Teapot Salty
2014-09-19, 09:54 PM
Hey guys. So from the relative success of Gitp makes: The Gladiator (http://www.giantitp.com/forums/showthread.php?371056-Gitp-Makes-The-Gladiator-3-5) (it's still in the works as of right now, but I like the way it's shaping up) I decided that we should make another class, with rules as fallows:
We will be making a class based around the concept of "fierce warrior," making a martial class with a ferocious fighting style. Depending on when you posted, you will contribute something different:
1st: Name of class
2nd: Fluff
3rd: Base attack bonus, hit dice and saves
4th: Skills and skill points
5th: Primary abilities for class (I.E. Str/Dex/Wis, Dex/Int/Cha, Con/Int etc.)
6th and every poster thereafter: Class Features.
And that is all. Let's make a great class everybody!
-------------------------------
Throughout history, war and peace ebb and flow like a great tidal rhythm, washing away lives and cultures and worlds in its wake. In some cases, the crushing currents and riptides of battle cross over from thought to physicality, rushing invisibly through the planet and pooling in places that will one day become sites for the Multiverse's most grand and terrible battlefields. Even more rarely, a stream might pass through a living thing, leaving its pool not in the earth, but in the soul of a creature, carving no less devastating a scar. These are the Havocs, unto living ley-lines of carnage, from which the chaos and bloodshed of battle flows like a rising tide, poisoning those around them, sweeping their peace and their rationality away, and leaving eternal soldiers who live for nothing but the next battle.
That was... Poetic
Alignment Any non-lawful
Class Information:
Hit dice: 1d10+ Constitution Modifier
Proficient with all simple and two martial weapons of the havoc's choice, light and medium armor and light shields.
Abilities: As a melee combatant, a Havoc should want a high strength score, or if they chose to fight ranged, a high dexterity score. Wisdom fuels many of the Havoc's class features, and all Havoc's may benefit from a high constitution score.
Skills: 6+int modifier(*4 at first level)
Base Attack Bonus
Fortitude
Reflex
Will
Special
+1
+2
+2
+0
Plunder of War
Embody The Maelstrom
+2
+3
+3
+0
Fed Through Slaughter
+3
+3
+3
+1
+4
+4
+4
+1
Spread the Storm
+5
+4
+4
+1
Consult The Bones
Blood Rush
+6/+1
+5
+5
+2
Panic The Prey
+7/+2
+5
+5
+2
+8/+3
+6
+6
+2
Drink The Blood
+9/+4
+6
+6
+3
+10/+5
+7
+7
+3
+11/+6/+1
+7
+7
+3
Feast Upon Form
+12/+7/+2
+8
+8
+4
+13/+8/+3
+8
+8
+4
+14/+9/+4
+9
+9
+4
+15/+10/+5
+9
+9
+5
+16/+11/+6/+1
+10
+10
+5
+17/+12/+7/+2
+10
+10
+5
+18/+12/+8/+3
+11
+11
+6
+19/+14/+9/+4
+11
+11
+6
+20/+15/+10/+5
+12
+12
+6
Plunder of War (Ex): The Havoc is not, in its heart, a soldier; he is the fear and valor that erupts in a soldier's heart when the horns cry for battle, he is the thunder of metal on metal and boots on crimson earth, and he is the tide of conquest that pillages and plunders from the weak and arms the strong with that which their might has rightfully gained.
After slaying an enemy with a CR greater than or equal to (the Havoc's character level - 1) with a melee attack, the Havoc may spend a free action to extract a grisly trophy from the fallen foe. In doing so, the Havoc permanently gains a skill as a class skill, which must be a skill the slain enemy had at least as many ranks invested in as their Hit Dice total. All skill points that the Havoc had invested in that skill are refunded, but they must then spend as many of the refunded skill points as possible to purchase ranks in that skill (at the new, improved exchange rate of a class skill). If they have skill points left over, they may spend them on different skills upon gaining their next level.
If the Havoc adorns themselves with a grisly trophy that they have extracted via this ability, they gain a +2 circumstance bonus to the skill that they gained as a class skill by acquiring it.
Once a Havoc has at least three martial weapon proficiencies from plunder of war he is treated as if he was proficient with all martial weapons for the purpose of prerequisites.
(For example, a level 3 Havoc with 6 skill points invested in Spellcraft, and therefore 3 ranks, fights a level 2 Warlock cultist. He drops the Cultist with a swing of his sword, and uses a free action to slice the Warlock's hands clean off, and nail them to the shoulder-plate of his armor. The Warlock had at least 2 ranks in Spellcraft, so the Havoc chooses to take Spellcraft as a Class Skill. His six skill points are refunded, which he must then re-spend into the Spellcraft skill, now having 6 ranks in it. As long as he proudly displays these severed hands on his person, he also gains a +2 circumstance bonus on Spellcraft checks.)
