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2014-06-28, 11:11 PM (ISO 8601)
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- Aug 2008
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- A little to the left.
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How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
So I tried (Twice!) to make a class based on exploding, both times I faliled. But I WILL succeed this time. Here we go.
The Kamikaze
In The Beginning there was nothing, which then exploded.
Alignment
Any Chaotic.
Hit Die
d12.
Class Skills
The class skills for a Kamikaze (and the key ability for each skill) are Balance(Dex), Climb(Dex), Craft(Int), Intimidate(Cha), Jump(Str) Listen(Wis), Perform(Cha), Profession (Wis), Search(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex)
Skill Points at 1st Level
(4+Int)x4
Skill Points at Each Additional Level
4+Int
The Kamikaze
Level BAB Fort Ref Will Special Speed Armor Punches 1st 0 2 0 0 Combust 2/day, Speed Bonus, 10 ft - - 2nd 1 3 0 0 Evasion, Uncanny Dodge 10 ft - - 3rd 2 3 1 1 AC Bonus 10 ft 1 - 4th 3 4 1 1 Combust 3/day, Explosive Acrobatics 10 ft 1 - 5th 3 4 1 1 Explosive Punches 20 ft 2 1d6 6th 4 5 2 2 Combust 4/day, Improved Uncanny Dodge 20 ft 2 1d6 7th 5 5 2 2 Instant Detonation 20 ft 2 1d6 8th 6/1 6 2 2 Combust 5/day, Explosive Speed 20 ft 3 1d8 9th 6/1 6 3 3 Improved Evasion 20 ft 3 1d8 10th 7/2 7 3 3 Combust 6/day, Controlled Demolition 30 ft 3 1d8 11th 8/3 7 3 3 Greater Combustion 30 ft 4 1d8 12th 9/4 8 4 4 Combust 7/day, I'm Radioactive 30 ft 4 1d10 13th 9/4 8 4 4 Acid Immunity 30 ft 4 1d10 14th 10/5 9 4 4 Combust 8/day, Calm the FIre 30 ft 5 1d10 15th 11/6/1 9 5 5 Aerial Combustion 40 ft 5 1d10 16th 12/7/2 10 5 5 Combust 9/day, Tireless Combustion 40 ft 5 2d6 17th 12/7/2 10 5 5 Burn Bright; Not Hot 40 ft 6 2d6 18th 13/8/3 11 6 6 Combust 10/day, Explosive Clones 40 ft 6 2d6 19th 14/9/4 11 6 6 Perpetual Combustion 40 ft 6 2d6 20th 15/10/5 12 6 6 Mighty Combustion, Nuclear Detonation 50 ft 7 2d8
Weapon and Armor Proficiency
A Kamikaze is proficient with all simple and martial weapons. A Kamikaze is not proficient with any armor or shields.
Combust (Su)
A Kamikaze can, as a swift action, enter an extremely volatile state, called Combusting, a certain number of times per day. While in this state he temporarily gains a +4 enhancement bonus to his Dexterity. but he takes es a -2 penalty to his saves, and a -4 penalty to his Strength score. The bonuses only apply when he is wearing no armor, and carrying no more than a light load. The penalties still apply regardless.
A Combustion can last for a number of rounds equal to his Constitution Modifier + his Kamikaze level. A Kamikaze may prematurely end his Combustion and Detonate as a standard action.
At the end of a Combustion he Detonates dealing force damage ([1d6 + constitution modifier] x the number of rounds he has been in Combustion) to all creatures (other than himself) within (5 ft x Constitution modifier x the number of rounds he has been in Combustion), that fail a reflex save (DC 10 + 1/2 Kamikaze level + Constitution Modifier).
At 1st level he can Combust twice per day. At 4th level and every two levels thereafter, he can use it one additional time per day. At 20th level he can Combust a number of times per day equal to his level. After Detonating he is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 3 x the number of rounds he was in Combustion. He may not Combust if he is already fatigued.
While Combusting he cannot do any action requiring his full attention without immediately ending his Combustion and Detonating. If he takes more damage in a single round than (his Constitution modifier x his kamikaze level), he immediately must make a Fort save (DC 10 + excess damage) or end his Combustion and Detonate.
Speed Bonus (Ex)
While a Kamikaze is Combusting he gains an enhancement bonus to his land speed, as shown on Table: The Kamikaze. Apply this bonus before modifying the Kamikaze’s speed because of any load carried or armor worn. A Kamikaze in armor or carrying a medium or heavy load loses this extra speed.
Evasion (Ex)
While a 2nd level Kamikaze is Combusting he is treated as having Evasion. At 8th level he gains Evasion even when not Combusting.
Uncanny Dodge (Ex)
While a 2nd level Kamikaze is Combusting he is treated as having Uncanny Dodge. If a Kamikaze already has Uncanny Dodge from a different class, he is instead treated as having Improved Uncanny Dodge while Combusting. At 5th level he gains Uncanny Dodge, or Improved Uncanny Dodge even while not Combusting.
