Vaynor
2007-10-07, 01:56 AM
EDIT: Some response would be great here, not sure if they're too overpowered.
This is for a campaign setting I'm working on. It is made to replace barbarians, as I am making completely new classes. Thoughts, opinions?
Vecht
http://i25.photobucket.com/albums/c83/Vaynor/Picture1-2.png
Civilized people call them barbarians and beserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
Adventures: Adventuring is the best chance vechts have of finding a place in civilized society. They’re not well suited to the monotony of guard duty or other mundane tasks. Vechts also have no trouble with dangers, uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies. They also have a noted distaste for that which they consider unnatural, including undead, demons, and devils.
Characteristics: They are complete brutes and use their strength to accomplish any and all tasks. Vecht tend not to think straight and use brawn before brains.
Alignment: They act upon instinct and follow others. They love the chaos of nature and therefore their alignment reflects that.
Religion: Vecht are too wary of the supernatural to be religious. Some carry a holy symbol for good luck, but they generally leave religion to the shamans.
Background: This class is barbaric and relies mostly on instinct. Most training comes naturally, through persistence and self-teaching.
Races: Dwarves, Kromm, Halflings
Other Classes: They are followers and get along with everyone that has a strong personality and likes to fight. They dislike any casters or magic users, but always look for the best in them.
Role: They are purely melee combatant, and devastating at that. They can take tremendous amounts of damage.
Game Rule Information
Abilities: Vecht rely on Constitution as their most powerful ability to allow them to withstand long fights, it also powers many Vecht abilities. Strength is important to increase the damage dealt by Vecht. Dexterity is useful to increase armor class.
Alignment: Any Non-Lawful
Hit Die: d12
Class Skills
The vecht’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill points at first level: (2+int modifier) x4
Skill points: 2+int modifier
Class Features
All of the following are class features of the vecht.
Weapon and Armor Proficiency
A vecht is proficient with all simple and martial weapons, light armor, and medium armor.
Illiteracy
Vecht are the only characters who do not automatically know how to read and write. A vecht may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A vecht who gains a level in any other class automatically gains literacy. Any other character who gains a vecht level does not lose the literacy he or she already had.
Lesser Vigor
Hit points gained at each level (including this one) are increased by 1. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 10+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum one). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This cannot be used in conjunction with any of its related abilities.
Furious Intimidation
All Intimidation checks made by the vecht use Strength instead of Charisma. Also, the vecht gains a +1/per 3 vecht levels (minimum 1) bonus on all Intimidation checks.
Harrowing Strike
At level 2, a vecht can use Harrowing Strike once per day. This is increases to 2/day at level 4, 3 at level 6, 4 at level 8, 5 at level 11, 6 at level 14, 7 at level 16, and 8 at level 18. Harrowing strike can produce numerous affects. A harrowing strike attempt must be announced before the attack. If a harrowing strike misses, the attempt is still used up. Harrowing strike may only used once per encounter as a normal attack action.
Tendon Strike
This strike reduces the speed (all speeds requiring use of legs) of the opponent hit by one third of normal speed (rounded up to the nearest multitude of 5). This effect does not include any speed increasing effects. Thus, if the target has a temporary +10 to speed, this extra speed is not factored into the one third decrease. This lasts for an amount of rounds equal to the vecht's strength modifier.
Devastating Strike
This strike deals normal weapon damage plus twice vecht level. The extra damage bypasses damage reduction.
Precise Strike
This strike improves your critical threat range by two. For example, if a vecht's critical threat range is 18-20, this increases to 16-20/x2.
Sundering Strike
This strike initiates a sunder attempt using your weapon. All rolls made to determine whether the opposing weapon or object is sundered, and all damage rolls against said weapons or objects, gain an enhancement bonus (stacking with all other enhancement bonuses) equal to the vecht’s level.
Endurance
At level 3, a vecht gains Endurance as a bonus feat.
Critical Mastery
At level 3, a vecht can increase the critical threat range of all weapons wieldable the vecht has proficiency with by 1. This increases to 2 at level 9, 3 at level 15, and 4 at level 20. This bonus does not stack with any other critical threat increasing effects, instead, it overlaps. For example, if a vecht of level 15 wielding a longsword had the Improved Critical (longsword) feat, the threat increase from the feat (2) is overlapped by the vecht ability. However, all other critical increasing effects that are negated by vecht levels increase the critical threat by one more. So, a the above vecht with the longsword and feat would have a total critical threat range of 15-20/x2. The vecht cannot gain more than one bonus threat range from multiple effects that increase critical threat range. Thus, a keen longsword on the above mentioned vecht would not stack with the bonus from the Imp. Critical feat. All other effects do not stack as normal.
