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    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Quarantine
    Gender
    Male

    Default Re: Base Class Contest XXII - Taking Pixars of Dreamworks

    A Man

    Sections 107 through 118 of the copyright law (title 17, U. S. Code)

    Let's get down to business...
    --Captain Shang

    BE A MAN!

    Adventures:
    ...to defeat the Huns.

    Characteristics:
    Swift as a coursing river,
    with all the force of a great typhoon,
    all the strength of a raging fire,
    mysterious as the dark side of the moon


    Alignment:
    Tranquil as a forest
    But on fire within.


    Religion:
    Once you find your center
    You are sure to win.


    Background:
    You're the saddest bunch I ever met
    But you can bet before we're through
    Mister, I'll make a man
    Out of you.


    Races: BE A MAN!

    Other Classes:
    You're a spineless, pale pathetic lot
    And you haven't got a clue.



    Role:
    Somehow I'll make a man
    Out of you.


    Adaptation: A Man is usually a human. most of the time, this requires no adaptation, but in a setting without humans, the most common race can be substituted.

    GAME RULE INFORMATION
    Men have the following game statistics.
    Abilities: A Man is primarily a melee combatant and they benefit most from strength, dexterity, and constitution, in that order. Wisdom also gives them some in-combat bonuses, and intelligence helps them make use of their many skill choices. They have a few Charisma-based skills, but no other abilities tied to it.
    Alignment: A Man may be of any alignment.
    Hit Die: d8
    Starting Age:As fighter
    Starting Gold: As Fighter

    Class Skills
    A Man's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Additionally, male Men gain Intimidate (Cha), and female Men gain Disguise (Cha) as class skills.

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    A Man
    Level Base Attack Bonus Fort Save Ref Save Will Save Speed Damage AC Special
    1st
    +1
    +2
    +2
    +2
    +5’ +1 +2 Swift as a Coursing River, With All the Force of a Great Typhoon, The Strength of a Raging Fire, Mysterious as the Dark Side of the Moon,Honor to Our Families
    2nd
    +2
    +3
    +3
    +3
    +10’ +1d2 +2 Patriotism (+2)
    3rd
    +3
    +3
    +3
    +3
    +10’ +1d2 +2 Requisition
    4th
    +4
    +4
    +4
    +4
    +15’ +1d3 +2 Bonus Feat
    5th
    +5
    +4
    +4
    +4
    +15’ +1d3 +3 MilitiaMan
    6th
    +6
    +5
    +5
    +5
    +20' +1d4 +3 Patriotism (+3)
    7th
    +7
    +5
    +5
    +5
    +20’ +1d4 +3 Make a Man Out of You
    8th
    +8
    +6
    +6
    +6
    +25’ +1d6 +3 Bonus Feat
    9th
    +9
    +6
    +6
    +6
    +25’ +1d6 +3 Hwacha
    10th
    +10
    +7
    +7
    +7
    +30’ +1d8 +4 Patriotism (+4)
    11th
    +11
    +7
    +7
    +7
    +30’ +1d8 +4 Evasion
    12th
    +12
    +8
    +8
    +8
    +35’ +1d10 +4 Bonus Feat
    13th
    +13
    +8
    +8
    +8
    +35’ +1d10 +4 Courage
    14th
    +14
    +9
    +9
    +9
    +40’ +1d12 +4 Patriotism (+5)
    15th
    +15
    +9
    +9
    +9
    +40’ +1d12 +5 Encourage
    16th
    +16
    +10
    +10
    +10
    +45’ +2d6 +5 Bonus Feat
    17th
    +17
    +10
    +10
    +10
    +45’ +2d6 +5 Snap Out of It
    18th
    +18
    +11
    +11
    +11
    +50’ +2d8 +5 Patriotism (+6)
    19th
    +19
    +11
    +11
    +11
    +50’ +2d8 +5 Improved Evasion
    20th
    +20
    +12
    +12
    +12
    +55’ +2d10 +6 Leader of Men

    Weapon and Armor Proficiencies: A Man never takes non-proficiency penalties for using thrown or melee weapons, including improvised weapons. They are proficient with shortbows, longbows, and slings. Multiclassed Men take normal nonproficiency penalties equal to the amount of their base attack bonus which comes from other classes, up to -4. They are proficient with light armor, and all shields except tower shields.