Embody the Maelstrom (Ex): A Havoc may draw on the metaphysical wound in the universe that dwells in their soul for a certain number of rounds each day, entering a war-crazed frenzy. While the Havoc is so frenzied, they gain a +2 bonus to Strength or Dexterity (chosen upon beginning the frenzy), and a +2 bonus to Wisdom, but are especially susceptible to effects which would channel this frenzy in different directions. Any save against effects which would force the Havoc to act offensively towards anything are made at a -2 penalty. A Havoc in a frenzy may not willingly choose to end a round without either taking an offensive action or moving towards a foe with the intent to take an offensive action - if there are no foes nearby, the Frenzy immediately ends.
A Havoc may Frenzy for a number of rounds equal to half their Havoc levels (minimum 1) + their Wisdom modifier, per day. Should a Havoc run out of rounds of Frenzy, they may opt to feed the maelstrom in their souls, extending the frenzy for one round, but taking 1d6 damage. A Havoc who kills an opponent while frenzied gains 1d2+1/2 Wis mod (min 1) rounds of Frenzy back - this cannot increase the Havoc's available rounds per day past their normal maximum. A Havoc may both start and end a frenzy as a free action, but if they end a frenzy before an encounter has ended, it takes a toll to force themselves back into the state - each time a Havoc frenzies in a single encounter beyond the first time, they take 1d6 damage.
Fed Through Slaughter (Su): War isn't a place for lesser hungers; it's a place of brutal consumption and stark thirsts.
At 2nd level, the Havoc gains Pick from the Body as a bonus feat, regardless of their Alignment. They may chose to fillet and prepare the corpse for later consumption, granting them one Ration.
A Ration is a packet of the choicer sweetmeats and viscera of the victim; it weighs 1 lb, and lasts one week before rotting entirely. Before this point, the Havoc may consume the Ration as if it were the original creature for the purposes of the Pick from the Body feat, except the time necessary to consume the "body" is counted in rounds rather than minutes.
At 5th level, and every 3 levels thereafter, the Havoc gains one of the following feats as a bonus feat, regardless of their Alignment: Consult the Bones, Drink of the Blood, Feast Upon Form
Spread the Storm (Ex): At 4th level, a Havoc's Frenzy becomes infectious. Whenever a Havoc begins a frenzy or kills a foe, they may frenzy allies or enrage foes at the cost of their own rounds per day. In order to do so, a Havoc expends any number of turns of frenzy, divided up among as many allies or enemies (within 30 feet) as he chooses, but not both at one time. Allies may freely accept or refuse this frenzy; enemies must succeed at a Will save or become Enraged. The save DC is equal to 10 + 1/2 the character's levels in havoc + their Wisdom modifier. Allies who become frenzied receive the exact same bonuses and penalties as the Havoc. Enemies who become Enraged instead gain +4 strength and are compelled to strike at anything within reach, be it friend or foe. They will attack the nearest living target in the most lethal manner they are capable of that does not expend limited resources - a character with Power Attack will use the feat, for instance, but Initiators will not use Maneuvers and spellcasters will not expend spells.
These effects last for as many rounds as the Havoc expends, decided on a per target basis. For instance, a level 5 Havoc with a +4 Wisdom modifier has 6 rounds of Frenzy available to them. They may choose to Frenzy and grant two allies two rounds of Frenzy each, or grant one ally 5 rounds of Frenzy, or Frenzy and Enrage one enemy for 3 rounds, or any other combination imaginable. Allies who refuse (or prematurely end) their Frenzies return unexpended rounds to the Havoc, but enemies who succeed on their Will saves still 'consume' the Frenzy directed at them.
For purposes of resistances and immunity's, this counts a mind affecting affect.
Blood Rush (Su): Once a day, and once more for every 3 levels after 5th, a 5th level Havoc may convert his body into pure rage, surging through an enemy within 50ft of him. As a move action, you may move through an enemy and cause 1d4 CON Damage as you displace the insides of their body. You may move through multiple enemies if they are in a straight line and are within 10 ft of each other. If there is no more enemies, the surge ends.
Panic the Prey (Ex): Once a day, and every 3 levels after 6th. At the beginning of combat, a 6th level Havoc may let out a bloodcurdling cry, making all nearby opponents flat footed, regardless of initiative. This uses an immediate action.
At 12th level, when a Havoc attempts to spread their Frenzy towards a hostile target with immunity to mind-affecting effects, they may make an opposed Wisdom check in order to overcome the immunity. Both the Havoc and their target add their HD to this check. If the Havoc is successful, the target's immunity is breached and the full duration of rage is inflicted on them. The target's immunity is not suppressed, however, and still functions against all other mind-affecting effects. If the Havoc attempts to extend the rage, or to affect the same target again after the initial rage has worn off, they must succeed on another opposed Wisdom check.
