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View Full Version : [Pathfinder] Crybaby [PEACH] (ready for this?)



Psycho Yuffie
2014-07-08, 01:52 AM
Made this during one of the crazy moods I get in sometimes. Enjoy~

Crybaby

Hit Die: d6.

Alignment: Any.

Class Skills
The crybaby’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (any) (Int), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Stealth (Dex).
Skill Ranks per Level: 6 + Int modifier.

http://i57.tinypic.com/vh4w1d.jpg

Class Features
All of the following are class features of the crybaby.

Weapon and Armor Proficiency: Crybabies are not proficient with any weapons, armor, or shields.

AC Bonus (Ex): When unarmored and unencumbered, the crybaby adds his Charisma bonus (if any) to his AC. In addition, a crybaby gains a +1 bonus to AC and CMD at 1st level. This bonus increases by 1 for every two crybaby levels thereafter, up to a maximum of +10 at 20th level.

These bonuses to AC apply even against touch attacks or when the crybaby is f lat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Fast Movement (Ex): A crybaby gains an enhancement bonus to his land speed. A crybaby in armor or carrying a medium or heavy load loses this extra speed.

Flail (Ex): Starting at 1st level, a crybaby flails his arms around as a full-attack action. These strikes are completely random, but almost always strike a weak spot, often to the surprise of his foe. When doing so he may make one additional attack using any combination of unarmed strikes.

For the purpose of these attacks, the crybaby’s base attack bonus is equal to his crybaby level. For all other purposes, such as qualifying for a feat or a prestige class, the crybaby uses his normal base attack bonus.

At 8th level, the crybaby can make two additional attacks when he uses flail, as if using Improved Two-Weapon Fighting (even if the crybaby does not meet the prerequisites for the feat).

At 15th level, the crybaby can make three additional attacks using flail, as if using Greater Two-Weapon Fighting (even if the crybaby does not meet the prerequisites for the feat).

A crybaby applies his full Strength bonus to his damage rolls for all successful attacks made with flail. A crybaby cannot use any weapon other than an unarmed strike as part of a flail. A crybaby with natural weapons cannot use such weapons as part of a flail, nor can he make natural attacks in addition to his flail attacks.

Unarmed Strike: At 1st level, a crybaby gains Improved Unarmed Strike as a bonus feat. A crybaby’s attacks may be with fist, elbows, knees, and feet. This means that a crybaby may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a crybaby striking unarmed. A crybaby may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a crybaby’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A crybaby’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Unsuspecting (Ex): For whatever reason, people really don’t think of the crybaby has a threat, this gives him a +2 bonus to Bluff, Diplomacy, and Sense Motive. Unfortunately, it also gives him a -6 penalty to Intimidate.

Evasion (Ex): At 2nd level and higher, a crybaby can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the crybaby is wearing no armor. A helpless crybaby does not gain the benefit of evasion.

Sniffling Fury (Ex): Also at 2nd level, a crybaby can erupt into a teary rage, which increases his Strength, Dexterity, and Charisma scores by 2. In addition, while in a sniffling fury, a crybaby gains +2 to attack and damage rolls while using flail. A crybaby gains sniffling fury for 2 + Charisma modifier (minimum 1) rounds per day. He may enter and exit a sniffling fury as a free action. Not all the rounds per day need to be used up at once.

Wail (Ex): At 3rd level, a crybaby may wail at the top of his lungs, causing all foes within 20 feet to do a Will save (DC: 10 + 1/2 crybaby level + Charisma modifier) or suffer a -2 on all rolls for as many rounds as the crybaby’s Charisma modifier (minimum 1). The DC for the Wail increases by 2 if the crybaby is in a sniffling fury. The crybaby may only use one wail per encounter.

Shin Kick (Ex): At 4th level, a crybaby can execute a normal attack roll as a full attack action to kick an adjacent foe in the shin. If he succeeds, the foe is flat-footed for 1d4 rounds.

Tremble (Ex): At 5th level, a crybaby may enter a meek and defenseless stance that makes a selected foe of his choice feel bad for attacking him. The selected foe suffers a penalty equal to the crybaby’s Charisma modifier on all attack and damage rolls against the crybaby.

