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View Full Version : D&D 3.x Class Heir of Void (Homestuck Classpect PEACH)



Zetapup
2014-03-13, 06:56 PM
Heir of Void

I command you to have free will and do as you please. And continue being bothersome and unpredictably destructive. I mean. If you want.
-Equius Zahhak, an Heir of Void

An Heir is someone who is surrounded by their aspect. The aspect of Void involves nothingness, obscuring knowledge, and hiding. Therefore, an Heir of Void is one who is surrounded by nothingness and hidden from sight. Heirs of Void tend to have some sort of "void" around themselves distancing them from the world. This can be anything from excessive compliance to hierarchal structures to alcoholism to faked bubbly happiness. Heirs of Void tend to fight using only their fists/other body parts, or to phrase it another way, fight using nothing.

Abilities: The score an Heir of Void chooses at first level as their favored score is the most important. After that, it depends on what the Heir of Void is aiming towards. A melee focused Heir of Void should have high Strength or Dexterity and a decent Constitution. An Heir of Void focusing on stealth and scouting should have a high Dexterity and decent Wisdom in order to spot enemies.

Role: Heirs of Void are primary combatants and stealthy characters. They can also be a solid tank at higher levels when their miss chance and Armor Class are high.

Background: Heirs of Void generally have no idea of their powers until they're revealed in some sort of crisis or stressful situation. Heirs of Void can and do come from all walks of life. In some cases Heirs of Void can be trained, but Heirs of Void who grow into their title more naturally tend to be more powerful.

Organization: There are rumors of a group of experienced Heirs of Void who have formed a group working towards some unknown goal, but these rumors are difficult to verify due to the difficulty in finding Heirs of Void.

Alignment: Heirs of Void are divided fairly evenly between the various alignments. One might think that void and nothingness are evil, but they're just emptiness.

Races: Any race can be an Heir of Void, though for some reason Warforged are predisposed to being Heirs of Void.

Religion: Heirs of Void tend to be agnostic. When they do worship, they usually worship neutral gods like Fharlanghn and St Cuthbert.

Other Classes: Heirs of Void either get along well with other melee classes or become very competitive with them. Rogues and other stealthy classes tend to like Heirs of Void since they can take a hit and actually move silently. Arcane casters are usually a bit wary of Heirs of Void due to the difficulty in detecting them, but they generally lose this wariness after becoming familiar with an Heir of Void. Clerics and Heirs of Void have no particular like or dislike of each other.

Hit Die: d10. Heirs of Void are usually in the front lines and can take a decent amount of punishment.

Starting Gold: 5d4x10 gp.

Class Features

Class Skills: The Heir of Void's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod
Heir of Void
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+1|
+1|
+1|Void's Protection, Improved Unarmed Strike

2nd|
+2|
+2|
+2|
+2|Unarmed Versatility

3rd|
+3|
+2|
+2|
+2|Void's Expertise

4th|
+4|
+2|
+2|
+2|Void's Resilience, Penetrating Strike (magic)

5th|
+5|
+3|
+3|
+3|Hide in Plain Sight

6th|
+6/+1|
+3|
+3|
+3|Void's Evasiveness 20%

7th|
+7/+2|
+4|
+4|
+3|Void's Expertise, Fade Away

8th|
+8/+3|
+4|
+4|
+4|Penetrating Strike (cold iron, silver), Nondetection

9th|
+9/+4|
+4|
+4|
+4|Void's Evasiveness 30%

10th|
+10/+5|
+5|
+5|
+5|Darkstalker

11th|
+11/+6/+1|
+5|
+5|
+5|Void's Expertise, Godtier

12th|
+12/+7/+2|
+6|
+6|
+6|Penetrating Strike (adamantine), Void's Evasiveness 40%, Fade Away

13th|
+13/+8/+3|
+6|
+6|
+6|Improved Nondetection

14th|
+14/+9/+4|
+6|
+6|
+6|Mindblank

15th|
+15/+10/+5|
+7|
+7|
+7|Void's Expertise, Void's Evasiveness 50%

16th|
+16/+11/+6/+1|
+7|
+7|
+7|Penetrating Strike (epic)

17th|
+17/+12/+7/+2|
+8|
+8|
+8|Fade Away

18th|
+18/+13/+8/+3|
+8|
+8|
+8|Void's Evasiveness 60%

19th|
+19/+14/+9/+4|
+8|
+8|
+8|Void's Expertise

20th|
+20/+15/+10/+5|
+9|
+9|
+9|Void's Evasiveness 75%, Annihilating Touch[/table]

(Editor's note: the saves are a bit funky since they're using the average save progression. If you dislike this, feel free to change it)

Weapon and Armor Proficiency: Heirs of Void are proficient with all simple and martial weapons, light armor, and with shields.