    Swift as a Coursing River (Ex): While unarmored, a Man adds the number in the "speed" column to his base land speed. In light armor, he adds half this number, and in medium or heavy armor, he gains no bonus to his speed.

    With All the Force of a Great Typhoon (Ex) A Man gains the Stunning Fist feat at 1st level for free as a bonus feat. In addition, they may use it once per Man level plus once per four levels they have in classes other than Man.

    The Strength of a Raging Fire (Ex) A Man adds the dice listed under “bonus damage” to unarmed attacks, grappling damage, and attacks with special Manly weapons, which are quarterstaves, longswords, half-spears, nunchaku, sais, sianghams, kamas, and shurikens, and also gains Improved Unarmed Strike as a bonus feat.

    Mysterious as the Dark Side of the Moon (Ex): A Man adds the number in AC bonus column to his armor class, plus his Wisdom bonus, and limited by the Max Dex bonus of any armor he wears. This bonus to AC applies even against touch attacks or when a Man is flat-footed. He loses this bonus when he is immobilized or helpless.

    Honor to Our Families: A Man does not need to be any specific alignment, but he does have a code of conduct to follow. A Man must always be ready to defend his country, and if he fails to do so when ordered or when he witnesses outsiders threatening civilians of his country, his Man-card is revoked and he can never gain levels as a Man again. If he actually betrays his country, a Man loses all extraordinary abilities associated with being a Man. When not specifically called on to defend their country, Men are free to travel and adventure like any other class.

    Patriotism (Ex): At second level, a Man gains +2 bonus to attack and damage rolls for all attacks in any round in which he uses his stunning fist ability, as long as he is attacking in defense of his country, as per the Honor to Our Families ability. This bonus increases by +1 at levels six, ten, fourteen, and eighteen. This also applies to any other abilities which are fueled by expending uses of stunning fist and any time a Man attacks someone of the Hun human subtype.

    Requisition (Ex): At third level, a Man may ask for supplies from any shop in his nation IF he is fulfilling his military obligations. He makes a Diplomacy check against the shopkeeper and subtracts 10 from his result, then multiplies that number by his Man levels. The result is the value of goods he may obtain from that shopkeeper. Abuse of the Requisition ability may invoke the penalties under Honor to Our Families.

    Bonus Feat: Wherever it says "Bonus Feat" on the class table, A Man chooses a feat from the list of fighter bonus feats which he meets the prerequisites for. Alternatively, there are also special Manly feats which are not on the fighter bonus feat list which he may also choose from.

    MilitiaMan: A Man qualifies for fighter-specific feats as if he was a fighter of 4/5 of his Man levels, plus any actual fighter levels.

    Make a Man Out of You (Ex): At seventh level, by spending a full round action and a use of his stunning fist ability, a Man can inspire competence in all adjacent allies. They gain the benefits the Man's damage, speed, and AC bonuses (unless they use armor that's too heavy or non-Manly weapons). These bonuses last for one round per level of the Man using it, and all allies benefiting from it take damage as if they were struck with an unarmed attack from the Man going upside their head.

    Hwacha (Ex): At ninth level, a Man can gain the deadly Fire Arrow through his Requisition ability. He can have them made anywhere that alchemist's fire is sold. A Fire Arrow is priced at 15 gp and can only be Requisitioned, not bought. A fire arrow ignites with alchemical rocket fuel when fired from a bow, and thus takes only a -1 penalty per range increment, and deals normal arrow damage plus 1d6 fire damage, with 1 point of splash damage to adjacent squares. The fire effect is identical to alchemist's fire in terms of igniting and extinguishing the flames.

    Evasion: We all know what Evasion does, right? A Man gets it at level eleven, and Improved Evasion at level nineteen.

    Courage (Ex): A thirteenth level Man is immune to fear and magical fear effects.

    Encourage (Ex): A fifteenth level Man using his Make a Man Out of You ability also confers immunity to fear and magical fear on his allies. He still hits them upside the head, though.

