Zetapup
2014-03-09, 06:30 PM
Bard of Blood
You sent an army? That's adorable.
-A Bard of Blood, shortly before said army massacred itself
A Bard is one who allows destruction of their aspect or who invites destruction through their aspect. The aspect of blood involves unity, teamwork, and, in its most literal form, blood. Therefore, a Bard of Blood is one who invites destruction through teamwork and allows the destruction of the unity of their enemies.
Abilities: Charisma is the most important ability for Bards of Blood, as several of their class abilities depend on it. Constitution is also important since Bards of Blood have a relatively low hit die for someone who is expected to be in close range combat. Wisdom is helpful to make up for the low will save, and Strength or Dexterity are needed for hitting, but they're not as vital as Charisma and Constitution.
Role: Bards of Blood are secondary combatants and force multipliers. They vastly improve the combat skills of those around them while doing some damage themselves.
Background: Bards of Blood just innately know their abilities. There is no academy for Bards of Blood, and no amount of training can make someone into a Bard of Blood if they aren't meant for it. They may realize their calling in battle or any other field in which teamwork is necessary.
Organization: Bards of Blood are very rare, so there is no formal organization.
Alignment: Bards of Blood tend to be lawful due to their nature of teamwork, but they can be of any alignment.
Races: Any race can be a Bard of Blood, though there are more Bards of Blood in races that have a large amount of unity/teamwork and in warfaring races.
Religion: Bards of Blood usually worship gods that encourage teamwork and/or gods that encourage war. This can sometimes lead to worshipping opposing deities.
Other Classes: Bards of Blood get along nicely with melee classes and archers, due to the synergy they have. They're neutral towards casters, although they're friendly with gishes. Rogues like Bards of Blood because they find it easier to get sneak attack damage with a Bard of Blood nearby. Bards and Bards of Blood tend to be competitive towards one another, due to their overlapping abilities.
Hit Die: d8. Bards of Blood aren't quite as tough as barbarians or similar classes, but they can take a few hits.
Starting Gold: 5d4x10 gp.
Class Features
Class Skills: The Bard of Blood's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod
Bard of Blood
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+1|
+0|Rad Teamwork Skills +1
2nd|
+2|
+2|
+2|
+0|Bleeding Strike
3rd|
+3|
+2|
+2|
+1|Improved Flanking
4th|
+4|
+2|
+2|
+1|Turncoat
5th|
+5|
+3|
+3|
+1|Rad Teamwork Skills +2, Bonus Feat
6th|
+6/+1|
+3|
+3|
+2|Share Skills
7th|
+7/+2|
+4|
+4|
+2|Demoralising Aura
8th|
+8/+3|
+4|
+4|
+2|Really Improved Flanking
9th|
+9/+4|
+4|
+4|
+3|Unflankable
10th|
+10/+5|
+5|
+5|
+3|Rad Teamwork Skills +3, Bonus Feat
11th|
+11/+6/+1|
+5|
+5|
+3|Godtier
12th|
+12/+7/+2|
+6|
+6|
+4|Share Health
13th|
+13/+8/+3|
+6|
+6|
+4|Super Really Improved Flanking
14th|
+14/+9/+4|
+6|
+6|
+4|Boiling Blood
15th|
+15/+10/+5|
+7|
+7|
+5|Rad Teamwork Skills +4, Bonus Feat
16th|
+16/+11/+6/+1|
+7|
+7|
+5|Destabilizing Aura
17th|
+17/+12/+7/+2|
+8|
+8|
+5|
18th|
+18/+13/+8/+3|
+8|
+8|
+6|Share Feats
19th|
+19/+14/+9/+4|
+8|
+8|
+6|Avasculate
20th|
+20/+15/+10/+5|
+9|
+9|
+6|Rad Teamwork Skills +5, Share Strength, Bonus Feat[/table]
(Editor's note: the saves are a bit funky because fort and ref are using the average save progression. If you dislike this, feel free to replace it with a good save progression.)
Weapon and Armor Proficiency: Bards of Blood are proficient with all simple and martial weapons, all types of armor, and with shields.
