qazzquimby
2014-06-03, 06:55 PM
The Din Child
http://fc00.deviantart.net/fs70/f/2011/338/8/0/ganondorf_by_toguza-d4i68ob.jpg
Rather than devoting their time to discipline and technique, a Din Child trains and magically enhances himself to put as much raw power behind each blow as possible, and uses this strength to power through situations that would normally require delicate hands.
Some framework and aspects politely ripped from NeoSeraphi's Brawler.
HD: d10
Class Skills: The Din Child has Balance, Climb, Craft, Escape Artist, Intimidate, Jump, Profession, Spellcraft, Swim, and Tumble, as well as two additional skills chosen at first level, as class skills.
Skill Points: 4+Int per level
The Din Child
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+1
+2
+0
+0
Maneuvers, Unarmed Combat (1d10), Enhanced Strength, Might
3
3
1
2nd
+2
+3
+0
+0
Aspect of Din
4
3
1
3rd
+3
+3
+1
+1
Magic Hands (+1)
5
3
1
4th
+4
+4
+1
+1
Aspect of Din
5
4
2
5th
+5
+4
+1
+1
Unarmed Combat (2d10)
6
4
2
6th
+6
+5
+2
+2
Aspect of Din
6
4
2
7th
+7
+5
+2
+2
Magic Hands (+2)
7
4
2
8th
+8
+6
+2
+2
Aspect of Din
7
4
2
9th
+9
+6
+3
+3
Extreme Ability
8
4
2
10th
+10
+7
+3
+3
Aspect of Din, Unarmed Combat (3d10)
8
5
3
11th
+11
+7
+3
+3
Magic Hands (+3)
9
5
3
12th
+12
+8
+4
+4
Aspect of Din
9
5
3
13th
+13
+8
+4
+4
Extreme Ability
10
5
3
14th
+14
+9
+4
+4
Aspect of Din
10
5
3
15th
+15
+9
+5
+5
Unarmed Combat (4d10), Magic Hands (+4)
11
6
3
16th
+16
+10
+5
+5
Aspect of Din
11
6
4
17th
+17
+10
+5
+5
Extreme Ability
12
6
4
18th
+18
+11
+6
+6
Aspect of Din
12
6
4
19th
+19
+11
+6
+6
Magic Hands (+5)
13
6
4
20th
+20
+12
+6
+6
Aspect of Din, Unarmed Combat (5d10), Neck Ripping Enthusiasm
13
7
4
Class Features
Weapon and Armor Proficiency: A Din Child gains proficiency with unarmed strikes as well as light and medium armor.
Maneuvers: A Din Child learns maneuver from three of the Smoldering Brimstone (http://www.giantitp.com/forums/showsinglepost.php?p=9254729&postcount=11), Bloody Hammer (http://www.giantitp.com/forums/showsinglepost.php?p=12607513&postcount=2) (with all mention of hammers replaced with unarmed strikes), Stone Dragon (http://therafim.wikidot.com/stone-dragon), Setting Sun (http://www.dnd-wiki.org/wiki/Setting_Sun_(3.5e_Martial_Discipline)), and Falling Mountain (http://www.giantitp.com/forums/showthread.php?238217-ToB-homebrew-(Discipline-amp-NPC-class)-(PEACH)) disciplines. For all disciplines, any mention of a weapon attack is replaced by an unarmed strike. His Iniator level is equal to his Din Child level, and he can learn maneuvers of a level no higher than half (IL+1).
A Din Child is fueled by his own carnage, and recovers his maneuvers by expending might points (see below). He can recover all maneuvers with 5 minutes rest, as normal.
At 4th level, and every even-numbered level afterwards, the Din Child can swap one of his older maneuvers with a new one he qualifies for from one of his two schools. The new maneuver does not need to be of the same level of the older one.
Enhanced Strength: The Din Child's power comes from both training and magical enhancement, and is therefor partially but not entirely nullified by anti-magic. All abilities are considered extraordinary, but the Child of Din halves benefits (where practical) when magic would be canceled.
Unarmed Combat: The Din Child gains the improved unarmed strike feat. His base damage with unarmed strikes is 1d10+Str, which increases to 2d10 at level 5, 3d10 at level 10, and so on, as noted on the class table. The Din Child gains the Power Attack (http://dndtools.eu/feats/players-handbook-v35--6/power-attack--2208/) feat.
Might: The Din Child can enter a rhythm of uninterrupted destruction as wrecks his opposition. After bringing a creature to half health, the Din Child gains one might point per hit die of the creature. After killing a creature, the Din Child gains two might points per hit die of the creature. This pool has no maximum cap, but on any round that the Din Child does not add any might points, the might pool is decreased by half. As a free action, the Din Child may expend 1*HD might points to recover a single expended maneuver.
Aspect of Din: At every even level you may choose an ability from the following list. Unless otherwise stated, the save DC for any ability that requires a saving throw is: 10 + 1/2 Din Child class levels + the Din Child's Strength modifier.
Might costs not well tested, may need to be tweaked.
Blitz:As an immediate action made during your turn the Din Child may spend 1*HD might points to move 5' in any direction, as long as he makes an attack immediately after the movement. By multiplying the might point cost he may multiply the allowed movement, using additive multiplication as normal. By paying 6*HD might points he may move upwards 5ft, which can be multiplied the same way and can be done in the same action as other blitz movement.
Crushing Choke: The Din Child gains the Snatch (http://dndtools.eu/feats/monster-manual-ii--45/snatch--2659/) ability, ignoring the prerequisites. He may snatch creatures of his size or smaller, and can throw them the normal distance or 5ft per class level, whichever is larger.
Damage Destruction: Once per round, when the Din Child negates damage with damage reduction, the Din Child may force the attacking creature to make a Reflex save, or be knocked back 5ft +5ft per 5 damage negated after the attack.
Dead Man's Volley: While the Din Child is not flat-footed, if he would be hit by any ranged attack that is not a touch attack (including spells), he may pay 1/2*HD might points to deflect it, or 1*HD to reflect it as a ranged attack.
Death Ignoring Determination: While the Din Child is under 0 health, he ignores the dying or dead conditions so long as he expends (0-hp)*HD/3 every round.