Constitution
At level 5, a vecht gains a bonus to its Constitution score equal to 1. This increases by one every five levels.
Vigor
At level 6, hit points gained at each level (including this one) are increased by 1. This increase does not affect hp increases previous to level 6. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 20+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum 1). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This replaces Lesser Vigor and cannot be used in conjunction with any of its related abilities.
Damage Reduction
At level 7, a vecht gains damage reduction 1/-. This increases by one every three levels past 7.
Improved Vigor
At level 11, hit points gained at each level (including this one) are increased by 2. This increase does not affect hp increases previous to level 11. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 35+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum 1). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This replaces Vigor and cannot be used in conjunction with any of its related abilities.
Die Hard
At level 12, a vecht gains Die Hard as a bonus feat.
Intimidating Shout
At level 12, a vecht gains the use of Intimidating Shout. This ability, usable once per day, requires all non-allied creatures within a ten foot radius to succeed on a Will save equal to vecht level+strength modifer or become panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked) for 1d6 rounds, then frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened) for 1d4 rounds, and then shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1d4 rounds. Every time a creature becomes less frightened as listed above, they may try to reroll their Will save at a -2 penalty, and forego the effects of the fear as if normally resisted. The -2 penalty from being panicked, shaken, or frightened stacks with this penalty.
Greater Vigor
At level 17, hit points gained at each level (including this one) are increased by 2. This increase does not affect hp increases previous to level 17. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 70+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum 1). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This replaces Improved Vigor and cannot be used in conjunction with any of its related abilities.
This is for a campaign setting I'm working on. It is made to replace barbarians, as I am making completely new classes. Thoughts, opinions?
Vecht
http://i25.photobucket.com/albums/c83/Vaynor/Picture1-2.png
Civilized people call them barbarians and beserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
Adventures: Adventuring is the best chance vechts have of finding a place in civilized society. They’re not well suited to the monotony of guard duty or other mundane tasks. Vechts also have no trouble with dangers, uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies. They also have a noted distaste for that which they consider unnatural, including undead, demons, and devils.
Characteristics: They are complete brutes and use their strength to accomplish any and all tasks. Vecht tend not to think straight and use brawn before brains.
Alignment: They act upon instinct and follow others. They love the chaos of nature and therefore their alignment reflects that.
Religion: Vecht are too wary of the supernatural to be religious. Some carry a holy symbol for good luck, but they generally leave religion to the shamans.
Background: This class is barbaric and relies mostly on instinct. Most training comes naturally, through persistence and self-teaching.
Races: Dwarves, Kromm, Halflings
Other Classes: They are followers and get along with everyone that has a strong personality and likes to fight. They dislike any casters or magic users, but always look for the best in them.
Role: They are purely melee combatant, and devastating at that. They can take tremendous amounts of damage.
Game Rule Information
Abilities: Vecht rely on Constitution as their most powerful ability to allow them to withstand long fights, it also powers many Vecht abilities. Strength is important to increase the damage dealt by Vecht. Dexterity is useful to increase armor class.
Alignment: Any Non-Lawful
Hit Die: d12
Class Skills
The vecht’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill points at first level: (2+int modifier) x4
Skill points: 2+int modifier
Class Features
All of the following are class features of the vecht.
Weapon and Armor Proficiency
A vecht is proficient with all simple and martial weapons, light armor, and medium armor.
Illiteracy
Vecht are the only characters who do not automatically know how to read and write. A vecht may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A vecht who gains a level in any other class automatically gains literacy. Any other character who gains a vecht level does not lose the literacy he or she already had.
Lesser Vigor
Hit points gained at each level (including this one) are increased by 1. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 10+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum one). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This cannot be used in conjunction with any of its related abilities.
Furious Intimidation
All Intimidation checks made by the vecht use Strength instead of Charisma. Also, the vecht gains a +1/per 3 vecht levels (minimum 1) bonus on all Intimidation checks.