Rad Teamwork Skills (su): The Bard of Blood's presence helps their allies fight together more effectively, letting them know when to best time their attacks and catch enemies off guard. Whenever allies within 60ft of you are adjacent to another ally or flanking with another ally, they receive the listed number as a morale bonus to AC, attacks, and damage. You may turn this ability on and off as a free action.
Bleeding Strike (su): At second level you gain the ability to make a bleeding strike. As a standard action, you may make a bleeding strike attack. If the attack hits and does damage, the wound starts bleeding. Whenever the bleeding enemy takes damage from an attack, they take an additional (class level divided by 4, rounded down, minimum 1) damage. The additional damage from multiple bleeding strikes stacks. The bleeding stops when the enemy goes further than 60 ft from you or receives healing equal to the amount of damage they are taking from the bleeding strikes. This ability only works on creatures with a discernable anatomy that are capable of bleeding.
Improved Flanking (ex): At third level, your teamwork skills allow your allies to flank more effectively. When allies flank an enemy within 60ft of you, the enemy is treated as flat-footed. Additionally, whenever an ally deals damage to an enemy they flank, they may make a trip attack against that enemy as a free action. The enemy can't attempt to trip back even if the attempt fails.
Turncoat (su): At fourth level, you gain the ability to make an enemy believe everyone around them is an enemy. As a standard action, you may attempt to make an enemy within 60ft of you become hostile towards their allies. If they fail a will save (dc 10+1/2 class levels+Cha modifier), they can't consider anyone an ally for their abilities and become hostile towards all creatures within 60ft for a number of rounds equal to your Cha modifier. This is a mind affecting ability.
Bonus Feat (ex): At fifth level and every five levels afterwards, a Bard of Blood gains a bonus feat from the list of fighter bonus feats. They must meet the prerequisites for this feat.
Share Skills (su): A 6th level Bard of Blood knows how to let a whole group benefit from one person's expertise. Allies within 60 ft of you are treated as though they have the number of ranks in a skill that another ally within 60ft of you has if this would be higher than the number of skill ranks they currently possess. These skill ranks do not count as actual skills ranks for prestige classes or feats.
Demoralising Aura (su): At 7th level, the group cohesion of enemies starts to fall apart due to the Bard of Blood's presence. Enemies lose any morale bonuses they have as long as they're within 60ft of you. You may turn this ability on and off as a free action.
Really Improved Flanking (ex): At 8th level, allies flank even more effectively due to your amazing leadership skills. When allies flank an enemy within 60ft of you, any movement that enemy makes provokes attacks of opportunity from the allies flanking it (this includes movement that normally doesn't provoke, such as tumbling, 5ft steps, and withdrawing). Additionally, if enemies don't move during their turn, allies flanking them get an extra attack against them at their highest base attack bonus.
Unflankable (su): At 9th level, your enemies can't team up as effectively. Enemies flanking allies within 60ft of you do not receive any bonuses from flanking and the ally is treated as if they are unflanked.
Godtier (ex): At 11th level, you have ascended beyond the level of petty mortals. You gain fast healing (class levels minus 10), +2 to two ability scores of your choice, and the ability to fly at your land speed with good manueverability. This fast healing stacks with other fast healing. Also, once per month, you may come back to life when you would have died. All negative status conditions affecting you are removed (within reason. You can't blow up the sun as a vampire, but you would remove exhaustion and paralysis), all ability damage/drain is removed, and your hitpoints are restored to full. Additionally, you gain a swanky outfit that looks really cool. This has no mechanical benefit, but everyone agrees that it looks amazingly cool.
Share Health (su): At 12th level, you can have your compatriots share each other's wounds. You may link together a number of allies equal to your class level. Any damage that would be taken by one ally is instead distributed equally between all linked allies, before applying damage reduction, energy resistance, immunities, vulnerabilities or other damage-modifying effects. Allies that are further than 60ft from you stop sharing health, but they can continue sharing health if they enter within 60ft of you again.
Super Really Improved Flanking (ex): At 13th level, a Bard of Blood's teamwork skills improve yet again. When allies flank an enemy within 60ft of you, they ignore any concealment and miss chances that enemy has.
