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View Full Version : D&D 3.x Class Overstriker (an attempt at a tier 2 martial)



Jakinbandw
2019-08-03, 02:34 AM
The Overstriker

The Overstriker is the result of a person loosing everything, finding their will to live, and then training as hard as they can. These are the known requirements to become an Overstriker. There must be something more however, as the number of overstriker’s in a plane never seems to exceed 5, and sometimes there are none at all. They are powerful martial foes, fast beyond belief, and strong beyond measure. Beware their strikes!

Adventures: Overstrikers long to prove themselves in combat, but tend to have the bad fortune of being unable to find fights worthy of them. As they grow in strength, so does their desire to have a proper fight, as well as their inability to have one.

Characteristics: Overstrikers are a master of physical abilities, far beyond what would normally be accepted. This extends to their ability to resist magic and psionics used on them as well. Their attacks are accurate, and very lethal.

Alignment: Overstrikers tend to be neutral, as their main driving desire is the hope to find an equal they can match their strength against.

Religion: Overstrikers tend not to worship gods, as they view them as possibly one of the few types of beings that can give them a proper battle. They don't want to worship something they plan on fighting.

Background: Overstrikers come from those that have lost everything, even the will to live, and through luck, managed to gain a new desire to become 'Powerful.' Their pursuit of 'Power' drives them to achieve extraordinary feats of physical prowess.

Races: Only humans are known to be Overstrikers, though in theory, other races are capable of it.

Other Classes: Overstrikers tend to get along best with those that use magic that can help them find their next battle, or help them reach their next battle. While they have no hostility towards other martial combat classes, they outshine them enough that they tend to be disliked for 'Kill Stealing.'

Role: Overstrikers are killers. They make sure that combat is over quickly so that the party can move on to other things. Traditional rolls tend to be meaningless as an overstiker will tend to end combat in a single turn.

GAME RULE INFORMATION
Overstrikers have the following game statistics
Abilities: Strength constitution and Dexterity are all important for overstrikers, however they grow quickly in those areas, so having high mental attributes can help round them out.
Alignment: Overstrikers can be of any alignment.
Hit Die: D12
Starting Age: As Fighter
Starting Gold: As Monk

Class Skills:
Balance, Climb, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Profession (Any), Slight of Hand, Spot, Survival, Swim, Tumble, Use Rope
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecialFast MovementImproved Attribute


1st+1+2+2+2 Overstrike, Fast Movement, Improved Attribute 60 ft 18



2nd+2+3+3+3 Enhanced Initiative 100 ft20



3rd+3+3+3+3 Unified Physique 300ft/ 100 yards25


4th+4+4+4+4 Unbreakable Will 600ft/ 200 yards30



5th+5+4+4+4 Overstrike Impact 1500ft/ 500 yards40



6th+6/+1+5+5+5 Reactive Leap 5280ft/ 1 mi50


7th+7/+2+5+5+5 Fast Reaction 10560ft/ 2 mi75



8th+8/+3+6+6+6 Immovable Object 5 mi100


9th+9/+4+6+6+6 Reactive Overstrike 25 mi150



10th+10/+5+7+7+7 Blinding Speed 100 mi200


11th+11/+6/+1+7+7+7 Irresistible Force 200 mi250



12th+12/+7/+2+8+8+8 Impossible Will 500 mi300



13th+13/+8/+3+8+8+8 Rapid Overstrike 1 000 mi400


14th+14/+9/+4+9+9+9 Precise Overstrike Impact 2 000 mi500


15th+15/+10/+5+9+9+9 Rapid Overstrike Impact 5 000 mi750


16th +16/+11/+6/+1+10+10+10 Undying 10 000 mi1 000


17th+17/+12/+7/+2+10+10+10 Impossible Reaction 50 000 mi1 500


18th+18/+13/+8/+3+11+11+11 Atlas's Shoulders 100 000 mi2 000


19th+19/+14/+9/+4+11+11+11 Preternatural Awareness 500 000 mi5 000


20th+20/+15/+10/+5+12+12+12 One Million Hands 1 000 000 mi10 000




Class Features

Weapon and Armor Proficiency: An Overstriker is proficient with all simple and martial weapons as well as with unarmed strikes. Overstrikers are proficient with all types of armor but are not proficient with shields.