Harrowing Strike
At level 2, a vecht can use Harrowing Strike once per day. This is increases to 2/day at level 4, 3 at level 6, 4 at level 8, 5 at level 11, 6 at level 14, 7 at level 16, and 8 at level 18. Harrowing strike can produce numerous affects. A harrowing strike attempt must be announced before the attack. If a harrowing strike misses, the attempt is still used up. Harrowing strike may only used once per encounter as a normal attack action.
Tendon Strike
This strike reduces the speed (all speeds requiring use of legs) of the opponent hit by one third of normal speed (rounded up to the nearest multitude of 5). This effect does not include any speed increasing effects. Thus, if the target has a temporary +10 to speed, this extra speed is not factored into the one third decrease. This lasts for an amount of rounds equal to the vecht's strength modifier.
Devastating Strike
This strike deals normal weapon damage plus twice vecht level. The extra damage bypasses damage reduction.
Precise Strike
This strike improves your critical threat range by two. For example, if a vecht's critical threat range is 18-20, this increases to 16-20/x2.
Sundering Strike
This strike initiates a sunder attempt using your weapon. All rolls made to determine whether the opposing weapon or object is sundered, and all damage rolls against said weapons or objects, gain an enhancement bonus (stacking with all other enhancement bonuses) equal to the vecht’s level.
Endurance
At level 3, a vecht gains Endurance as a bonus feat.
Critical Mastery
At level 3, a vecht can increase the critical threat range of all weapons wieldable the vecht has proficiency with by 1. This increases to 2 at level 9, 3 at level 15, and 4 at level 20. This bonus does not stack with any other critical threat increasing effects, instead, it overlaps. For example, if a vecht of level 15 wielding a longsword had the Improved Critical (longsword) feat, the threat increase from the feat (2) is overlapped by the vecht ability. However, all other critical increasing effects that are negated by vecht levels increase the critical threat by one more. So, a the above vecht with the longsword and feat would have a total critical threat range of 15-20/x2. The vecht cannot gain more than one bonus threat range from multiple effects that increase critical threat range. Thus, a keen longsword on the above mentioned vecht would not stack with the bonus from the Imp. Critical feat. All other effects do not stack as normal.
Constitution
At level 5, a vecht gains a bonus to its Constitution score equal to 1. This increases by one every five levels.
Vigor
At level 6, hit points gained at each level (including this one) are increased by 1. This increase does not affect hp increases previous to level 6. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 20+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum 1). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This replaces Lesser Vigor and cannot be used in conjunction with any of its related abilities.
Damage Reduction
At level 7, a vecht gains damage reduction 1/-. This increases by one every three levels past 7.
Improved Vigor
At level 11, hit points gained at each level (including this one) are increased by 2. This increase does not affect hp increases previous to level 11. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 35+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum 1). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This replaces Vigor and cannot be used in conjunction with any of its related abilities.
Die Hard
At level 12, a vecht gains Die Hard as a bonus feat.
Intimidating Shout
At level 12, a vecht gains the use of Intimidating Shout. This ability, usable once per day, requires all non-allied creatures within a ten foot radius to succeed on a Will save equal to vecht level+strength modifer or become panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked) for 1d6 rounds, then frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened) for 1d4 rounds, and then shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1d4 rounds. Every time a creature becomes less frightened as listed above, they may try to reroll their Will save at a -2 penalty, and forego the effects of the fear as if normally resisted. The -2 penalty from being panicked, shaken, or frightened stacks with this penalty.
Greater Vigor
At level 17, hit points gained at each level (including this one) are increased by 2. This increase does not affect hp increases previous to level 17. Also, 1/day, a vecht can invigorate himself increasing hit points temporarily by 70+Constitution modifier+Vecht level. This temporary hp is in effect for an amount of rounds equal to the vecht’s Constitution modifier (minimum 1). When the enhancement ends, if the vecht remained above the current hp they had before using vigor, they return to the current hp before using vigor. For example, if a vecht with 105 hp is hit down to 85 hp, and activates vigor, gaining 15 hp (level 2, 18 Con), which buffs him to 100 hp (temporary). If while under the effects of vigor, the vecht takes 13 damage, he returns to 85 at vigor's end. If he takes 18 damage, he returns to 82 hp, as normal. This ability is usable once per day. This replaces Improved Vigor and cannot be used in conjunction with any of its related abilities.