Innis Cabal
2007-04-16, 05:11 PM
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers|Stances
1st|+1|+2|+2|+0|Defy Physics, Stylin|1|1
2nd|+2|+3|+3|+0|Evasion|1|1
3rd|+3|+3|+3|+1|Bonus Feat|2|1
4th|+4|+4|+4|+1|Signature Weapon|2|1
5th|+5|+4|+4|+1|-|3|1
6th|+6/+1|+5|+5|+2|Special Abilities|3|2
7th|+7/+2|+5|+5|+2|Hero's Resolve|3|2
8th|+8/+3|+6|+6|+2|-|3|2
9th|+9/+4|+6|+6|+3|Bonus Feat|4|2
10th|+10/+5|+7|+7|+3|-|4|2
11th|+11/+6/+1|+7|+7|+3|Iconic Weapon|4|2
12th|+12/+7/+2|+8|+8|+4|Theme Song|5|3
13th|+13/+8/+3|+8|+8|+4|You get all the girls|6|3
14th|+14/+9/+4|+9|+9|+4|Speical Abilities|6|3
15th|+15/+10/+5|+9|+9|+5|-|6|3
16th|+16/+11/+6/+1|+10|+10|+5|Loyal Sidekick|7|3
17th|+17/+12/+7/+2|+10|+10|+5|-|7|3
18th|+18/+13/+8/+3|+11|+11|+6|Finisher|8|3
19th|+19/+14/+9/+4|+11|+11|+6|End Theme|8|4
20th|+20/+15/+10/+5|+12|+12|+6|Fan Girl Adoration|8|4[/table]
Abilities: Charisma, strength and dexterity are the most important stats for an anime hero, as most of their abilities center around the three. Constistution and intelligence are good for skill points and health.
Alignemnt: Any non-evil
Hit Dice:d8
CLASS SKILLS
Balance, Climb, Diplomacy, Gather Information, Intimidate, Listen, Martial Lore, Proffesion, Spot, Tumble,
Skill Points at Level 1: (6+int mod) X 4
Skill Points at Each Additional Level: 6+int modifier
Class Abilities
Weapon and Armor Proficiencies: An Anime Hero is proficient with simple and martial weapons. Anime Hero’s are not proficient with armor, but are proficient with small shields.
Maneuvers: You begin your career with one single maneuver known. Unlike other martial adepts, you do not choose your maneuvers from a list, but instead must create your own. Your first maneuver is free, but at any level after one when you receive a maneuver you must create one, as described on page 46 in the Tome of Battle.
Stances Known: You start the game with a single stance. Like maneuvers, these stances are not pulled from a list and must be created by the anime hero. The first stance is free, but at any level following one when you receive a stance you must create one, as described on page 46 in the Tome of Battle.
Defy Physics(Su): At 1st level, the law’s of physics bend for the anime hero, allowing him to wield weapons one size category larger then he normally could without penelty. This ability does not stack with powerful build.
Stylin(Ex): At 1st level, the anime hero’s outfit is so awesome he need not wear armor to defend himself. He adds his charisma modifier to his armor class. If an Anime Hero wears armor he loses this ability for 24 hours.
Evasion(Ex): An Anime hero of 2nd level or higher can avoid even magical powers and unusual attacks with great dexterity. If he makes a successful reflex save against a successful attack that deals half damage after a reflex save he instead takes no damage. Evasion does not work if the anime hero wears armor heavier then light, and does not work if he is unconscious, paralyzed, or helpless.
Bonus Feat: At 3rd level, and again at 9th, an anime hero gains a bonus feat that he meets the pre-reqs for.
Signature Weapon: The most iconic part of being a hero is the weapon that he wields. At 4th level the hero gains weapon focus for a single weapon of his choice so long as he his proficient with it. He suffers -2 penalty on attack roles and damage with all other weapons.
Special Abilities: At 6th level, and again at 14th level, an anime hero may choose a special ability from the following list
Hammer Space(Sp): An anime hero bends reality around into a small hole in which he may place his weapon’s in. This space acts as a bag of holding for the weapons of the anime hero.
Improved Evasion(Ex): This ability works like evasion, except that when the anime hero still takes no damage on a successful reflex saving throw, against an attack such as a red dragons breath weapon, henceforth he takes only half damage on a failed save.
Feat: An anime hero may instead take a feat in place for a special ability.
Hero’s Resolve(Ex): At 7th level, an anime hero is so dedicated to his journey that not even spells and special abilities can shake his determination. This affect is identical to evasion except that it applies to will saves, and is always active save when the anime hero is asleep or unconscious.