    Snap Out of It (Ex): At seventeenth level, a Man removes any negative status effects on his allies when he uses his Make a Man Out of You ability.

    Leader of Men (Ex): At twentieth level, a Man can use his Make a Man Out of You ability as a move action.

    MANLY FEATS

    Spoiler
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    Perfect Dodge [Manly]

    Prerequisite: All the Force of a Great Typhoon ability

    Benefit: By using an immediate action and expending a use of your stunning fist ability, you make a reflex save against an incoming attack and if the total bonus of the attack doesn't exceed the result of your save, it misses.


    Fists of Fury [Manly]

    Prerequisite: All the Force of a Great Typhoon ability, any two other Manly feats

    Benefit: When you expend a use of stunning fist during a full attack, it applies to all attacks made that round instead of just one.


    Hunter of Evil [Manly]

    Prerequisites: Patriotism Class feature

    Benefit: Your Patriotism class feature activates against evil creatures even when you are not directly defending your homeland.


    Cleaving Fist Style [Manly]

    Prerequisites: Cleave, Power Attack, All the Force of a Great Typhoon class feature

    Benefit: Whenever you successfully hit an opponent with an attack granted by the Cleave feat, you regain one use of your stunning fist ability, up to your normal daily maximum.


    Ringing Blows Style [Manly]

    Prerequisites: Any two Manly Feats, The Strength of a Raging Fire class feature, All the Force of a Great Typhoon Class feature

    Benefit: Whenever you hit an opponent that you stunned with your All the Force of a Great Typhoon class feature, your extra damage from your The Strength of a Raging Fire class feature is multiplied by 1.5.


    Practitioner of the Manly Arts [Manly]

    Prerequisites: Any three Manly Feats

    Benefits: Your Swift as a Coursing River,With All the Force of a Great Typhoon, Strength of a Raging Fire, and Mysterious as the Dark Side of the Moon abilities are treated as if your levels in Man are four higher than they actually are, but no higher than your character level.


    Esoteric Weapon Training [Manly]

    Prerequisite: Strength of a Raging Fire ability

    Benefit: When you select this feat, you select either improvised weapons, an exotic weapon, longbows and shortbows, or a number of simple and martial weapons not on the list of special manly weapons equal to your wisdom bonus. You may now apply your bonus damage from your Strength of a Raging Fire ability to attacks made with that weapon or weapons. When applied to shortbows and longbows, the bonus damage is treated as precision damage, so it does not affect creatures immune to critical hits.

    Special: You may select this feat more than once. Its effects do not stack. Each time you select it, you choose a different weapon or set of weapons to apply the benefits of the feat to.


    Ghost Step [Manly]

    Prerequisites: Swift as a Coursing River ability, All the Force of a Great Typhoon ability

    Benefit: By expending a use of your stunning fist ability, you may move up to your speed bonus as a swift action. This does not have to be your only move action in a round, but it is a separate action, i.e., it cannot be used to extend the distance you can charge.


    Slap Some Sense Out of You [Manly]

    Prerequisites: All the Force of a Great Typhoon ability, Wisdom 13+

    Benefit: When you successfully stun a creature with your stunning fist ability, you may expend another use of it to give them a penalty to one mental stat of your choice equal to your Wisdom bonus for 1d4 rounds + your Wisdom bonus.


    Mancrobatics [Manly]

    Prerequisite: Swift as a Coursing River Ability

    Benefit: You gain a bonus to all balance, jump, and tumble checks equal to the number of feet you moved in that round prior to taking the action that requires the check, but no higher than your bonus speed from your Swift as a Coursing River ability. You also reduce falls by the amount of your bonus speed instead of 10 feet when using the jump or tumble skill to lessen a fall.


    Anti-cavalry Training [Manly]


    Prerequisite: All the Force of a Great Typhoon ability

    Benefit: If you use your stunning fist ability against a mounted opponent, you may choose to have them make a reflex save instead of a will save, and if they fail, they are automatically thrown from their mount instead of stunned.

    Last edited by sengmeng; 2014-05-30 at 10:03 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.