Boiling Blood (su): At 14th level, your powers start to have more literal manifestations, causing enemies' blood to rebel against them. Enemies within 60ft of you take 1 damage each round. Additionally, they lose any fast healing or regeneration they have as long as they're within 60 ft of you. Casters affected by this ability can't cast spells as swift or immediate actions, due to distraction. You may turn this ability on and off as a free action.
Destabilizing Aura (su): At 16th level, any teamwork your enemies have falls apart when you come nearby. Each round that enemies are within 60ft of you, they must make a will save (dc 10+1/2 class level+Cha modifier) or be affected by Turncoat, except the effect lasts for a round instead of Cha modifier rounds.
Share Feats (su): At 18th level, your allies can share some of their experience with each other. Allies within 60ft of you may pick one feat they qualify for that another ally within 60ft of you has. As long as both allies are within 60ft of you, the ally picking the feat they qualify for gains the benefits of the feat. Allies may choose a different feat as a free action, losing the benefits of the feat they picked before and gaining the benefits of the most recently picked feat.
Avasculate (su): At 19th level, a Bard of Blood can drain the blood from an enemy's body. You may cast avasculate Cha modifier times per day. Avasculate loses the Evil descriptor when cast by a Bard of Blood.
Share Strength (su): At 20th level, your allies fight as well as the best warrior amongst you. Determine the highest base attack bonus of your allies within 60ft of you. Allies within 60ft of you may use this base attack bonus as their own base attack bonus. Additionally, all allies within 60ft of you gain the bleeding strike ability, with their character level being treated as their Bard of Blood levels for the amount of damage dealt.
Some of the ability names are bit lackluster (cough rad teamwork skills cough), so any suggestions would be appreciated. Fortitude and Reflex saves are using the average save progression because I dislike saves either being great or terrible. I may end up making more Homestuck classpect classes, but there are a lot of them (144 if you don't include muse and lord) and I only have so much time. This is my first homebrewed base class, so please let me know if I messed up on formatting, power level, or anything similar! The class is intended to be low tier 3 or high tier 4.
You sent an army? That's adorable.
-A Bard of Blood, shortly before said army massacred itself
A Bard is one who allows destruction of their aspect or who invites destruction through their aspect. The aspect of blood involves unity, teamwork, and, in its most literal form, blood. Therefore, a Bard of Blood is one who invites destruction through teamwork and allows the destruction of the unity of their enemies.
Abilities: Charisma is the most important ability for Bards of Blood, as several of their class abilities depend on it. Constitution is also important since Bards of Blood have a relatively low hit die for someone who is expected to be in close range combat. Wisdom is helpful to make up for the low will save, and Strength or Dexterity are needed for hitting, but they're not as vital as Charisma and Constitution.
Role: Bards of Blood are secondary combatants and force multipliers. They vastly improve the combat skills of those around them while doing some damage themselves.
Background: Bards of Blood just innately know their abilities. There is no academy for Bards of Blood, and no amount of training can make someone into a Bard of Blood if they aren't meant for it. They may realize their calling in battle or any other field in which teamwork is necessary.
Organization: Bards of Blood are very rare, so there is no formal organization.
Alignment: Bards of Blood tend to be lawful due to their nature of teamwork, but they can be of any alignment.
Races: Any race can be a Bard of Blood, though there are more Bards of Blood in races that have a large amount of unity/teamwork and in warfaring races.
Religion: Bards of Blood usually worship gods that encourage teamwork and/or gods that encourage war. This can sometimes lead to worshipping opposing deities.
Other Classes: Bards of Blood get along nicely with melee classes and archers, due to the synergy they have. They're neutral towards casters, although they're friendly with gishes. Rogues like Bards of Blood because they find it easier to get sneak attack damage with a Bard of Blood nearby. Bards and Bards of Blood tend to be competitive towards one another, due to their overlapping abilities.
Hit Die: d8. Bards of Blood aren't quite as tough as barbarians or similar classes, but they can take a few hits.
Starting Gold: 5d4x10 gp.