Iconic Weapon: At 11th level the hero’s weapon has become apart of him. He gains the Weapon Specialization feat for free. The anime hero receives a -4 penalty on attack roles and damage with all other weapons.
Theme Song(Ex): At 12th level, the anime hero’s renown has grown so large that every bard in the land knows of his exploits, and have created him a theme song. The anime hero here after receives double the bonus from any bardic music affect.
You get all the Girls: At 13th level, your force of personality and charisma have grown so large that with a winning smile and a wink the anime hero can convince the opposite sex to do just about anything. The anime hero receives a +10 to all diplomacy checks when dealing with the opposite sex.
Loyal Sidekick: At 16th level, the exploits of the hero has attracted a loyal sidekick who acts as comic relief and at times the fall guy for the hero’s hair brained schemes. He gains the leadership feat for free, but gains to followers.
Finisher(Su): The anime hero, after honing his martial powers, deals an extra damage to foes with the evil alignment. The damage is equal to the anime hero’s charisma modifier and is usable three times per day. This ability lasts one round each time it is activated.
End Theme(Sp): As the hero’s adventure winds down the song of his deeds slowly die out, replaced by the sad mournful song of his final journey. At 19th level after the end of each combat, the Anime hero must make a fortitude save or become struck with emotion. He is considered dazed for 1d6 rounds here after. But even the hero knows just because his journey is near an end it only means that new adventure awaits. At the end of the daze affect the Anime hero may make a martial lore roll (DC equal to the final blow of the anime hero’s during the last combat +5). If the check is successful he heals 5d10 points of damage.
Fan Girl Adoration: At 20th level, the anime hero is a living legend in his own right. But this isn’t always for the best. While in towns and cities the hero is dogged by adorers. The hero receives a -10 penelty on move silently, profession, and martial lore checks, as well as receiving a -5 on all will saves so long as the throng of screaming fans follows him. But there are several benefits for having such a nuisance around. The hero need only pay for half of anything in a town or city while the fans are around as the fans, seeking to gain favor with their idol, throw coins at him. This affect works only on weapons, armor, miscellaneous gear and food, and minor magical items. He also gains a +5 to his hide checks and all gather information checks. The hero can dismiss this throng for 12 hours with a successful diplomacy check, but the pack returns when ever he returns to a city or town or 12 hours after the successful diplomacy check.
1st|+1|+2|+2|+0|Defy Physics, Stylin|1|1
2nd|+2|+3|+3|+0|Evasion|1|1
3rd|+3|+3|+3|+1|Bonus Feat|2|1
4th|+4|+4|+4|+1|Signature Weapon|2|1
5th|+5|+4|+4|+1|-|3|1
6th|+6/+1|+5|+5|+2|Special Abilities|3|2
7th|+7/+2|+5|+5|+2|Hero's Resolve|3|2
8th|+8/+3|+6|+6|+2|-|3|2
9th|+9/+4|+6|+6|+3|Bonus Feat|4|2
10th|+10/+5|+7|+7|+3|-|4|2
11th|+11/+6/+1|+7|+7|+3|Iconic Weapon|4|2
12th|+12/+7/+2|+8|+8|+4|Theme Song|5|3
13th|+13/+8/+3|+8|+8|+4|You get all the girls|6|3
14th|+14/+9/+4|+9|+9|+4|Speical Abilities|6|3
15th|+15/+10/+5|+9|+9|+5|-|6|3
16th|+16/+11/+6/+1|+10|+10|+5|Loyal Sidekick|7|3
17th|+17/+12/+7/+2|+10|+10|+5|-|7|3
18th|+18/+13/+8/+3|+11|+11|+6|Finisher|8|3
19th|+19/+14/+9/+4|+11|+11|+6|End Theme|8|4
20th|+20/+15/+10/+5|+12|+12|+6|Fan Girl Adoration|8|4[/table]
Abilities: Charisma, strength and dexterity are the most important stats for an anime hero, as most of their abilities center around the three. Constistution and intelligence are good for skill points and health.
Alignemnt: Any non-evil
Hit Dice:d8
CLASS SKILLS
Balance, Climb, Diplomacy, Gather Information, Intimidate, Listen, Martial Lore, Proffesion, Spot, Tumble,
Skill Points at Level 1: (6+int mod) X 4
Skill Points at Each Additional Level: 6+int modifier
Class Abilities
Weapon and Armor Proficiencies: An Anime Hero is proficient with simple and martial weapons. Anime Hero’s are not proficient with armor, but are proficient with small shields.
