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View Full Version : Dealing damage on being hurt is an underused mechanic! [base class]



Baron Corm
2007-05-03, 08:27 PM
Requiters could be seen as a group of monks who seek enlightenment through pain. In order to overcome adversity, says the requiter, you must first be stung by it. A requiter will charge into battle without regard for the consequences, not because he is reckless or because he has a deathwish, but because he wishes to suffer and live through it. Requiters have no ability to avoid damage, but have many ways of healing that damage once taken. They also gain mystical abilities such as imbuing their flesh with backlash energies and reflecting weapons and spells back on their owners.

Requiter

Table:

Level 1: Expose (always seen), happy bleeder
Level 2: Dispel magic
Level 3: Battlenurse
Level 4: Walk into it +1
Level 5: Counterstrike
Level 6: Diehard
Level 7: Expose (increased threat range)
Level 8: Walk into it +2
Level 9: Return 1/day
Level 10: Fast Healing 1
Level 11: Psionic retribution, bodily backlash
Level 12: Damaging dispelling
Level 13: Walk into it +3
Level 14: Return 2/day
Level 15: Expose (taunt)
Level 16: Fast Healing 2
Level 17: Speedcare
Level 18: Walk into it +4
Level 19: Return 3/day
Level 20: Final revenge

Alignment: Any chaotic
Hit Die: d8
Skill Points: 6 + Int modifier
Base Attack Bonus: 3/4
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (any) (http://www.giantitp.com/articles/paBcfg1YaEccDMQACfu.html), Listen, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope


Class Features

Weapon and Armor Proficiency

A requiter is proficient with all simple and martial melee weapons. He is not proficient with any armor or shields. Wearing any type of armor or carrying any type of shield causes the requiter to lose all class abilities for 24 hours.

Expose (Su)

As a full-round action, the requiter can cause himself to become exposed. When exposed, creatures can intuitively pinpoint the requiter's position, as long as they are within range to see him, even if he is invisible. Once per round, as a move action, the requiter can force a creature to attempt a Will save (DC 10 + 1/2 requiter level + Wisdom modifier) or attack him as best it can. Whether it passes or fails its saving throw, the creature may not be affected by this again for 24 hours. The requiter can remove the exposed condition with a full-round action.

At level 7, when exposed the requiter's skin becomes transparent; weapons striking the requiter have their critical threat ranges doubled (this does not stack with the keen property or the Improved Critical feat).

At level 15, when exposed all creatures that can see the requiter are forced to attempt a Will save (DC 10 + 1/2 requiter level + Wisdom modifier) or attack him as best they can. Whether it passes or fails its saving throw, the creature does not have to attempt another for 24 hours.

Happy Bleeder (Su)

Whenever the requiter is damaged by a spell or attack, he receives a cumulative +1 bonus to attack and damage rolls (maximum = class level). If the requiter is critical hit, the bonus gained (from that attack, not the total bonus) is increased a number of times equal to his attacker's weapon's (or weapon-like spell's) critical multiplier. This bonus wears off within 1 round per 2 damage taken unless the duration is changed by him taking additional damage. The duration can only be increased in this way, not decreased.

For example, Marty is hit by a magic missile for 3 damage. This grants him a +1 bonus to attack and damage rolls for 1 round. He is hit by the next magic missile for 5 damage, changing the duration to 2 rounds and increasing the bonus to +2. He is hit by the next magic missile for 2 damage, causing the duration to stay at 2 rounds but increasing the bonus to +3.

Dispel Magic (Sp)

Beginning at level 2, the requiter can cast greater dispel magic as a caster of his class level once per two class levels a day.

Battlenurse

A requiter becomes an expert at treating his own wounds out of sheer neccessity, even when in great pain and barely able to move. Beginning at level 3, he is able to provide long-term care for himself with the Heal skill, and he is able to add the remainder of a roll over 15 to the amount healed, even when healing another.

Walk Into It (Ex)

The requiter receives a +1 bonus on Fortitude saves, Will saves, and saves made to resist pain effects. If the pain effect offers a Fortitude or Will saving throw, this bonus is thus +2. This bonus increases by +1 at levels 8, 13, and 18.