Devastating Blow: The Din Child gains the Improved Critical (http://dndtools.eu/feats/players-handbook-v35--6/improved-critical--1463/) feat for unarmed strikes. When using a martial strike or adding at least a +5 damage bonus with Power Attack, the Din Child ignore critical hit immunity against creatures lacking vulnerable anatomy.
Earshatter: As a standard action the Din Child may produce a deafening roar, which requires everyone within a 15ft cone to make a Fortitude save, or take unarmed strike sonic damage. The cone can be increased by 5ft for every 2*HD might points expended. If used while grappling, the effect is canceled, but the grappled creature must make a fort save or be deafened for 1 minute.
Earth Crushing Stomp:You may use the Stomp (http://www.d20srd.org/srd/psionic/powers/stomp.htm) power at will, and may increase the radius by 5ft by paying 3*HD might points.
Forced Misdirection: Once per round, when the Din Child is attacked, if there is another creature within 5ft of the Din child and within 10ft of the attacker (hereby known as the shielding creature), the Din Child can attempt to use them to block the attack. If he does, the shielding creature must make a reflex save with a -5 penalty, or the attack is redirected to the it. If the shielding creature makes the save, the Din Child loses his Dex bonus to AC for the attack.
Get Angry: As a move action and expenditure of 2*HD might points, the Din Child can initiate a rage, as the Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm) ability. This rage lasts as long as the Din Child expends 1*HD might points per round. The Din Child suffers no ill effects when the rage ends. By multiplying initial and maintenance might point expenditures, the Din Child may multiply the effects of the rage by the same amount, up to 3 times, using additive multiplication as is normal.
Incredible Force: The Din Child gains the Improved Bull Rush (http://www.dandwiki.com/wiki/SRD:Improved_Bull_Rush) feat. When the Din Child bulrushes a creature and does not move with the creature, it is pushed back 5ft per class level instead of the normal distance.
Life From Death: Immediately after the Din Child's might point total reaches 2*HD, or increases beyond that, he may spend 1*HD might points to recover 1/4 of his maximum health, rounding down. If this would bring the Din Child above maximum health, the extra healing is added as temporary health.
Metal Form: The Din Child gains proficiency with heavy armor and gains a free set of mundane armor costing 1,500gp or less. The Din Child adds his Con mod to his AC while unarmored and unencumbered. The Din Child gains the Armor Specialization feat for an armor type of his choice.
Mind Breaking Strength: the Din Child gains the Natural Bully (http://dndtools.eu/feats/champions-of-ruin--27/natural-bully--2031/) and Resounding Blow (http://dndtools.eu/feats/book-of-exalted-deeds--52/resounding-blow--2446/) (with his unarmed strikes qualifying as a weapon) feats. Whenever the Din Child would cause a creature to gain a fear condition, he may force them to make a will save against the same DC-10 or take the next most severe fear condition (shaken -> frightened -> panicked -> cowering) for the same duration.
Mountain Hopping Leap: The Din Child gains the Leap Attack (http://dndtools.eu/feats/complete-adventurer--54/leap-attack--1741/) feat, can jump 30ft (high or long) as a move action, and avoids fall damage whenever making a voluntary movement. By spending a full round action, the Din Child can jump 30ft + 10ft/level (again, high or long). This jump is made at extreme speeds, and the Din Child always lands at the end of the turn they initiated the jump.
Punishing Blow: Whenever the Din Child uses a successful counter maneuver, he may immediately make a grapple attempt if he has Crushing Choke, a bull rush attempt if he has Incredible Force, or a sunder attempt if he has Wall Crushing.
Scorched Earth:When you make an attack that deals hellfire damage, you may choose to light the ground of a 5ft space instead of targeting a creature. If you do, any creature within the targeted space is allowed a reflex save to move 5ft. The fire continues as long as the Din Child expends 1/2*HD might points per round to maintain it. On the round the fire is made, it deals damage equal to the attack that created it to every creature in its space. For every subsequent round, the fire deals only half this damage.
Shield of Meat: In addition, when the Din Child pins a creature, the creature remains pinned until it succeeds in a an opposed grapple check against the Din Child to escape. While pinning a creature, the Din Child may act as if he is not grappling, though using one hand to hold the creature as a shield. The Din Child gains a +4 shield bonus to AC, and any missed attack made against the Din Child while he has his Dex bonus to AC hits the pinned creature instead.
Stunning Punch: Once per round, the Din Child can take a -5 penalty to an attack with an unarmed strike. If he hits, he may force the target to make a Fortitude save or be Stunned for 1 round. Stunning Punch does not qualify for, nor can power Stunning Fist feats or prestige class abilities. If the creature is stunned again while stunned by this effect, it must make another Fortitude save at the same DC or be paralyzed for 2 rounds.
Sudden Reversal: The Din Child gains the Improved Disarm (http://www.dandwiki.com/wiki/SRD:Improved_Disarm) feat. Immediately after taking a creature's weapon, the Din Child may make an attack on the creature with the taken weapon.
Tactical Control: As a move action, the Din Child can conjure a floating ball of energy in an unoccupied space around him. These orbs last for 1+1/3levels. He can move any number of them 5ft as a swift action, but they can never attempt to enter an occupied space. If a creature enters an orb’s space, the creature takes damage equal to the base damage of your unarmed strike, and is pushed (10ft + any remaining knock back distance the creature would move) in the opposite direction it entered. If an orb makes two attacks in a single round it explodes, dealing triple damage and triple knock-back within a 10ft blast radius.
Their Feet Leave the Ground: By spending a swift action to build energy, for the rest of the round, any attack the Din Child makes knocks the creature back 5ft per 5 points of damage dealt. During this round, if the Din Child uses a maneuver that would move a creature, the maneuver can move them up to 1.5x the normal distance.
Throw Everything: The Din Child gains the Throw Anything (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/throw-anything--2917/), Brutal Throw (http://dndtools.eu/feats/complete-adventurer--54/brutal-throw--278/), and Power Throw (http://dndtools.eu/feats/complete-adventurer--54/power-throw--3329/) feats. He may throw any object he could lift as a light load as a medium creature (making no adjustment to carrying capacity based upon size). Use the rules in chapter 4 of CW to calculate damage.