Junk Punch (Ex): At 6th level, a crybaby can execute a normal attack on an enemy as a full attack action to punch an adjacent foe in their junk. If the attack succeeds, the foe is staggered for 1d4 rounds.

Windmill (Ex): Starting at 7th level, if a crybaby finds himself surrounded by at least two enemies, he may execute a windmill attack that strikes all adjacent enemies with a single attack using the highest base attack bonus. If the crybaby is in a sniffling fury, he may add an additional +4 to his attack and damage rolls.

Double Shin Kick (Ex): At 8th level, a crybaby can execute a normal attack roll as a full attack action to kick two adjacent foes in their shins. If he succeeds, the foes are flat-footed for 1d4 rounds.

Improved Evasion (Ex): Beginning at 9th level, a crybaby gains improved evasion. This works like evasion, except that while the crybaby still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless crybaby does not gain the benefit of improved evasion.

Improved Wail (Ex): At 10th level, the area effected by the crybaby’s wail increases to 40 feet. In addition, the penalties enemies suffer increases to -4.

Improved Sniffling Fury (Ex): At 11th level, the bonuses a crybaby receives to Strength, Dexterity, and Charisma while in a sniffling rage increases by 2. Also, the amount of rounds a crybaby spends in a sniffling fury increase by 1 + his Charimsa modifier (minimum 1).

Improved Tremble (Ex): At 12th level, a crybaby may now select up to two enemies for tremble.

Aura of Sympathy (Su): At 13th level, a crybaby is always surrounded by an aura that makes everyone feel sorry for him. Those adjacent to him must succeed on a Will save (DC: 10 + 1/2 crybaby level + Charisma modifier). If they fail, they lose the will to fight and drop their weapons. Once they leave the adjacent square, they may roll another Will save for the same DC to see if they regain their fighting spirit. If they fail again, they flee.

Wince (Ex): Starting at 14th level, when an enemy attacks the crybaby, enemies under the effect of tremble must succeed on a Will save (DC: 10 + 1/2 crybaby level + Charisma modifier). If they fail, they come to the crybaby’s aid. If the enemy attacking the crybaby is under the effect of tremble and fails their save, their attack automatically misses.

Triple Shin Kick (Ex): At 15th level, a crybaby can execute a normal attack roll as a full attack action to kick three adjacent foes in their shins. If he succeeds, the foes are flat-footed for 1d4 rounds.

Greater Wail (Ex): At 16th level, the area effected by the crybaby’s wail increases to 50 feet. In addition, the penalties enemies suffer increases to -6.

Double Junk Punch (Ex): At 17th level, a crybaby can execute a normal attack on an enemy as a full attack action to punch two adjacent foes in their junk. If the attack succeeds, the foes are staggered for 1d4 rounds.

Greater Sniffling Fury (Ex): At 18th level, the bonuses a crybaby receives to Strength, Dexterity, and Charisma while in a sniffling rage increases by another 2. Also, the amount of rounds a crybaby spends in a sniffling fury increase by 1 + his Charimsa modifier (minimum 1).

Greater Tremble (Ex): At 19th level, a crybaby may now select up to three enemies for tremble.

Wail Mastery (Ex): At 20th level, a crybaby is a master of crying as loudly and as disgustingly shamelessly as possible. The area effected by the crybaby’s wail increases to 60 feet. In addition, penalties increase to -8. Further, all enemies effected by the wail are deafened for the crybaby’s Charisma modifier rounds.

Debihuman
2014-07-08, 03:13 PM
Now that I've had a chance to read it detail. Some good stuff is here. Some could use improvement. Is this what happens when you watch too much Three Stooges?

First impression: Wow that picture is hard to read. It's fuzzy when you increase it in size too.

Second of all, there is no such thing as an enhancement bonus to speed. Do you mean the crybaby gains an extra X number of feat like a barbarian? I am not keen that it takes a unique feature from the Barbarian class. How much faster is the crybaby? And I think it should be no more than 5 feet considering how many benefits it gets at first level.