Counterstrike (Su)

Beginning at level 5, when a requiter is hit with a melee or ranged attack, his attacker has a 50% chance to suffer an effect based on a 1d6 roll:

1: No effect
2: Take 1d6/level energy damage (requiter's choice of type), Reflex save for half
3: Sickened for 1 round/level, Will save negates
4: Take 1d4/2 levels ability damage (requiter's choice of ability), Fortitude save for half
5: Take 1 negative level, Fortitude save after 24 hours prevents permanent loss
6: Nauseated for 1 round, Will save negates

All saving throws have a DC of (10 + 1/2 requiter level + Wisdom modifier). If the requiter is critical hit, his attacker suffers the effect a number of times equal to his weapon's critical multiplier.

Diehard

A 6th level requiter receives the Diehard feat, even if he does not meet the prerequisites.

Return (Su)

A 9th level requiter gains the ability to reflect an creature's attack or spell back at it to deal it the same effects it would have dealt the requiter. If it is a spell that would have affected the requiter but does not affect the spellcaster, return has no effect other than stopping the spell from affecting the requiter. Return may be used once per day, plus an additional time per day at levels 14 and 19.

Fast Healing (Su)

A 10th level requiter receives Fast Healing 1. This increases to Fast Healing 2 at level 16.

Psionic Retribution (Su)

Beginning at level 11, when the requiter makes his save against a Will saving throw, the creature that prompted the save suffers effects based on a 1d4 roll:

1: No effect
2: Take 1d4/2 levels Intelligence damage, Will save negates
3: Take 1 negative level, Fortitude save after 24 hours prevents permanent loss
4: Lose one prepared spell slot (requiter's choice) or spell per day of highest spell level (roll again if creature has no spell slots)

All saving throws have a DC of (10 + 1/2 requiter level + Wisdom modifier). If the requiter is critical hit, his attacker suffers the effect a number of times equal to his weapon's (or weapon-like spell's) critical multiplier.

Bodily Backlash (Su)

Beginning at level 11, when the requiter makes his save against a Fortitude saving throw, the creature that prompted the save suffers effects based on a 1d4 roll:

1: No effect
2: Take 1d4/2 levels Constitution damage, Fortitude save negates
3: Take 1 negative level, Fortitude save after 24 hours prevents permanent loss
4: Nauseated for 1 round, Will save negates

All saving throws have a DC of (10 + 1/2 requiter level + Wisdom modifier). If the requiter is critical hit, his attacker suffers the effect a number of times equal to his weapon's (or weapon-like spell's) critical multiplier.

Damaging Dispelling

Beginning at level 12, whenever the requiter dispels an effect that was on a creature, that creature recieves (spell level x 1/4 requiter level) damage.

Speedcare (Su)

At level 17, the requiter gains the ability to provide himself or another with the equivalent of a full day's rest with long-term care over the course of 1 minute. He may spread this out among multiple rounds, with each round healing 1/10th of the full amount. Each separate instance requires a new Heal check. The requiter may do this once per day.

Final Revenge

At level 20, the requiter gains an ability which causes him to explode in a bloody mess upon his death. This deals (his level squared) in damage to creatures within a (his level squared) foot radius.

Jack_Simth
2007-05-03, 09:08 PM
Final Revenge:
400 damage in a 400 foot radius, minimum - no save? Gets better with Epic.
This is at a level where True Ressurection is available to the party Cleric.
Army-anhilliating bomb, 25k a pop. 10 minute recharge time.
Might want to consider something about it being optional - could easily result in a lot of TPK's, especially as he's got a d8 HD and no armor proficiency.

Damaging Dispelling: Occasionally, you'll want to Dispel an ally. I might suggest making the damage optional.

Zeta Kai
2007-05-03, 09:13 PM
There's a lot of classes nowadays where the PC explodes as a Lv20 feature.

As far as this on is concerned, I'd like to see more fluff, but this is good so far. I like the idea behind it; it's something I can honestly say I've never seen before. It runs counter to the way most players think, but can still be fun. Nice job.