To the Earth: The Din Child gains the Improved Trip (http://dndtools.eu/feats/players-handbook-v35--6/improved-trip--1587/) feat. As a move action, the Din Child can attempt a trip attempt as a ranged touch attack, within 120ft. If the trip attack succeeds against a flying creature, the creature immediately falls.
Unstoppable Charge: The Din Child gains the Improved Overrun (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/improved-overrun--1542/) feat. If he is making a charge, The Din Child can overrun any number of creatures during his movement.
Wall Crushing: The Din Child gains Improved Sunder (http://dndtools.eu/feats/enemies-and-allies--17/improved-sunder--1576/). When making an attack that ignores hardness or damage resistance, the attack ignores both. When making such an attack and targeting one continuous material, such as a wall or a mountain, his attack targets all of the material within a 5ft radius per 5 damage dealt.
Warlock Punch: As a full round action, the Din Child can begin an attack that initiates at the beginning of his next turn. The attack targets a square rather than a creature, and will target any single creature in that square when it is activated. This action provokes AoOs and is cancelled if he takes more than his HD in damage. The attack deals 3d10/HD damage. If he delays the attack an additional round, he can apply the benefits of Devastating Punch, if he has unlocked it.
Magic Hands: At level 3 the Din Child gains a +1 enhancement bonus to their unarmed attacks, and their attacks are considered magic for the purposes of overcoming damage reduction. This enhancement bonus increases by 1 every 4 levels, as noted on the class table.
Extreme Ability: At level 9 and e very 4 levels after, the Din Child can subtract 2 from an ability score, add 2 to another, and gain a bonus feat.
Neck Ripping Enthusiasm: The Din Child gains the Vorpal Strike (http://dndtools.eu/feats/epic-level-handbook--41/vorpal-strike--3075/) feat.
Class Features
Weapon and Armor Proficiency: A Din Child gains proficiency with unarmed strikes as well as light and medium armor.
Maneuvers: A Din Child learns maneuver from three of the Smoldering Brimstone (http://www.giantitp.com/forums/showsinglepost.php?p=9254729&postcount=11), Bloody Hammer (http://www.giantitp.com/forums/showsinglepost.php?p=12607513&postcount=2) (with all mention of hammers replaced with unarmed strikes), Stone Dragon (http://therafim.wikidot.com/stone-dragon), Setting Sun (http://www.dnd-wiki.org/wiki/Setting_Sun_(3.5e_Martial_Discipline)), and Falling Mountain (http://www.giantitp.com/forums/showthread.php?238217-ToB-homebrew-(Discipline-amp-NPC-class)-(PEACH)) disciplines. For all disciplines, any mention of a weapon attack is replaced by an unarmed strike. His Iniator level is equal to his Din Child level, and he can learn maneuvers of a level no higher than half (IL+1).
A Din Child is fueled by his own carnage, and recovers his maneuvers by slaughtering his foes. Whenever the Din Child brings a creature to half health, he may recover one expended maneuver, and whenever he kills a creature he recovers two expended maneuvers. He can recover all maneuvers with 5 minutes rest, as normal.
At 4th level, and every even-numbered level afterwards, the Din Child can swap one of his older maneuvers with a new one he qualifies for from one of his two schools. The new maneuver does not need to be of the same level of the older one.
Enhanced Strength: The Din Child's power comes from both training and magical enhancement, and is therefor partially but not entirely nullified by anti-magic. All abilities are considered extraordinary, but the Child of Din halves benefits (where practical) when magic would be canceled.
Unarmed Combat: The Din Child gains the improved unarmed strike feat. His base damage with unarmed strikes is 1d10+Str, which increases to 2d10 at level 5, 3d10 at level 10, and so on, as noted on the class table. The Din Child gains the Power Attack (http://dndtools.eu/feats/players-handbook-v35--6/power-attack--2208/) feat.
Aspect of Din: At every even level you may choose an ability from the following list. Unless otherwise stated, the save DC for any ability that requires a saving throw is: 10 + 1/2 Din Child class levels + the Din Child's Strength modifier.
Blitz:Once per encounter, the Din Child may move up to 20ft as an immediate action made during his turn, as long as he makes an attack immediately after the movement. By spending 10ft of this movement, the Din Child may move upwards 5ft.
Crushing Choke: The Din Child gains the Snatch (http://dndtools.eu/feats/monster-manual-ii--45/snatch--2659/) ability, ignoring the prerequisites. He may snatch creatures of his size or smaller, and can throw them the normal distance or 5ft per class level, whichever is larger.
Damage Destruction/-: Once per round, when the Din Child negates damage with damage reduction, the Din Child may force the attacking creature to make a Reflex save, or be knocked back 5ft +5ft per 5 damage negated after the attack.
Death Ignoring Determination: While the Din Child is under 0 health, he ignores the dying or dead conditions for up to three rounds, so long as he continues fight for the duration.
Devastating Blow: The Din Child gains the Improved Critical (http://dndtools.eu/feats/players-handbook-v35--6/improved-critical--1463/) feat for unarmed strikes. When using a martial strike or adding at least a +5 damage bonus with Power Attack, the Din Child ignore critical hit immunity against creatures lacking vulnerable anatomy.
Earshatter: As a standard action the Din Child may produce a deafening roar, which requires everyone within a 20ft cone to make a Fortitude save, or take unarmed strike sonic damage. If used while grappling, the effect is canceled, but the grappled creature must make a fort save or be deafened for 1 minute.
Earth Crushing Stomp:You may use the Stomp (http://www.d20srd.org/srd/psionic/powers/stomp.htm) power at will, with the radius increased by 5ft.
Forced Misdirection: Once per round, when the Din Child is attacked, if there is another creature within 5ft of the Din child and within 10ft of the attacker (hereby known as the shielding creature), the Din Child can attempt to use them to block the attack. If he does, the shielding creature must make a reflex save with a -5 penalty, or the attack is redirected to the it. If the shielding creature makes the save, the Din Child loses his Dex bonus to AC for the attack.
Get Angry: As a move action, the Din Child can initiate a rage as the Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm) ability. This rage lasts for six rounds, and The Din Child suffers no ill effects when the rage ends. By spending two additional rounds of rage, the Din Child can double the benefits of rage for one round.