Class Features
Class Skills: The Bard of Blood's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod
Bard of Blood
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+1|
+0|Rad Teamwork Skills +1
2nd|
+2|
+2|
+2|
+0|Bleeding Strike
3rd|
+3|
+2|
+2|
+1|Improved Flanking
4th|
+4|
+2|
+2|
+1|Turncoat
5th|
+5|
+3|
+3|
+1|Rad Teamwork Skills +2, Bonus Feat
6th|
+6/+1|
+3|
+3|
+2|Share Skills
7th|
+7/+2|
+4|
+4|
+2|Demoralising Aura
8th|
+8/+3|
+4|
+4|
+2|Really Improved Flanking
9th|
+9/+4|
+4|
+4|
+3|Unflankable
10th|
+10/+5|
+5|
+5|
+3|Rad Teamwork Skills +3, Bonus Feat
11th|
+11/+6/+1|
+5|
+5|
+3|Godtier
12th|
+12/+7/+2|
+6|
+6|
+4|Share Health
13th|
+13/+8/+3|
+6|
+6|
+4|Super Really Improved Flanking
14th|
+14/+9/+4|
+6|
+6|
+4|Boiling Blood
15th|
+15/+10/+5|
+7|
+7|
+5|Rad Teamwork Skills +4, Bonus Feat
16th|
+16/+11/+6/+1|
+7|
+7|
+5|Destabilizing Aura
17th|
+17/+12/+7/+2|
+8|
+8|
+5|
18th|
+18/+13/+8/+3|
+8|
+8|
+6|Share Feats
19th|
+19/+14/+9/+4|
+8|
+8|
+6|Avasculate
20th|
+20/+15/+10/+5|
+9|
+9|
+6|Rad Teamwork Skills +5, Share Strength, Bonus Feat[/table]
(Editor's note: the saves are a bit funky because fort and ref are using the average save progression. If you dislike this, feel free to replace it with a good save progression.)
Weapon and Armor Proficiency: Bards of Blood are proficient with all simple and martial weapons, all types of armor, and with shields.
Rad Teamwork Skills (su): The Bard of Blood's presence helps their allies fight together more effectively, letting them know when to best time their attacks and catch enemies off guard. Whenever allies within 60ft of you are adjacent to another ally or flanking with another ally, they receive the listed number as a morale bonus to AC, attacks, and damage. You may turn this ability on and off as a free action.
Bleeding Strike (su): At second level you gain the ability to make a bleeding strike. As a standard action, you may make a bleeding strike attack. If the attack hits and does damage, the wound starts bleeding. Whenever the bleeding enemy takes damage from an attack, they take an additional (class level divided by 4, rounded down, minimum 1) damage. The additional damage from multiple bleeding strikes stacks. The bleeding stops when the enemy goes further than 60 ft from you or receives healing equal to the amount of damage they are taking from the bleeding strikes. This ability only works on creatures with a discernable anatomy that are capable of bleeding.
Improved Flanking (ex): At third level, your teamwork skills allow your allies to flank more effectively. When allies flank an enemy within 60ft of you, the enemy is treated as flat-footed. Additionally, whenever an ally deals damage to an enemy they flank, they may make a trip attack against that enemy as a free action. The enemy can't attempt to trip back even if the attempt fails.
Turncoat (su): At fourth level, you gain the ability to make an enemy believe everyone around them is an enemy. As a standard action, you may attempt to make an enemy within 60ft of you become hostile towards their allies. If they fail a will save (dc 10+1/2 class levels+Cha modifier), they can't consider anyone an ally for their abilities and become hostile towards all creatures within 60ft for a number of rounds equal to your Cha modifier. This is a mind affecting ability.
Bonus Feat (ex): At fifth level and every five levels afterwards, a Bard of Blood gains a bonus feat from the list of fighter bonus feats. They must meet the prerequisites for this feat.
Share Skills (su): A 6th level Bard of Blood knows how to let a whole group benefit from one person's expertise. Allies within 60 ft of you are treated as though they have the number of ranks in a skill that another ally within 60ft of you has if this would be higher than the number of skill ranks they currently possess. These skill ranks do not count as actual skills ranks for prestige classes or feats.