AC Bonus (Ex)
While a 3rd level Kamikaze is Combusting he gains a deflection bonus to his AC as shown on Table: The Kamikaze. A Kamikaze in armor or carrying a medium or heavy load loses this extra AC.
Explosive Acrobatics (Su)
While a 4th level Kamikaze is Combusting he may add his Kamikaze level to his Balance, Climb, Jump, and Tumble skills.
Explosive Punches (Su)
While a 5th level Kamikaze is Combusting he is treated as having the feat Improved Unarmed Strike, Additionally his unarmed strikes deal additional force damage equal to that of a Monk 4 levels lower, as shown on Table: Kamikaze Unarmed Strikes.
At 8th level he gains this effect even when not Combusting.
Kamikaze Unarmed Strikes
Level Small Medium Large 5-7 1d4 1d6 1d8 8-11 1d6 1d8 2d6 12-15 1d8 1d10 2d8 16-19 1d10 2d6 3d6 20 2d6 2d8 3d8
Improved Uncanny Dodge (Ex)
While a 6th level Kamikaze is Combusting he is treated as having Improved Uncanny Dodge.
If he already has Uncanny Dodge from a second class, he automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum level a rogue must be to flank him.
At 9th level he gains Improved Uncanny Dodge even when not Combusting.
Instant Detonation (Su)
A 7th level Kamikaze may, as a standard action, attempt to skip the Combustion stage of Detonation. To do this he must make a Will save (10 +the number of Combustion rounds he intends to skip). His Detonation damage is equal to (1d6 + constitution modifier x the number of Combustion rounds he skipped). if he fails the save he takes this damage instead. He is fatigued afterward, regardless of success, for the number of rounds he attempted to skip. A 16th level Kamikaze, with Tireless Combustion, is instead fatigued for half this time.
Explosive Speed (Su)
When an 8th level Kamikaze Combusts, he may spend an additional use of his Combustion to act as if Hasted, in addition to the normal effects.
Improved Evasion (Ex)
While A 9th level Kamikaze is Combusting, he is treated as having Improved Evasion.
At 14th level he gains Improved Evasion even when not Combusting.
Controlled Demolition (Ex)
A 10th level Kamikaze may choose a number of creatures equal to 1/2 his Kamikaze level, these creatures gain a 50% miss chance to his Detonation.
At 15th level this miss chance becomes 100%(i.e. they are immune.)
Greater Combustion (Ex)
A 11th level Kamikaze’s bonus to Dexterity during his Combustion increases to +6.
I'm Radioactive (Su)
A 12th level Kamikaze gains a aura with a 5 ft. radius. The area inside this aura is considered Radioactive and deals 2 acid damage to any creature (other than the Kamikaze) entering or staring its turn inside.
At 16th level the damage increases to 5 acid. At 20th the radius increases to 10 ft. Activating and deactivating this aura is a swift action.
Calm the Fire (Ex)
A 14th level Kamikaze may, as a standard action, attempt to exit his Combustion without Detonating. To do this he must make a successful will save (DC 10 + 2x the number of rounds he has been Combusting). If he successfully does this he does not become fatigued afterward.
Aerial Combustion (Su)
While a 15th level Kamikaze is Combusting he gains a Fly speed equal to 1/2 his land speed.
Tireless Combustion (Ex)
A 16th level Kamikaze no longer becomes fatigued after Detonating.
Burn Bright; Not Hot (Su)
A 17th level Kamikaze can cause his Detonation to, instead of dealing damage, suppress all magic items and effects within his normal detonations area, for a number of rounds equal to 1d4 + constitution modifier. He does this by making a dispel check, against each affected item or effect, substituting his Kamikaze level for his caster level.
Explosive Clones (Su)
An 18th level Kamikaze, as a full round action, may send up to half of his HD as copies running toward a single enemy. Each can only move a total of 30 feet before Detonating, dealing force damage ([1d6 + constitution modifier] x 5) to all creatures within ([5 ft x Constitution modifier x 5]/the number of copies {rounded down to the nearest 5 ft.), reflex save (dc 10 + 1/2 level + Constitution) for half damage. After Detonating, the areas hit are considered radioactive for (2 + Constitution Modifier) rounds dealing 5 Acid damage at the start of each character's turn or if they move into a radioactive square.
Perpetual Combustion (Ex)
A 19th level Kamikaze may stay in his Combustion indefinitely. But for every round he stays in his Combustion beyond his normal limit he must make a Will save (DC equal to number of rounds he has been Combusting) or end his Combustion and Detonate.
Additionally for every round he stay in Combustion beyond his normal limit he gains +1d4 damage to his Detonation Damage.
Mighty Combustion (Ex)
At 20th level, a Kamikaze’s bonus to Dexterity during his Combustion increases to +8.
Nuclear Detonation (Su)
If I'm not back in five minutes, look for the mushroom cloud.