Incredible Force: The Din Child gains the Improved Bull Rush (http://www.dandwiki.com/wiki/SRD:Improved_Bull_Rush) feat. When the Din Child bulrushes a creature and does not move with the creature, it is pushed back 5ft per class level instead of the normal distance.
Life From Death: After killing at least half your HD in creatures in one round, you may recover up to 1/4 your total health. If this would bring the Din Child above maximum health, the extra healing is added as temporary health.
Metal Form: The Din Child gains proficiency with heavy armor and gains a free set of mundane armor costing 1,500gp or less. The Din Child adds his Con mod to his AC while unarmored and unencumbered. The Din Child gains the Armor Specialization feat for an armor type of his choice.
Mind Breaking Strength: the Din Child gains the Natural Bully (http://dndtools.eu/feats/champions-of-ruin--27/natural-bully--2031/) and Resounding Blow (http://dndtools.eu/feats/book-of-exalted-deeds--52/resounding-blow--2446/) (with his unarmed strikes qualifying as a weapon) feats. Whenever the Din Child would cause a creature to gain a fear condition, he may force them to make a will save against the same DC-10 or take the next most severe fear condition (shaken -> frightened -> panicked -> cowering) for the same duration.
Mountain Hopping Leap: The Din Child gains the Leap Attack (http://dndtools.eu/feats/complete-adventurer--54/leap-attack--1741/) feat, can jump 30ft (high or long) as a move action, and avoids fall damage whenever making a voluntary movement. By spending a full round action, the Din Child can jump 30ft + 10ft/level (again, high or long). This jump is made at extreme speeds, and the Din Child always lands at the end of the turn they initiated the jump.
Punishing Blow: Whenever the Din Child uses a successful counter maneuver, he may immediately make a grapple attempt if he has Crushing Choke, a bull rush attempt if he has Incredible Force, or a sunder attempt if he has Wall Crushing.
Scorched Earth:When you make an attack that deals hellfire damage, you may choose to light the ground of a 5ft space instead of targeting a creature. If you do, any creature within the targeted space is allowed a reflex save to move 5ft. The fire lasts three rounds. On the round the fire is made, it deals damage equal to the attack that created it to every creature in its space. For every subsequent round, the fire deals only half this damage.
Shield of Meat: In addition, when the Din Child pins a creature, the creature remains pinned until it succeeds in a an opposed grapple check against the Din Child to escape. While pinning a creature, the Din Child may act as if he is not grappling, though using one hand to hold the creature as a shield. The Din Child gains a +4 shield bonus to AC, and any missed attack made against the Din Child while he has his Dex bonus to AC hits the pinned creature instead.
Stunning Punch: Once per round, the Din Child can take a -5 penalty to an attack with an unarmed strike. If he hits, he may force the target to make a Fortitude save or be Stunned for 1 round. Stunning Punch does not qualify for, nor can power Stunning Fist feats or prestige class abilities. If the creature is stunned again while stunned by this effect, it must make another Fortitude save at the same DC or be paralyzed for 2 rounds.
Sudden Reversal: The Din Child gains the Improved Disarm (http://www.dandwiki.com/wiki/SRD:Improved_Disarm) feat. Immediately after taking a creature's weapon, the Din Child may make an attack on the creature with the taken weapon.
Tactical Control: As a move action, the Din Child can conjure a floating ball of energy in an unoccupied space around him. These orbs last for 1+1/3levels. He can move any number of them 5ft as a swift action, but they can never attempt to enter an occupied space. If a creature enters an orb’s space, the creature takes damage equal to the base damage of your unarmed strike, and is pushed (10ft + any remaining knock back distance the creature would move) in the opposite direction it entered. If an orb makes two attacks in a single round it explodes, dealing triple damage and triple knock-back within a 10ft blast radius.
Their Feet Leave the Ground: By spending a swift action to build energy, for the rest of the round, any attack the Din Child makes knocks the creature back 5ft per 5 points of damage dealt. During this round, if the Din Child uses a maneuver that would move a creature, the maneuver can move them up to 1.5x the normal distance.
Throw Everything: The Din Child gains the Throw Anything (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/throw-anything--2917/), Brutal Throw (http://dndtools.eu/feats/complete-adventurer--54/brutal-throw--278/), and Power Throw (http://dndtools.eu/feats/complete-adventurer--54/power-throw--3329/) feats. He may throw any object he could lift as a light load as a medium creature (making no adjustment to carrying capacity based upon size). Use the rules in chapter 4 of CW to calculate damage.
To the Earth: The Din Child gains the Improved Trip (http://dndtools.eu/feats/players-handbook-v35--6/improved-trip--1587/) feat. As a move action, the Din Child can attempt a trip attempt as a ranged touch attack, within 120ft. If the trip attack succeeds against a flying creature, the creature immediately falls.
Unstoppable Charge: The Din Child gains the Improved Overrun (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/improved-overrun--1542/) feat. If he is making a charge, The Din Child can overrun any number of creatures during his movement.
Wall Crushing: The Din Child gains Improved Sunder (http://dndtools.eu/feats/enemies-and-allies--17/improved-sunder--1576/). When making an attack that ignores hardness or damage resistance, the attack ignores both. When making such an attack and targeting one continuous material, such as a wall or a mountain, his attack targets all of the material within a 5ft radius per 5 damage dealt.
Warlock Punch: As a full round action, the Din Child can begin an attack that initiates at the beginning of his next turn. The attack targets a square rather than a creature, and will target any single creature in that square when it is activated. This action provokes AoOs and is cancelled if he takes more than his HD in damage. The attack deals damage equal to 5 successful unarmed attacks. If he delays the attack an additional round, he can apply the benefits of Devastating Punch, if he has unlocked it.
Magic Hands: At level 3 the Din Child gains a +1 enhancement bonus to their unarmed attacks, and their attacks are considered magic for the purposes of overcoming damage reduction. This enhancement bonus increases by 1 every 4 levels, as noted on the class table.
Extreme Ability: At level 9 and every 4 levels after, the Din Child can subtract 2 from an ability score, add 2 to another, and gain a bonus feat.