Demoralising Aura (su): At 7th level, the group cohesion of enemies starts to fall apart due to the Bard of Blood's presence. Enemies lose any morale bonuses they have as long as they're within 60ft of you. You may turn this ability on and off as a free action.
Really Improved Flanking (ex): At 8th level, allies flank even more effectively due to your amazing leadership skills. When allies flank an enemy within 60ft of you, any movement that enemy makes provokes attacks of opportunity from the allies flanking it (this includes movement that normally doesn't provoke, such as tumbling, 5ft steps, and withdrawing). Additionally, if enemies don't move during their turn, allies flanking them get an extra attack against them at their highest base attack bonus.
Unflankable (su): At 9th level, your enemies can't team up as effectively. Enemies flanking allies within 60ft of you do not receive any bonuses from flanking and the ally is treated as if they are unflanked.
Godtier (ex): At 11th level, you have ascended beyond the level of petty mortals. You gain fast healing (class levels minus 10), +2 to two ability scores of your choice, and the ability to fly at your land speed with good manueverability. This fast healing stacks with other fast healing. Also, once per month, you may come back to life when you would have died. All negative status conditions affecting you are removed (within reason. You can't blow up the sun as a vampire, but you would remove exhaustion and paralysis), all ability damage/drain is removed, and your hitpoints are restored to full. Additionally, you gain a swanky outfit that looks really cool. This has no mechanical benefit, but everyone agrees that it looks amazingly cool.
Share Health (su): At 12th level, you can have your compatriots share each other's wounds. You may link together a number of allies equal to your class level. Any damage that would be taken by one ally is instead distributed equally between all linked allies, before applying damage reduction, energy resistance, immunities, vulnerabilities or other damage-modifying effects. Allies that are further than 60ft from you stop sharing health, but they can continue sharing health if they enter within 60ft of you again.
Super Really Improved Flanking (ex): At 13th level, a Bard of Blood's teamwork skills improve yet again. When allies flank an enemy within 60ft of you, they ignore any concealment and miss chances that enemy has.
Boiling Blood (su): At 14th level, your powers start to have more literal manifestations, causing enemies' blood to rebel against them. Enemies within 60ft of you take 1 damage each round. Additionally, they lose any fast healing or regeneration they have as long as they're within 60 ft of you. Casters affected by this ability can't cast spells as swift or immediate actions, due to distraction. You may turn this ability on and off as a free action.
Destabilizing Aura (su): At 16th level, any teamwork your enemies have falls apart when you come nearby. Each round that enemies are within 60ft of you, they must make a will save (dc 10+1/2 class level+Cha modifier) or be affected by Turncoat, except the effect lasts for a round instead of Cha modifier rounds.
Share Feats (su): At 18th level, your allies can share some of their experience with each other. Allies within 60ft of you may pick one feat they qualify for that another ally within 60ft of you has. As long as both allies are within 60ft of you, the ally picking the feat they qualify for gains the benefits of the feat. Allies may choose a different feat as a free action, losing the benefits of the feat they picked before and gaining the benefits of the most recently picked feat.
Avasculate (su): At 19th level, a Bard of Blood can drain the blood from an enemy's body. You may cast avasculate Cha modifier times per day. Avasculate loses the Evil descriptor when cast by a Bard of Blood.
Share Strength (su): At 20th level, your allies fight as well as the best warrior amongst you. Determine the highest base attack bonus of your allies within 60ft of you. Allies within 60ft of you may use this base attack bonus as their own base attack bonus. Additionally, all allies within 60ft of you gain the bleeding strike ability, with their character level being treated as their Bard of Blood levels for the amount of damage dealt.
Some of the ability names are bit lackluster (cough rad teamwork skills cough), so any suggestions would be appreciated. Fortitude and Reflex saves are using the average save progression because I dislike saves either being great or terrible. I may end up making more Homestuck classpect classes, but there are a lot of them (144 if you don't include muse and lord) and I only have so much time. This is my first homebrewed base class, so please let me know if I messed up on formatting, power level, or anything similar! The class is intended to be low tier 3 or high tier 4.