Void's Protection (su): Heirs of Void need nothing but their abilities to survive. Choose one of your ability scores. This will be called your favored score. Add your favored score's modifier to your attacks, Armor Class, and damage. This bonus may be no higher than your class level.

Improved Unarmed Strike (ex): Heirs of Void are adept at using no weapon. Gain improved unarmed strike as a bonus feat. An Heir of Void may make attacks with any part of their body, meaning they can make unarmed strikes even with their hands full. There is no such thing as an off-hand attack for an Heir of Void striking unarmed; thus, an Heir of Void may apply their full Strength bonus on damage rolls for their unarmed strikes. You may treat your unarmed strikes as a manufactured weapon, a natural weapon, or both for the purpose of spells and effects that enhance or improve manufactured weapons or natural weapons. Heir's of Void deal more damage than usual with their unarmed strikes, as shown in the table. Additionally, you may enchant your unarmed strikes, with DM discretion to what enhancements may be applied (eg, some DMs may not allow you to have the sizing enchantment and morphing enchantment, etc).

Unarmed Versatility (ex): Heirs of Void are so experienced with using no weapon to the point that they can use unarmed strikes in ways that other martial artists can't imagine. At second level, you may treat your unarmed strikes as being light, one-handed, two-handed, or any combination thereof for the purposes of benefiting from feats. For example, an Heir of Void could apply twice the bonus to damage from Power Attack while also using Weapon Finesse to apply their Dexterity modifier to their attacks instead of their Strength.

Void's Expertise (su): At third level, you've learned how to reduce your dependency on most of your abilities. Choose an ability score. You may add your favored score's modifier to skills that ability is the key ability for. This bonus may be no higher than your class level. You gain this ability again at 7th level, 11th level, 15th level, and 19th level, choosing a different ability score each time.

Void's Resilience (su): At fourth level, you rely on only one ability. Add your favored score's modifier to your saves. This bonus may be no higher than your class level.

Penetrating Strike (ex): Bits of emptiness cover your body, allowing you to ignore some of your enemy's protection. At fourth level, your unarmed strikes are treated as magic weapons for the purposes of overcoming damage reduction. At 8th level, they are also treated as silver and cold iron for the purposes of overcoming damage reduction. At 12th level, they are also treated as adamantine for the purposes of overcoming damage reduction and bypassing hardness. At 16th level, they are also treated as epic for the purposes of overcoming damage reduction.

Hide in Plain Sight (su): The void hides you from watching eyes. At fifth level, you gain the ability to use the Hide skill even while being observed.

Void's Evasiveness (su): The void flickers across your body, making it difficult for attacks to connect against you. At sixth level, you gain a 20% miss chance. This increases to 30% at 9th level, 40% at 12th level, 50% at 15th level, 60% at 18th level, and 75% at 20th level.

Fade Away (su): For short amounts of time, you may become one with the void. At seventh level, you may cast invisibility once per day. At 12th level, you may cast invisibility 3 times per day and greater invisibility once per day. At 17th level, you may cast invisibility at will, greater invisibility 3 times per day, and etherealness once per day. The caster level for these abilities is your class level.

Nondetection (su): The void obscures you from people attempting to scry upon you. At 8th level, nondetection is constantly in effect upon you and your gear. The caster level for this ability is equal to your class level.

Darkstalker (ex): You know how to silence your footprints and cover your appearance with nothingness such that even creatures with alternative methods of detection find it difficult to find you. At tenth level, you gain darkstalker as a bonus feat.

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.

Improved Nondetection (su): The void hides you from even the most powerful of diviners. At thirteenth level, you are immune to any attempts to detect you with scrying spells.

Mindblank (su): Attempts to mess with your mind only find the void. At fourteenth level, mindblank is constantly active on you. You may turn this ability on and off as a free action.

Annihilating Touch (su): Your touch can channel pure void through it, destroying anything it encounters. At 20th level, you may activate annihilating touch as a swift action once per day. For the next favored ability modifier rounds, objects and enemies you successfully hit are also affected by disintegrate. The caster level of this ability is your class level.



The class is intended to be around Tier 3, so hopefully it's close to the right power level. It ended up a lot more monkish than originally intended. This is the second Homestuck classpect class I've made, with the first being here (http://www.giantitp.com/forums/showthread.php?t=335976).