Neck Ripping Enthusiasm: The Din Child gains the Vorpal Strike (http://dndtools.eu/feats/epic-level-handbook--41/vorpal-strike--3075/) feat.
http://fc00.deviantart.net/fs70/f/2011/338/8/0/ganondorf_by_toguza-d4i68ob.jpg
Rather than devoting their time to discipline and technique, a Din Child trains and magically enhances himself to put as much raw power behind each blow as possible, and uses this strength to power through situations that would normally require delicate hands.
Some framework and aspects politely ripped from NeoSeraphi's Brawler.
HD: d10
Class Skills: The Din Child has Balance, Climb, Craft, Escape Artist, Intimidate, Jump, Profession, Spellcraft, Swim, and Tumble, as well as two additional skills chosen at first level, as class skills.
Skill Points: 4+Int per level
The Din Child
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+1
+2
+0
+0
Maneuvers, Unarmed Combat (1d10), Enhanced Strength, Might
3
3
1
2nd
+2
+3
+0
+0
Aspect of Din
4
3
1
3rd
+3
+3
+1
+1
Magic Hands (+1)
5
3
1
4th
+4
+4
+1
+1
Aspect of Din
5
4
2
5th
+5
+4
+1
+1
Unarmed Combat (2d10)
6
4
2
6th
+6
+5
+2
+2
Aspect of Din
6
4
2
7th
+7
+5
+2
+2
Magic Hands (+2)
7
4
2
8th
+8
+6
+2
+2
Aspect of Din
7
4
2
9th
+9
+6
+3
+3
Extreme Ability
8
4
2
10th
+10
+7
+3
+3
Aspect of Din, Unarmed Combat (3d10)
8
5
3
11th
+11
+7
+3
+3
Magic Hands (+3)
9
5
3
12th
+12
+8
+4
+4
Aspect of Din
9
5
3
13th
+13
+8
+4
+4
Extreme Ability
10
5
3
14th
+14
+9
+4
+4
Aspect of Din
10
5
3
15th
+15
+9
+5
+5
Unarmed Combat (4d10), Magic Hands (+4)
11
6
3
16th
+16
+10
+5
+5
Aspect of Din
11
6
4
17th
+17
+10
+5
+5
Extreme Ability
12
6
4
18th
+18
+11
+6
+6
Aspect of Din
12
6
4
19th
+19
+11
+6
+6
Magic Hands (+5)
13
6
4
20th
+20
+12
+6
+6
Aspect of Din, Unarmed Combat (5d10), Neck Ripping Enthusiasm
13
7
4
Class Features
Weapon and Armor Proficiency: A Din Child gains proficiency with unarmed strikes as well as light and medium armor.
Maneuvers: A Din Child learns maneuver from three of the Smoldering Brimstone (http://www.giantitp.com/forums/showsinglepost.php?p=9254729&postcount=11), Bloody Hammer (http://www.giantitp.com/forums/showsinglepost.php?p=12607513&postcount=2) (with all mention of hammers replaced with unarmed strikes), Stone Dragon (http://therafim.wikidot.com/stone-dragon), Setting Sun (http://www.dnd-wiki.org/wiki/Setting_Sun_(3.5e_Martial_Discipline)), and Falling Mountain (http://www.giantitp.com/forums/showthread.php?238217-ToB-homebrew-(Discipline-amp-NPC-class)-(PEACH)) disciplines. For all disciplines, any mention of a weapon attack is replaced by an unarmed strike. His Iniator level is equal to his Din Child level, and he can learn maneuvers of a level no higher than half (IL+1).
A Din Child is fueled by his own carnage, and recovers his maneuvers by expending might points (see below). He can recover all maneuvers with 5 minutes rest, as normal.
At 4th level, and every even-numbered level afterwards, the Din Child can swap one of his older maneuvers with a new one he qualifies for from one of his two schools. The new maneuver does not need to be of the same level of the older one.
Enhanced Strength: The Din Child's power comes from both training and magical enhancement, and is therefor partially but not entirely nullified by anti-magic. All abilities are considered extraordinary, but the Child of Din halves benefits (where practical) when magic would be canceled.
Unarmed Combat: The Din Child gains the improved unarmed strike feat. His base damage with unarmed strikes is 1d10+Str, which increases to 2d10 at level 5, 3d10 at level 10, and so on, as noted on the class table. The Din Child gains the Power Attack (http://dndtools.eu/feats/players-handbook-v35--6/power-attack--2208/) feat.
Might: The Din Child can enter a rhythm of uninterrupted destruction as wrecks his opposition. After bringing a creature to half health, the Din Child gains one might point per hit die of the creature. After killing a creature, the Din Child gains two might points per hit die of the creature. This pool has no maximum cap, but on any round that the Din Child does not add any might points, the might pool is decreased by half. As a free action, the Din Child may expend 1*HD might points to recover a single expended maneuver.
Aspect of Din: At every even level you may choose an ability from the following list. Unless otherwise stated, the save DC for any ability that requires a saving throw is: 10 + 1/2 Din Child class levels + the Din Child's Strength modifier.
Might costs not well tested, may need to be tweaked.
Blitz:As an immediate action made during your turn the Din Child may spend 1*HD might points to move 5' in any direction, as long as he makes an attack immediately after the movement. By multiplying the might point cost he may multiply the allowed movement, using additive multiplication as normal. By paying 6*HD might points he may move upwards 5ft, which can be multiplied the same way and can be done in the same action as other blitz movement.
Crushing Choke: The Din Child gains the Snatch (http://dndtools.eu/feats/monster-manual-ii--45/snatch--2659/) ability, ignoring the prerequisites. He may snatch creatures of his size or smaller, and can throw them the normal distance or 5ft per class level, whichever is larger.
Damage Destruction: Once per round, when the Din Child negates damage with damage reduction, the Din Child may force the attacking creature to make a Reflex save, or be knocked back 5ft +5ft per 5 damage negated after the attack.
Dead Man's Volley: While the Din Child is not flat-footed, if he would be hit by any ranged attack that is not a touch attack (including spells), he may pay 1/2*HD might points to deflect it, or 1*HD to reflect it as a ranged attack.
Death Ignoring Determination: While the Din Child is under 0 health, he ignores the dying or dead conditions so long as he expends (0-hp)*HD/3 every round.
