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.
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.