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View Full Version : kaboom kids: masters of big bangs (wip) (pf, d&d?)



Stevemantis
2014-02-04, 12:04 PM
Recently I've been working on a class who's entire battle strategy revolves around explosions, I've been pooling ideas from many different people but none of which are seasoned veterans to the game. I would love it if I could get some ideas from people for making this class blow up, pun intended. I'll post down what we already got for it, they are not properly formated as it was done in a rush. Just post what ever comes to mind, a new skill, a comment on an existing one, let it out.


Bang knight: very few origins are as bewildering or inspiring as that of a bang knight. It is rumored that when existance was created, the greatest explosion occurred, creating all life, magic, and everything in between. Although this oldest of powers has been forever diluted, it occasionally enters into a lucky few. These chosen by fate or luck are forever entwined with there small shard of a confounding truth, through destruction there is creation, chaos is order and it is their born duty to uphold this confusing oath with their very being. They are given the power that cannot be explained, not arcane nor physical, not phyconic or even divine, a bang knight perhaps has something not born from magic but where magic itself was born.

Alignment: to a bang knight, every action they take is for the good of existance, but to others they are always chaotic. It all depends on the individuals point of view... to them, there is little to no difference in law and chaos, but never is a explosion willingly made that would cause more harm than good, a bang knight never considers themselves evil,

Role: a bang knight is more along the lines as a heavy hitter, in ways that rival the most powerful of spells or strikes, but they do not amount much as a meat shield, especially viewing at some of their attacks. Masters of cause and effect, they most of the time have very great skills sets out of combat when solving puzzles or understanding causality.

Following the way of the explosions has Givin you insight unlike any other, choose one of the following this skill can be taken more than once

Cause and effect: although your actions appear random, your trained to predict the events that will occur after an action will happen, once per day you can see into the future of a person or object after interacting with it

Mind blowing: bombs aren't the only thing that can be the birth of a blast, you have learned to put the same energy that destroys to enhance your thoughts, once per day, you can gain a bonus on any knowledge check, even if it's not a trained skill.

Before the storm: most of the time people don't like there things getting blown up, so you have learned to say anything to get where you need to go,





Skilled with all martial and simple bludgeoning weapons, and bows. A blast knight cannot use any slashing or piercing weapon until dulled down is learned can wear light armor but not medium or heavy, can only use a buckler sheild, cannot learn profisssancy with any other sheilds


Starting level 1, a bang knight gains the power to channel their essence of the original big bang to make small objects explode, as the character levels up, the blast can be strengthened and the size of the object increase,

Prolonged charge: bombs made by a blast knight last until detonated, a blast knight must still limit the amount of bombs he carries,

Shrapnel spell: a scroll of a spell or a rune may be placed in a bomb to create its effects, the blast knight must have a caster level equivalent in order to use the spell.

Trap bomb master: can infuse bombs with traps with great ease

A bang knight learns the alchemists bomb making ability at the first level

A bang knight learns a handful of traps from the trapper archetype that can aid in the spreading of destruction

Shockwave: create a burst of sonic, non lethal energy that blasts all movable entities back 10 feet + 5 per level

Dulled down: by dulling the edges of the blades of weapons, their fighting methods become familiar to a blast knight, though to the knight it does not lose its deadlines, a blast knight can wield any martial or simple weapon, any weapon used becomes a bludgeoning type weapon, anyone else who uses one of these dulled weapons suffers penalties.

Demolition juggler: can wield multiple bombs at once

Chain reaction: for each bomb that goes off during the same round, the next one gets a bonus to attack

Infuse explosion: spend any number of big bang energy from your pool to add a blast effect to your weapon attacks, at a certain level, you may add the effect to projectiles

Concussion strike: when attacking with a weapon effected by infuse explosion, there is a chance for a stunned effect

Bullet bill: fire arm training, you do not need black powder to fire the gun but pose a greater risk of breaking it in the process.