Devastating Blow: The Din Child gains the Improved Critical (http://dndtools.eu/feats/players-handbook-v35--6/improved-critical--1463/) feat for unarmed strikes. When using a martial strike or adding at least a +5 damage bonus with Power Attack, the Din Child ignore critical hit immunity against creatures lacking vulnerable anatomy.
Earshatter: As a standard action the Din Child may produce a deafening roar, which requires everyone within a 15ft cone to make a Fortitude save, or take unarmed strike sonic damage. The cone can be increased by 5ft for every 2*HD might points expended. If used while grappling, the effect is canceled, but the grappled creature must make a fort save or be deafened for 1 minute.
Earth Crushing Stomp:You may use the Stomp (http://www.d20srd.org/srd/psionic/powers/stomp.htm) power at will, and may increase the radius by 5ft by paying 3*HD might points.
Forced Misdirection: Once per round, when the Din Child is attacked, if there is another creature within 5ft of the Din child and within 10ft of the attacker (hereby known as the shielding creature), the Din Child can attempt to use them to block the attack. If he does, the shielding creature must make a reflex save with a -5 penalty, or the attack is redirected to the it. If the shielding creature makes the save, the Din Child loses his Dex bonus to AC for the attack.
Get Angry: As a move action and expenditure of 2*HD might points, the Din Child can initiate a rage, as the Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm) ability. This rage lasts as long as the Din Child expends 1*HD might points per round. The Din Child suffers no ill effects when the rage ends. By multiplying initial and maintenance might point expenditures, the Din Child may multiply the effects of the rage by the same amount, up to 3 times, using additive multiplication as is normal.
Incredible Force: The Din Child gains the Improved Bull Rush (http://www.dandwiki.com/wiki/SRD:Improved_Bull_Rush) feat. When the Din Child bulrushes a creature and does not move with the creature, it is pushed back 5ft per class level instead of the normal distance.
Life From Death: Immediately after the Din Child's might point total reaches 2*HD, or increases beyond that, he may spend 1*HD might points to recover 1/4 of his maximum health, rounding down. If this would bring the Din Child above maximum health, the extra healing is added as temporary health.
Metal Form: The Din Child gains proficiency with heavy armor and gains a free set of mundane armor costing 1,500gp or less. The Din Child adds his Con mod to his AC while unarmored and unencumbered. The Din Child gains the Armor Specialization feat for an armor type of his choice.
Mind Breaking Strength: the Din Child gains the Natural Bully (http://dndtools.eu/feats/champions-of-ruin--27/natural-bully--2031/) and Resounding Blow (http://dndtools.eu/feats/book-of-exalted-deeds--52/resounding-blow--2446/) (with his unarmed strikes qualifying as a weapon) feats. Whenever the Din Child would cause a creature to gain a fear condition, he may force them to make a will save against the same DC-10 or take the next most severe fear condition (shaken -> frightened -> panicked -> cowering) for the same duration.
Mountain Hopping Leap: The Din Child gains the Leap Attack (http://dndtools.eu/feats/complete-adventurer--54/leap-attack--1741/) feat, can jump 30ft (high or long) as a move action, and avoids fall damage whenever making a voluntary movement. By spending a full round action, the Din Child can jump 30ft + 10ft/level (again, high or long). This jump is made at extreme speeds, and the Din Child always lands at the end of the turn they initiated the jump.
Punishing Blow: Whenever the Din Child uses a successful counter maneuver, he may immediately make a grapple attempt if he has Crushing Choke, a bull rush attempt if he has Incredible Force, or a sunder attempt if he has Wall Crushing.
Scorched Earth:When you make an attack that deals hellfire damage, you may choose to light the ground of a 5ft space instead of targeting a creature. If you do, any creature within the targeted space is allowed a reflex save to move 5ft. The fire continues as long as the Din Child expends 1/2*HD might points per round to maintain it. On the round the fire is made, it deals damage equal to the attack that created it to every creature in its space. For every subsequent round, the fire deals only half this damage.
Shield of Meat: In addition, when the Din Child pins a creature, the creature remains pinned until it succeeds in a an opposed grapple check against the Din Child to escape. While pinning a creature, the Din Child may act as if he is not grappling, though using one hand to hold the creature as a shield. The Din Child gains a +4 shield bonus to AC, and any missed attack made against the Din Child while he has his Dex bonus to AC hits the pinned creature instead.
Stunning Punch: Once per round, the Din Child can take a -5 penalty to an attack with an unarmed strike. If he hits, he may force the target to make a Fortitude save or be Stunned for 1 round. Stunning Punch does not qualify for, nor can power Stunning Fist feats or prestige class abilities. If the creature is stunned again while stunned by this effect, it must make another Fortitude save at the same DC or be paralyzed for 2 rounds.
Sudden Reversal: The Din Child gains the Improved Disarm (http://www.dandwiki.com/wiki/SRD:Improved_Disarm) feat. Immediately after taking a creature's weapon, the Din Child may make an attack on the creature with the taken weapon.
Tactical Control: As a move action, the Din Child can conjure a floating ball of energy in an unoccupied space around him. These orbs last for 1+1/3levels. He can move any number of them 5ft as a swift action, but they can never attempt to enter an occupied space. If a creature enters an orb’s space, the creature takes damage equal to the base damage of your unarmed strike, and is pushed (10ft + any remaining knock back distance the creature would move) in the opposite direction it entered. If an orb makes two attacks in a single round it explodes, dealing triple damage and triple knock-back within a 10ft blast radius.
Their Feet Leave the Ground: By spending a swift action to build energy, for the rest of the round, any attack the Din Child makes knocks the creature back 5ft per 5 points of damage dealt. During this round, if the Din Child uses a maneuver that would move a creature, the maneuver can move them up to 1.5x the normal distance.
Throw Everything: The Din Child gains the Throw Anything (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/throw-anything--2917/), Brutal Throw (http://dndtools.eu/feats/complete-adventurer--54/brutal-throw--278/), and Power Throw (http://dndtools.eu/feats/complete-adventurer--54/power-throw--3329/) feats. He may throw any object he could lift as a light load as a medium creature (making no adjustment to carrying capacity based upon size). Use the rules in chapter 4 of CW to calculate damage.