Overstrike (Ex): At the core of the Overstriker's abilities is their ability kill those they attack. Whenever they would make a melee attack against a target, they may instead choose to instead deal twice their Overstriker level in negative levels to the target of their attack. Doing this does not require an attack roll. These negative levels bypass all resistances or immunities the target might have to negative levels. All negative levels that a target takes from this ability heal at a rate of one negative level per day. If the target drops to 0 or fewer hit dice, they are dead, bypassing any resistances or immunities to death. A target reduced to less 0 or fewer hit dice can not ever regain levels or hit dice, even through the effect of a wish or similar spells and abilities.

Fast Movement (Ex): If the Overstriker's base movement speed would be less than the listed Fast Movement value, their base movement speed is increased to match the listed Fast Movement value.

Improved Attribute (Ex): If the Overstriker's base Strength, Dexterity, or Constitution would be less than the listed Improved Attribute value, that attribute is increased to match the listed Improved Attribute value.

Enhanced Initiative (Ex): When rolling Initiative the Overstriker adds the total of their Strength, Dexterity, and Constitution modifiers, instead of just their Dexterity modifier.

Unified Physique (Ex): Whenever the Overstriker would add either their Strength, Dexterity, or Constitution modifier to a roll, they instead add the total of their Strength, Dexterity, and Constitution Modifiers added together (This includes but is not limited to Damage rolls, To Hit Rolls, Skill checks, Fortitude and Reflex Saves, and rolling for health each level)

Unbreakable Will (Ex): Whenever the Overstriker would make a will save they may add the total of their Strength, Dexterity, and Constitution modifiers to the roll instead of their Wisdom Modifier.

Overstrike Impact (Ex): Whenever the Overstriker would be able to make an attack, they may instead make an Overstrike Attack in a cone shaped area. The max length of the cone is equal to a quarter of the Overstrikers base movement speed and it has a max diameter at the far end equal to half it's length. The Overstriker may choose the length and width at the far end when they use this attack. This attack destroys all objects and terrain caught in it, and deals negative levels to all creatures caught in is as per the normal rules for an overstrike attack.

Reactive Leap (Ex): The Overstriker may move their full movement speed as a swift action on their turn. This may be a jump, moving in a straight line in any direction. In addition the Overstriker is immune to fall damage.

Fast Reaction (Ex): The Overstriker may reduce his movement speed by half a mile to gain an extra move action that may not be used for moving, but may be used for anything else. In addition the Overstriker no longer draws attacks of opportunity.

Immovable Object (Ex): If a spell or ability would the Overstriker is forced to make a save, and they succeed, they are no longer considered a valid target for that spell or ability and are unaffected by it. In addition as an immediate action the Overstriker may choose to become immune to any magic or ability that would affect them. This immunity comes into effect before the magic or ability affects them.

Reactive Overstrike (Ex): As an immediate action the Overstriker may make an Overstrike against a target that they could reach with their movement speed when that target uses an action of any kind. The Overstriker must move next to the target to use this ability. The Overstiker may only do this once per action that a target uses, and this move and Overstrike happen before the action that triggered it.

Blinding Speed (Ex): The Overstriker may choose to move so fast that they are impossible for the eye to see. The Overstriker may choose to be invisible during their round as a free action. This invisibility only lasts until the end of their turn, when all are able to see them again. Any actions they take during while invisible don't break the invisibility. Any actions taken are imperceptible to all those without true sight till the end of the round as well. For example, if the Overstriker opened and closed a door, anyone without true sight would be unaware the door had been opened.

Irresistible Force (Ex): The Overstriker may choose to move through solid objects to reach his destination. Moving through nonmagical objects and terrain costs twice normal movement speed, and moving through magical objects and terrain costs quadruple normal movement speed. Moving through objects and terrain in such a manner leaves behind a hole with a 10 foot diameter. Anything smaller is destroyed outright. Creatures in the way of the movement are forcefully moved out of the way, but are not harmed.

Impossible Will (Ex): The Overstriker is completely immune to any Mind control, or mental alteration.

Rapid Overstrike (Ex): On the Overstriker’s turn, if they are within 5 feet of a creature while moving, they may immediately use an overstrike on the creature as a free action. They may only target a given creature with this once on their turn.

Precise Overstrike Impact (Ex): When Using Overstrike Impact the Overstriker may shape the area of the attack into any form they wish, though the max dimensions remain fixed. In addition they can choose to not destroy objects and terrain with Overstrike Impact, and instead just shove them to other places inside the area, or push them to just outside the area of effect.

Rapid Overstrike Impact (Ex): The Overstriker may choose to sacrifice 1 000 miles of movement when moving to use an Overstrike Impact as a Free action.