Wave touch: touch attack that may push enemy back and cause prone

Body burst: learned at high level, can cause a miniature eruption inside an enemies body, causing a critical hit, the user is shaken and stunned for some time afterwards due to the deed they did.

Shrapnel savy: a blast knight learns to better control the placement of the explosions he naturally creates, by aiming the blasts, a knight can cause dirt to shoot up and blind an opponent, destroy the terrain, or cause distractions, these ranged blasts do not deal damage, at most are just annoying. (Consult with DM before taking this skill)

Super nova: high level, must already have nova, creates powerful blast originating from the user's body,

Nova: you may add an energy type damage to your explosions at the cost of pool points

Flash bang: cause a flash of light that dazes thoughs who see it.

Heart pump: by timing the explosions correctly, a bang knight can restart a heart, this works as a resurrection spell, it can only be used in the first 30 min. Of death, and 3 successful roles must be made, one for healing, one for will (from the dead party) and one more. If any role fails causes an explosion to burst the heart, failing the process and causing the need for a new heart. If it is successful, the wounded health is at - half their Constitution and still needs to be stabilized. If a 1 is roled, the bang knight becomes dieing from a missed placed blast in their own heart.

Bang grenade: your natural explosions can now be thrown, although they are weakened, explosion on impact.

Sonic boom: by spending life and pool points, a blast knight can go an extra amount of distance in any direction based on the spent life and points

Kamakaze: by sacrificing there lifeforce, a bang knight can enhance the power of its explosive attacks

show stopper: can only be selected at a high level, a blast knight can charge a very powerful explosion, the strength of the attack coincides with the number of turns charged, the process may be sped up via spending life and pool points. The limit to the amount of turns is half the level, it can be extended but harms the user.

At level 20, a blast knight gains the knowledge of the two base powers that the big bang granted the universe, creation and destruction, any checks involving the destruction of something are an automatic natural 20 , all outsiders, fey, and magical creatures have have a feeling of respect the moment they see the knight

the bang knight can, if of his own true will, turn his entire being into that of the big bang, he then may hone that most amazing of powers and direct it at whom ever or what ever it so choses, grant 1 restriction free wish, be it change history, create an ultimate weapon, restart existance, or destroy the very gods. what ever it may be, the wish can be manipulated afterwards by the DM to best fit the game but it cannot be without consequence, if the wish can be seen as to cause destruction, a great deal of creation must be Set to balance it and vise versa. Ex. To blast away an enemy, a new power must enter the world. Once this wish is granted, have the DM and you role a d4 away from the rest of the group, if it lands on 1, the bang knight is merely dead and their body destroyed and can be brought back by normal means. If it is a two, the bang knight character returns to the state they were when they began their adventure or life (at level 0), they are no longer a bang knight nor may they ever be one again, if it's a 3, you no longer exist, you never exist but your actions remain though cannot be explained by anyone how it occurred, if this is roled, there is no balance needed for the wish, if a 4 is roled (God's forbid), the wish has backfired, and an effect that is left to the DM ' S discretion will occur followed by your character becoming a level 1 crush knight.

There are rumors to the opposite to these powers, rumored to be everything that a bang knight hates, the powers of the big crush

Crush knights: no being, not god, daemon, devil or death itself has more a malicious goal as that of a crush knight. These corrupted bang knights are most akin to an anti paladin, though when compared a anti paladin appears to be a saint of good. They wish nothing more than the destruction of existance, all in a vain attempt to either attcheve perfect order or recreate the big bang.
Alignment: akin to their names, a crush knight has a crushed soul and mind, shattered one way or another on a very deep level. A crush knight is always suppressing change in all its forms, in this way can be understood as being seen as Lawful, but to themselves they are nothing more than the darkest of chaos's, A all of them know in their hearts of the evil they really do and revel in that fact to themselves.

(Makes for exilant antagonist)

Role: the opposite to a bang knight, a crush knight is best suited in being a strong meat sheild, even at times having another's attacks fuel its strength.