To the Earth: The Din Child gains the Improved Trip (http://dndtools.eu/feats/players-handbook-v35--6/improved-trip--1587/) feat. As a move action, the Din Child can attempt a trip attempt as a ranged touch attack, within 120ft. If the trip attack succeeds against a flying creature, the creature immediately falls.
Unstoppable Charge: The Din Child gains the Improved Overrun (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/improved-overrun--1542/) feat. If he is making a charge, The Din Child can overrun any number of creatures during his movement.
Wall Crushing: The Din Child gains Improved Sunder (http://dndtools.eu/feats/enemies-and-allies--17/improved-sunder--1576/). When making an attack that ignores hardness or damage resistance, the attack ignores both. When making such an attack and targeting one continuous material, such as a wall or a mountain, his attack targets all of the material within a 5ft radius per 5 damage dealt.
Warlock Punch: As a full round action, the Din Child can begin an attack that initiates at the beginning of his next turn. The attack targets a square rather than a creature, and will target any single creature in that square when it is activated. This action provokes AoOs and is cancelled if he takes more than his HD in damage. The attack deals 3d10/HD damage. If he delays the attack an additional round, he can apply the benefits of Devastating Punch, if he has unlocked it.
Magic Hands: At level 3 the Din Child gains a +1 enhancement bonus to their unarmed attacks, and their attacks are considered magic for the purposes of overcoming damage reduction. This enhancement bonus increases by 1 every 4 levels, as noted on the class table.
Extreme Ability: At level 9 and e very 4 levels after, the Din Child can subtract 2 from an ability score, add 2 to another, and gain a bonus feat.
Neck Ripping Enthusiasm: The Din Child gains the Vorpal Strike (http://dndtools.eu/feats/epic-level-handbook--41/vorpal-strike--3075/) feat.
Class Features
Weapon and Armor Proficiency: A Din Child gains proficiency with unarmed strikes as well as light and medium armor.
Maneuvers: A Din Child learns maneuver from three of the Smoldering Brimstone (http://www.giantitp.com/forums/showsinglepost.php?p=9254729&postcount=11), Bloody Hammer (http://www.giantitp.com/forums/showsinglepost.php?p=12607513&postcount=2) (with all mention of hammers replaced with unarmed strikes), Stone Dragon (http://therafim.wikidot.com/stone-dragon), Setting Sun (http://www.dnd-wiki.org/wiki/Setting_Sun_(3.5e_Martial_Discipline)), and Falling Mountain (http://www.giantitp.com/forums/showthread.php?238217-ToB-homebrew-(Discipline-amp-NPC-class)-(PEACH)) disciplines. For all disciplines, any mention of a weapon attack is replaced by an unarmed strike. His Iniator level is equal to his Din Child level, and he can learn maneuvers of a level no higher than half (IL+1).
A Din Child is fueled by his own carnage, and recovers his maneuvers by slaughtering his foes. Whenever the Din Child brings a creature to half health, he may recover one expended maneuver, and whenever he kills a creature he recovers two expended maneuvers. He can recover all maneuvers with 5 minutes rest, as normal.
At 4th level, and every even-numbered level afterwards, the Din Child can swap one of his older maneuvers with a new one he qualifies for from one of his two schools. The new maneuver does not need to be of the same level of the older one.
Enhanced Strength: The Din Child's power comes from both training and magical enhancement, and is therefor partially but not entirely nullified by anti-magic. All abilities are considered extraordinary, but the Child of Din halves benefits (where practical) when magic would be canceled.
Unarmed Combat: The Din Child gains the improved unarmed strike feat. His base damage with unarmed strikes is 1d10+Str, which increases to 2d10 at level 5, 3d10 at level 10, and so on, as noted on the class table. The Din Child gains the Power Attack (http://dndtools.eu/feats/players-handbook-v35--6/power-attack--2208/) feat.
Aspect of Din: At every even level you may choose an ability from the following list. Unless otherwise stated, the save DC for any ability that requires a saving throw is: 10 + 1/2 Din Child class levels + the Din Child's Strength modifier.
Blitz:Once per encounter, the Din Child may move up to 20ft as an immediate action made during his turn, as long as he makes an attack immediately after the movement. By spending 10ft of this movement, the Din Child may move upwards 5ft.
Crushing Choke: The Din Child gains the Snatch (http://dndtools.eu/feats/monster-manual-ii--45/snatch--2659/) ability, ignoring the prerequisites. He may snatch creatures of his size or smaller, and can throw them the normal distance or 5ft per class level, whichever is larger.
Damage Destruction/-: Once per round, when the Din Child negates damage with damage reduction, the Din Child may force the attacking creature to make a Reflex save, or be knocked back 5ft +5ft per 5 damage negated after the attack.
Death Ignoring Determination: While the Din Child is under 0 health, he ignores the dying or dead conditions for up to three rounds, so long as he continues fight for the duration.
Devastating Blow: The Din Child gains the Improved Critical (http://dndtools.eu/feats/players-handbook-v35--6/improved-critical--1463/) feat for unarmed strikes. When using a martial strike or adding at least a +5 damage bonus with Power Attack, the Din Child ignore critical hit immunity against creatures lacking vulnerable anatomy.
Earshatter: As a standard action the Din Child may produce a deafening roar, which requires everyone within a 20ft cone to make a Fortitude save, or take unarmed strike sonic damage. If used while grappling, the effect is canceled, but the grappled creature must make a fort save or be deafened for 1 minute.
Earth Crushing Stomp:You may use the Stomp (http://www.d20srd.org/srd/psionic/powers/stomp.htm) power at will, with the radius increased by 5ft.
Forced Misdirection: Once per round, when the Din Child is attacked, if there is another creature within 5ft of the Din child and within 10ft of the attacker (hereby known as the shielding creature), the Din Child can attempt to use them to block the attack. If he does, the shielding creature must make a reflex save with a -5 penalty, or the attack is redirected to the it. If the shielding creature makes the save, the Din Child loses his Dex bonus to AC for the attack.
Get Angry: As a move action, the Din Child can initiate a rage as the Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm) ability. This rage lasts for six rounds, and The Din Child suffers no ill effects when the rage ends. By spending two additional rounds of rage, the Din Child can double the benefits of rage for one round.
