This attack deals 10d6 to all creatures in a thirty foot radius of the Fulgar (DC= Fulgar level + Con Mod. Reflex halves.) This attack causes ¼ of the Fulgar’s maximum health in nonlethal damage to the Fulgar. In addition, this attack is so draining that the Fulgar cannot perform it more than once in a twenty-four hour period.

Debihuman
2013-04-06, 01:48 AM
What HD does this use? It might look better if you didn't bunch up the abilities and also have dead levels.

Debby

Kadakism
2013-04-07, 10:39 AM
I completely forgot to add in HD. It's a D8 by the by. As well, I took your advice and split up the abilities to make fewer dead levels, but there are still a few. i'm not actually sure what would be good to add into those areas.