We will be making a class based around the concept of "fierce warrior," making a martial class with a ferocious fighting style. Depending on when you posted, you will contribute something different:
1st: Name of class
2nd: Fluff
3rd: Base attack bonus, hit dice and saves
4th: Skills and skill points
5th: Primary abilities for class (I.E. Str/Dex/Wis, Dex/Int/Cha, Con/Int etc.)
6th and every poster thereafter: Class Features.
And that is all. Let's make a great class everybody!
-------------------------------
Throughout history, war and peace ebb and flow like a great tidal rhythm, washing away lives and cultures and worlds in its wake. In some cases, the crushing currents and riptides of battle cross over from thought to physicality, rushing invisibly through the planet and pooling in places that will one day become sites for the Multiverse's most grand and terrible battlefields. Even more rarely, a stream might pass through a living thing, leaving its pool not in the earth, but in the soul of a creature, carving no less devastating a scar. These are the Havocs, unto living ley-lines of carnage, from which the chaos and bloodshed of battle flows like a rising tide, poisoning those around them, sweeping their peace and their rationality away, and leaving eternal soldiers who live for nothing but the next battle.
That was... Poetic
Alignment Any non-lawful
Class Information:
Hit dice: 1d10+ Constitution Modifier
Proficient with all simple and two martial weapons of the havoc's choice, light and medium armor and light shields.
Abilities: As a melee combatant, a Havoc should want a high strength score, or if they chose to fight ranged, a high dexterity score. Wisdom fuels many of the Havoc's class features, and all Havoc's may benefit from a high constitution score.
Skills: 6+int modifier(*4 at first level)
Base Attack Bonus
Fortitude
Reflex
Will
Special
+1
+2
+2
+0
Plunder of War
Embody The Maelstrom
+2
+3
+3
+0
Fed Through Slaughter
+3
+3
+3
+1
+4
+4
+4
+1
Spread the Storm
+5
+4
+4
+1
Consult The Bones
Blood Rush
+6/+1
+5
+5
+2
Panic The Prey
+7/+2
+5
+5
+2
+8/+3
+6
+6
+2
Drink The Blood
+9/+4
+6
+6
+3
+10/+5
+7
+7
+3
+11/+6/+1
+7
+7
+3
Feast Upon Form
+12/+7/+2
+8
+8
+4
+13/+8/+3
+8
+8
+4
+14/+9/+4
+9
+9
+4
+15/+10/+5
+9
+9
+5
+16/+11/+6/+1
+10
+10
+5
+17/+12/+7/+2
+10
+10
+5
+18/+12/+8/+3
+11
+11
+6
+19/+14/+9/+4
+11
+11
+6
+20/+15/+10/+5
+12
+12
+6
Plunder of War (Ex): The Havoc is not, in its heart, a soldier; he is the fear and valor that erupts in a soldier's heart when the horns cry for battle, he is the thunder of metal on metal and boots on crimson earth, and he is the tide of conquest that pillages and plunders from the weak and arms the strong with that which their might has rightfully gained.
After slaying an enemy with a CR greater than or equal to (the Havoc's character level - 1) with a melee attack, the Havoc may spend a free action to extract a grisly trophy from the fallen foe. In doing so, the Havoc permanently gains a skill as a class skill, which must be a skill the slain enemy had at least as many ranks invested in as their Hit Dice total. All skill points that the Havoc had invested in that skill are refunded, but they must then spend as many of the refunded skill points as possible to purchase ranks in that skill (at the new, improved exchange rate of a class skill). If they have skill points left over, they may spend them on different skills upon gaining their next level.
If the Havoc adorns themselves with a grisly trophy that they have extracted via this ability, they gain a +2 circumstance bonus to the skill that they gained as a class skill by acquiring it.
Once a Havoc has at least three martial weapon proficiencies from plunder of war he is treated as if he was proficient with all martial weapons for the purpose of prerequisites.
(For example, a level 3 Havoc with 6 skill points invested in Spellcraft, and therefore 3 ranks, fights a level 2 Warlock cultist. He drops the Cultist with a swing of his sword, and uses a free action to slice the Warlock's hands clean off, and nail them to the shoulder-plate of his armor. The Warlock had at least 2 ranks in Spellcraft, so the Havoc chooses to take Spellcraft as a Class Skill. His six skill points are refunded, which he must then re-spend into the Spellcraft skill, now having 6 ranks in it. As long as he proudly displays these severed hands on his person, he also gains a +2 circumstance bonus on Spellcraft checks.)