Incredible Force: The Din Child gains the Improved Bull Rush (http://www.dandwiki.com/wiki/SRD:Improved_Bull_Rush) feat. When the Din Child bulrushes a creature and does not move with the creature, it is pushed back 5ft per class level instead of the normal distance.
Life From Death: After killing at least half your HD in creatures in one round, you may recover up to 1/4 your total health. If this would bring the Din Child above maximum health, the extra healing is added as temporary health.
Metal Form: The Din Child gains proficiency with heavy armor and gains a free set of mundane armor costing 1,500gp or less. The Din Child adds his Con mod to his AC while unarmored and unencumbered. The Din Child gains the Armor Specialization feat for an armor type of his choice.
Mind Breaking Strength: the Din Child gains the Natural Bully (http://dndtools.eu/feats/champions-of-ruin--27/natural-bully--2031/) and Resounding Blow (http://dndtools.eu/feats/book-of-exalted-deeds--52/resounding-blow--2446/) (with his unarmed strikes qualifying as a weapon) feats. Whenever the Din Child would cause a creature to gain a fear condition, he may force them to make a will save against the same DC-10 or take the next most severe fear condition (shaken -> frightened -> panicked -> cowering) for the same duration.
Mountain Hopping Leap: The Din Child gains the Leap Attack (http://dndtools.eu/feats/complete-adventurer--54/leap-attack--1741/) feat, can jump 30ft (high or long) as a move action, and avoids fall damage whenever making a voluntary movement. By spending a full round action, the Din Child can jump 30ft + 10ft/level (again, high or long). This jump is made at extreme speeds, and the Din Child always lands at the end of the turn they initiated the jump.
Punishing Blow: Whenever the Din Child uses a successful counter maneuver, he may immediately make a grapple attempt if he has Crushing Choke, a bull rush attempt if he has Incredible Force, or a sunder attempt if he has Wall Crushing.
Scorched Earth:When you make an attack that deals hellfire damage, you may choose to light the ground of a 5ft space instead of targeting a creature. If you do, any creature within the targeted space is allowed a reflex save to move 5ft. The fire lasts three rounds. On the round the fire is made, it deals damage equal to the attack that created it to every creature in its space. For every subsequent round, the fire deals only half this damage.
Shield of Meat: In addition, when the Din Child pins a creature, the creature remains pinned until it succeeds in a an opposed grapple check against the Din Child to escape. While pinning a creature, the Din Child may act as if he is not grappling, though using one hand to hold the creature as a shield. The Din Child gains a +4 shield bonus to AC, and any missed attack made against the Din Child while he has his Dex bonus to AC hits the pinned creature instead.
Stunning Punch: Once per round, the Din Child can take a -5 penalty to an attack with an unarmed strike. If he hits, he may force the target to make a Fortitude save or be Stunned for 1 round. Stunning Punch does not qualify for, nor can power Stunning Fist feats or prestige class abilities. If the creature is stunned again while stunned by this effect, it must make another Fortitude save at the same DC or be paralyzed for 2 rounds.
Sudden Reversal: The Din Child gains the Improved Disarm (http://www.dandwiki.com/wiki/SRD:Improved_Disarm) feat. Immediately after taking a creature's weapon, the Din Child may make an attack on the creature with the taken weapon.
Tactical Control: As a move action, the Din Child can conjure a floating ball of energy in an unoccupied space around him. These orbs last for 1+1/3levels. He can move any number of them 5ft as a swift action, but they can never attempt to enter an occupied space. If a creature enters an orb’s space, the creature takes damage equal to the base damage of your unarmed strike, and is pushed (10ft + any remaining knock back distance the creature would move) in the opposite direction it entered. If an orb makes two attacks in a single round it explodes, dealing triple damage and triple knock-back within a 10ft blast radius.
Their Feet Leave the Ground: By spending a swift action to build energy, for the rest of the round, any attack the Din Child makes knocks the creature back 5ft per 5 points of damage dealt. During this round, if the Din Child uses a maneuver that would move a creature, the maneuver can move them up to 1.5x the normal distance.
Throw Everything: The Din Child gains the Throw Anything (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/throw-anything--2917/), Brutal Throw (http://dndtools.eu/feats/complete-adventurer--54/brutal-throw--278/), and Power Throw (http://dndtools.eu/feats/complete-adventurer--54/power-throw--3329/) feats. He may throw any object he could lift as a light load as a medium creature (making no adjustment to carrying capacity based upon size). Use the rules in chapter 4 of CW to calculate damage.
To the Earth: The Din Child gains the Improved Trip (http://dndtools.eu/feats/players-handbook-v35--6/improved-trip--1587/) feat. As a move action, the Din Child can attempt a trip attempt as a ranged touch attack, within 120ft. If the trip attack succeeds against a flying creature, the creature immediately falls.
Unstoppable Charge: The Din Child gains the Improved Overrun (http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/improved-overrun--1542/) feat. If he is making a charge, The Din Child can overrun any number of creatures during his movement.
Wall Crushing: The Din Child gains Improved Sunder (http://dndtools.eu/feats/enemies-and-allies--17/improved-sunder--1576/). When making an attack that ignores hardness or damage resistance, the attack ignores both. When making such an attack and targeting one continuous material, such as a wall or a mountain, his attack targets all of the material within a 5ft radius per 5 damage dealt.
Warlock Punch: As a full round action, the Din Child can begin an attack that initiates at the beginning of his next turn. The attack targets a square rather than a creature, and will target any single creature in that square when it is activated. This action provokes AoOs and is cancelled if he takes more than his HD in damage. The attack deals damage equal to 5 successful unarmed attacks. If he delays the attack an additional round, he can apply the benefits of Devastating Punch, if he has unlocked it.
Magic Hands: At level 3 the Din Child gains a +1 enhancement bonus to their unarmed attacks, and their attacks are considered magic for the purposes of overcoming damage reduction. This enhancement bonus increases by 1 every 4 levels, as noted on the class table.
Extreme Ability: At level 9 and every 4 levels after, the Din Child can subtract 2 from an ability score, add 2 to another, and gain a bonus feat.
Neck Ripping Enthusiasm: The Din Child gains the Vorpal Strike (http://dndtools.eu/feats/epic-level-handbook--41/vorpal-strike--3075/) feat.