See Fast Movement here:

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Why does the crybaby gain FOUR abilities at first level? It gains 2 bonus feats, a boost to speed (not sure how much), weird flailing attack AND the unsuspecting ability all at level one? it's screaming munchkin at me and I'm tying to squelch that.

Flail is kinda goofy. Almost no creatures have "weak spots." Either the attack hit or it misses. Since flailing is a full-round action, it can't do anything else which is GOOD; unfortunately, you never mention how much damage flailing does. Also, why change BAB for Flailing at all? BAB shouldn't get better for a special ability. Not a fan of this as it has a lot of good potential, but the execution doesn't back it up.

Unsuspecting is okay since Intimidate isn't even one of the crybaby's skills.

Evasion goes well with Shin Kick though it's starting to get rather monkish here.

Junk Punch and Tremble seems to be lacking saves. What about creatures that have no junk? [You had to go there and sucker that I am, followed you. And now we're in the gutter together :-)].

Windmill definitely says Three Stooges to me. Sounds like there should be a save for half damage.

Double shin kick and Triple shin kick just made me laugh out loud. Kudos on those. I have no idea if the mechanics are sound or not.

Can the crybaby enter a sniffling fury in an area of silence?

Does wail work on creatures that cannot hear?

Double Junk Punch should target two enemies. It should be a normal attack on two adjacent enemies as a full attack action to punch them in their junk. [Seriously? Is there enough room in this gutter? I need a shower now.]

This is both giggle-worthy and cringeworthy at the same time.

Debby

JHShadon
2014-07-08, 07:15 PM
On the topic of Nutshots. (https://www.youtube.com/watch?v=pFAUBOimkAY)

General Patton
2014-07-08, 08:45 PM
Second of all, there is no such thing as an enhancement bonus to speed. Do you mean the crybaby gains an extra X number of feat like a barbarian? I am not keen that it takes a unique feature from the Barbarian class. How much faster is the crybaby? And I think it should be no more than 5 feet considering how many benefits it gets at first level.

See Fast Movement here:

At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

This is only 10 ft faster than the Monk.


Why does the crybaby gain FOUR abilities at first level? It gains 2 bonus feats, a boost to speed (not sure how much), weird flailing attack AND the unsuspecting ability all at level one? it's screaming munchkin at me and I'm tying to squelch that.

How many abilities does the Monk get at 1st level?


Also, why change BAB for Flailing at all? BAB shouldn't get better for a special ability. Not a fan of this as it has a lot of good potential, but the execution doesn't back it up.

Again, Pathfinder Monk and 3.5 Monk list Flurry of Blows Attack Bonus as a BAB-style listing in the table.

Debihuman
2014-07-09, 06:09 AM
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

No, he gains an "unarmored bonus speed" it's not an enhancement. And he doesn't gain a boost at speed at first level. The monk gains a bonus feat, flurry of blows and unarmed strike -- 3 things. Yours gains 4 and it gains 2 bonus feats.


This is only 10 ft faster than the Monk. which is on par with a barbarian not a monk and therefore overpowered. Monk doesn't gain 10 feet of extra speed until 3rd level.


How many abilities does the Monk get at 1st level? 3 as a I said earlier.


Again, Pathfinder Monk and 3.5 Monk list Flurry of Blows Attack Bonus as a BAB-style listing in the table.
Ahh. So they do.

However in re-reading the entry: The crybaby should only have 1 flail attack at first level at BAB as it is a full-round action. His unarmed strike (not listed in the chart is at a -7 instead of the normal -8).

With BAB at +1, Flail is -1 to attack and unarmed strike is at -7 for a first level crybaby. TWF isn't gained until 8th level.

Debby

General Patton
2014-07-09, 08:58 AM
No, he gains an "unarmored bonus speed" it's not an enhancement.

I was quoting exactly from the d20pfsrd and d20srd. It's an enhancement bonus.

JBPuffin
2014-07-09, 09:19 AM
So uh, this is pretty similar to the monk. Why isn't it a monk archetype, save some rewriting?