Embody the Maelstrom (Ex): A Havoc may draw on the metaphysical wound in the universe that dwells in their soul for a certain number of rounds each day, entering a war-crazed frenzy. While the Havoc is so frenzied, they gain a +2 bonus to Strength or Dexterity (chosen upon beginning the frenzy), and a +2 bonus to Wisdom, but are especially susceptible to effects which would channel this frenzy in different directions. Any save against effects which would force the Havoc to act offensively towards anything are made at a -2 penalty. A Havoc in a frenzy may not willingly choose to end a round without either taking an offensive action or moving towards a foe with the intent to take an offensive action - if there are no foes nearby, the Frenzy immediately ends.
A Havoc may Frenzy for a number of rounds equal to half their Havoc levels (minimum 1) + their Wisdom modifier, per day. Should a Havoc run out of rounds of Frenzy, they may opt to feed the maelstrom in their souls, extending the frenzy for one round, but taking 1d6 damage. A Havoc who kills an opponent while frenzied gains 1d2+1/2 Wis mod (min 1) rounds of Frenzy back - this cannot increase the Havoc's available rounds per day past their normal maximum. A Havoc may both start and end a frenzy as a free action, but if they end a frenzy before an encounter has ended, it takes a toll to force themselves back into the state - each time a Havoc frenzies in a single encounter beyond the first time, they take 1d6 damage.
Fed Through Slaughter (Su): War isn't a place for lesser hungers; it's a place of brutal consumption and stark thirsts.
At 2nd level, the Havoc gains Pick from the Body as a bonus feat, regardless of their Alignment. They may chose to fillet and prepare the corpse for later consumption, granting them one Ration.
A Ration is a packet of the choicer sweetmeats and viscera of the victim; it weighs 1 lb, and lasts one week before rotting entirely. Before this point, the Havoc may consume the Ration as if it were the original creature for the purposes of the Pick from the Body feat, except the time necessary to consume the "body" is counted in rounds rather than minutes.
At 5th level, and every 3 levels thereafter, the Havoc gains one of the following feats as a bonus feat, regardless of their Alignment: Consult the Bones, Drink of the Blood, Feast Upon Form
Spread the Storm (Ex): At 4th level, a Havoc's Frenzy becomes infectious. Whenever a Havoc begins a frenzy or kills a foe, they may frenzy allies or enrage foes at the cost of their own rounds per day. In order to do so, a Havoc expends any number of turns of frenzy, divided up among as many allies or enemies (within 30 feet) as he chooses, but not both at one time. Allies may freely accept or refuse this frenzy; enemies must succeed at a Will save or become Enraged. The save DC is equal to 10 + 1/2 the character's levels in havoc + their Wisdom modifier. Allies who become frenzied receive the exact same bonuses and penalties as the Havoc. Enemies who become Enraged instead gain +4 strength and are compelled to strike at anything within reach, be it friend or foe. They will attack the nearest living target in the most lethal manner they are capable of that does not expend limited resources - a character with Power Attack will use the feat, for instance, but Initiators will not use Maneuvers and spellcasters will not expend spells.
These effects last for as many rounds as the Havoc expends, decided on a per target basis. For instance, a level 5 Havoc with a +4 Wisdom modifier has 6 rounds of Frenzy available to them. They may choose to Frenzy and grant two allies two rounds of Frenzy each, or grant one ally 5 rounds of Frenzy, or Frenzy and Enrage one enemy for 3 rounds, or any other combination imaginable. Allies who refuse (or prematurely end) their Frenzies return unexpended rounds to the Havoc, but enemies who succeed on their Will saves still 'consume' the Frenzy directed at them.
For purposes of resistances and immunity's, this counts a mind affecting affect.
Blood Rush (Su): Once a day, and once more for every 3 levels after 5th, a 5th level Havoc may convert his body into pure rage, surging through an enemy within 50ft of him. As a move action, you may move through an enemy and cause 1d4 CON Damage as you displace the insides of their body. You may move through multiple enemies if they are in a straight line and are within 10 ft of each other. If there is no more enemies, the surge ends.
Panic the Prey (Ex): Once a day, and every 3 levels after 6th. At the beginning of combat, a 6th level Havoc may let out a bloodcurdling cry, making all nearby opponents flat footed, regardless of initiative. This uses an immediate action.
At 12th level, when a Havoc attempts to spread their Frenzy towards a hostile target with immunity to mind-affecting effects, they may make an opposed Wisdom check in order to overcome the immunity. Both the Havoc and their target add their HD to this check. If the Havoc is successful, the target's immunity is breached and the full duration of rage is inflicted on them. The target's immunity is not suppressed, however, and still functions against all other mind-affecting effects. If the Havoc attempts to extend the rage, or to affect the same target again after the initial rage has worn off, they must succeed on another opposed Wisdom check.