Undying (Ex): The Overstriker becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects. If they would die while their HP is greater than zero they do not die, and ignore whatever effect would have killed them. In addition an Overstriker’s HP may only be reduced by damage, and may not be changed directly to another number. The Overstriker no longer ages.

Impossible Reaction (Ex): As an Immediate action, the Overstriker may move any distance up to their base movement speed. This movement is fast enough that it can be used to move out of the way of an effect, even if used after the effect has started to take place (Casted, or from a hazardous environment)After using this ability, the Overstriker may not use it again till the start of their next turn.

Atlas's Shoulders (Ex): The Overstriker has no maximum carrying capacity. Any object they lift is able to maintain it’s shape even while being lifted no matter it's size.

Preternatural Awareness (Ex): The Overstriker can not be surprised and may always act during a surprise round. They gain true sight with no maximum range.

One Million Hands (Ex): The Overstriker may reduce his movement speed by a mile to gain an extra standard action that may not be traded in for a move action, but may be used for anything else.

I wrote this up because of a discussion about how strong a martial would have to be to fit into a setting where spell casters used mana instead of vancian casting. This is what I came up with. I was told the basic idea was only teir 2, but I figured that it could probably fit into a campaign with some teir 1 classes, or at least not be completley useless.

If you have any idea's for things I missed, or places that abilities should be swapped around let me know!

OgresAreCute
2019-08-04, 11:30 AM
What exactly is the "thesis statement" for this class? What are you trying to do? Unless the campaign is TO, it will absolutely pull its weight in combat (understatement of the century), but it still can't participate in much else.

khadgar567
2019-08-04, 11:37 AM
What exactly is the "thesis statement" for this class? What are you trying to do? Unless the campaign is TO, it will absolutely pull its weight in combat (understatement of the century), but it still can't participate in much else.
well this thing qualifies as one punch man class with out focusing to it ability to move a mile in six f ing seconds call me crazy but that just screams saitama for me. all in all nice class to be joke in the game.

Jakinbandw
2019-08-04, 12:39 PM
What exactly is the "thesis statement" for this class? What are you trying to do? Unless the campaign is TO, it will absolutely pull its weight in combat (understatement of the century), but it still can't participate in much else.

In another thread a guy was asking how much of a buff martial would need if mages could cast spells using a mana pool instead of vancien casting. The idea with this was to make a class so strong that it pushed mages from tier 1 to tier 2 or 3. To be tier one you have to be able to do everything as well as, or better than other classes (at least as I understand it). With this class, it's pointless to have a combat focused mage because they can't really contribute to combat. This character will kill everything before the mage can go.

On top of that don't underestimate its versatility. By mid levels it can search vast areas in minutes, and have huge numbers of move actions (not for moving, but for opening doors and such). At level 20 they can trade each mile of movement for a standard action. That can reasonably give them 50 000 full actions a round, with a move speed of 25 000 miles. That's about 15 days of full work, or a month and a half of 8 hour shifts. And they can do this every round.

Mages can make a demi plane, but this guy could indeed build Rome in a day.


well this thing qualifies as one punch man class with out focusing to it ability to move a mile in six f ing seconds call me crazy but that just screams saitama for me. all in all nice class to be joke in the game.

It is totally supposed to be a Saitama class. Honestly? In a game where other players are playing tier one classes? I might allow this. It would change the focus of the game from 'let's go kill the bandits' to 'should we kill the bandits? Is there a better option?' Which I think could be fun. Also seeing what crazy things the player uses their speed and invincibility for would be cool too.

[Edit]: Just to go a bit more into where the versatility for this class hides. With it's stupid levels of movement speed, it can produce items pretty much at will. Need a healing potion, he can go steal and pay (because he's moving to fast to stop and buy them!) for some in the next town over, and make it back in time to give it to the person that needs healing. With it's scaling attributes, as long as it drops a single point in a skill that requires dexterity, it will be hitting legendary uses of it fairly fast (as it uses the combined modifiers of all three physical attributes), this means picking locks (as a free action!), or even becoming a jumplomancer are completely doable. Outside of that, with the ability to dump your physical attributes at first level, you can start with really high int, wis, and charisma. Because you don't don't need feats for combat, you can pick up random utility feats that normally a martial can't afford to get (say something like Leadership).

That said, at the end of the day, I did build it to the theme of a fighter, and it can't go to other planes without help from the rest of the party (unless there are ways to reach other planes by walking or flying to them such as hidden portals). It's why I figure it as tier 2. It can do almost everything, but in the end, it is only really good at physical abilities, and so much better at combat others may not as well try.