Maneuvers: You begin your career with one single maneuver known. Unlike other martial adepts, you do not choose your maneuvers from a list, but instead must create your own. Your first maneuver is free, but at any level after one when you receive a maneuver you must create one, as described on page 46 in the Tome of Battle.
Stances Known: You start the game with a single stance. Like maneuvers, these stances are not pulled from a list and must be created by the anime hero. The first stance is free, but at any level following one when you receive a stance you must create one, as described on page 46 in the Tome of Battle.
Defy Physics(Su): At 1st level, the law’s of physics bend for the anime hero, allowing him to wield weapons one size category larger then he normally could without penelty. This ability does not stack with powerful build.
Stylin(Ex): At 1st level, the anime hero’s outfit is so awesome he need not wear armor to defend himself. He adds his charisma modifier to his armor class. If an Anime Hero wears armor he loses this ability for 24 hours.
Evasion(Ex): An Anime hero of 2nd level or higher can avoid even magical powers and unusual attacks with great dexterity. If he makes a successful reflex save against a successful attack that deals half damage after a reflex save he instead takes no damage. Evasion does not work if the anime hero wears armor heavier then light, and does not work if he is unconscious, paralyzed, or helpless.
Bonus Feat: At 3rd level, and again at 9th, an anime hero gains a bonus feat that he meets the pre-reqs for.
Signature Weapon: The most iconic part of being a hero is the weapon that he wields. At 4th level the hero gains weapon focus for a single weapon of his choice so long as he his proficient with it. He suffers -2 penalty on attack roles and damage with all other weapons.
Special Abilities: At 6th level, and again at 14th level, an anime hero may choose a special ability from the following list
Hammer Space(Sp): An anime hero bends reality around into a small hole in which he may place his weapon’s in. This space acts as a bag of holding for the weapons of the anime hero.
Improved Evasion(Ex): This ability works like evasion, except that when the anime hero still takes no damage on a successful reflex saving throw, against an attack such as a red dragons breath weapon, henceforth he takes only half damage on a failed save.
Feat: An anime hero may instead take a feat in place for a special ability.
Hero’s Resolve(Ex): At 7th level, an anime hero is so dedicated to his journey that not even spells and special abilities can shake his determination. This affect is identical to evasion except that it applies to will saves, and is always active save when the anime hero is asleep or unconscious.
Iconic Weapon: At 11th level the hero’s weapon has become apart of him. He gains the Weapon Specialization feat for free. The anime hero receives a -4 penalty on attack roles and damage with all other weapons.
Theme Song(Ex): At 12th level, the anime hero’s renown has grown so large that every bard in the land knows of his exploits, and have created him a theme song. The anime hero here after receives double the bonus from any bardic music affect.
You get all the Girls: At 13th level, your force of personality and charisma have grown so large that with a winning smile and a wink the anime hero can convince the opposite sex to do just about anything. The anime hero receives a +10 to all diplomacy checks when dealing with the opposite sex.
Loyal Sidekick: At 16th level, the exploits of the hero has attracted a loyal sidekick who acts as comic relief and at times the fall guy for the hero’s hair brained schemes. He gains the leadership feat for free, but gains to followers.
Finisher(Su): The anime hero, after honing his martial powers, deals an extra damage to foes with the evil alignment. The damage is equal to the anime hero’s charisma modifier and is usable three times per day. This ability lasts one round each time it is activated.
End Theme(Sp): As the hero’s adventure winds down the song of his deeds slowly die out, replaced by the sad mournful song of his final journey. At 19th level after the end of each combat, the Anime hero must make a fortitude save or become struck with emotion. He is considered dazed for 1d6 rounds here after. But even the hero knows just because his journey is near an end it only means that new adventure awaits. At the end of the daze affect the Anime hero may make a martial lore roll (DC equal to the final blow of the anime hero’s during the last combat +5). If the check is successful he heals 5d10 points of damage.
Fan Girl Adoration: At 20th level, the anime hero is a living legend in his own right. But this isn’t always for the best. While in towns and cities the hero is dogged by adorers. The hero receives a -10 penelty on move silently, profession, and martial lore checks, as well as receiving a -5 on all will saves so long as the throng of screaming fans follows him. But there are several benefits for having such a nuisance around. The hero need only pay for half of anything in a town or city while the fans are around as the fans, seeking to gain favor with their idol, throw coins at him. This affect works only on weapons, armor, miscellaneous gear and food, and minor magical items. He also gains a +5 to his hide checks and all gather information checks. The hero can dismiss this throng for 12 hours with a successful diplomacy check, but the pack returns when ever he returns to a city or town or 12 hours after the successful diplomacy check.