Once per day, a 20th level Kamikaze may make his detonation instead deal ([1d6 + constitution modifier] x Kamikaze level) to all creatures(no save) within (5 ft x Constitution modifier x Kamikaze level). The area that is effected by this is considered Radioactive for (1d6 x level) rounds and deals 10 acid damage per round to all creatures inside(except the Kamikaze). After using this ability the Kamikaze is immediately rendered unconscious for 1d6 rounds.Last edited by AkazilliaDeNaro; 2015-06-13 at 07:22 PM.
avatar by me!
If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
My Homebrews
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2014-06-29, 12:27 AM (ISO 8601)
- Join Date
- Nov 2013
- Location
- Probably some computer.
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Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
This... looks amazing. Don't have any criticisms, then again that may just be b/c of the time. But, this looks like something I'd play.
EDIT: I think the alignment should be chaotic, or at least non-lawful.Last edited by Mousedigits; 2014-06-29 at 12:29 AM.
Extended Signature
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Spoiler: Current Characters
Trasil, Magus 15//Fighter 12/Ab. Champ 3//Spellsword 10/Factotum 4/LA (Kreshen) 1, Game: Aegis Tristalt
Potentia Abilities: Sword (Sahael), Clock (Renia)
Current Buffs Spreadsheet
Other Abilities: Manifest Body, Teleport abilities
Soulsteel, Aegis 10//Soulknife 10//Mythic (Mutant) 10//Vigilante (Exposed Vigilante) 10, Game: London Extranatural Guild
Tara, Spellthief 2, a noncaster in disguise! Game: Academy Living
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2014-06-29, 04:07 AM (ISO 8601)
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- Jul 2012
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Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
How would instant combustion work exactly? would the DC be the maximum amount of time he can hold it in before detonation or would the player just say "only skipping one round" to minimize the DC? (assuming it's the first as otherwise that would be abuse to just get a really low DC to instant detonate.)
also, explosive speed, is this a free action, swift, etc.?Last edited by blackwind1kaze; 2014-06-29 at 04:10 AM.
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2014-06-29, 05:46 AM (ISO 8601)
- Join Date
- Aug 2008
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- A little to the left.
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Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
Instant combustion was supposed to say "deals damage equal to 1d6 + constitution modifier x the number of skipped rounds." i have since fixed this.
also, explosive speed, is this a free action, swift, etc.?avatar by me!
If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
My Homebrews
Homebrew Table Tutorial
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2014-06-29, 06:31 AM (ISO 8601)
- Join Date
- Jul 2012
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Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
Instant Detonation (Su)
A 7th level Kamikaze may, as a standard action, attempt to skip the Combustion stage of Detonation. To do this he must make a Will save (10 +the number of Combustion rounds he intends to skip). His Detonation damage is equal to (1d6 + constitution modifier x the number of Combustion rounds he skipped). if he fails the save he takes this damage instead. He is fatigued afterward, regardless of success, for the number of rounds he attempted to skip.
now say that character leveled to 16th level, would using instant combustion still cause the fatigue whether success or fail or would Tireless Combustion cancel that part out?
EDIT: also, you may then want to add that it is a swift action to use explosive speed.Last edited by blackwind1kaze; 2014-06-29 at 06:32 AM.
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2014-06-29, 01:50 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- A little to the left.
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Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
Last edited by AkazilliaDeNaro; 2014-06-29 at 01:54 PM.
avatar by me!
If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
My Homebrews
Homebrew Table Tutorial
-
2014-06-29, 05:28 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
20th level: You've mastered your speed to make it look like there are copies running at your enemies. As a full round action, you may send up to half of your HD as copies running toward your enemy though each can only move a total of 30 feet before combusting dealing force damage (1d6 + [constitution modifier x 5]) to all creatures within ([5 ft x Constitution modifier x 5]/the number of copies {rounded down to the nearest 5 ft.), reflex save for half damage. After combusting, the areas hit are considered radioactive for (2 + Consitution Modifier) rounds dealing 5 Acid damage at the start of each character's turn or if they move into a radioactive square.
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2014-06-29, 06:08 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- A little to the left.
- Gender
Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
avatar by me!
If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
My Homebrews
Homebrew Table Tutorial
-
2014-06-29, 08:50 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
ATM the only other things i can think of is an Su aura considered radiactive (dealing acid damage) with a 5 ft. radius. 12th lvl 5ft radius dealing 2 acid damage. 16th lvl this damage increases to 5 damage. at 20th lvl this damage increases to 10 and the radius becomes 10 ft.
the other is 13th lvl making him immune to acid.
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2014-06-29, 11:14 PM (ISO 8601)
- Join Date
- Apr 2013
Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
My first thought (before opening this): How would a Kamikaze ever be level 2? (Without resurrection spells)
Does the explosion do any damage to the kamikaze?
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2014-06-30, 04:42 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- A little to the left.
- Gender
Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
avatar by me!
If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
My Homebrews
Homebrew Table Tutorial
-
2014-06-30, 05:07 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: How do you stop an exploding man? The Kamikaze (3.5 class PEACH)
well if you wanted a bit of realism mixed into it, at level 1-10 he could be considered helpless (but can't be coup de grace'd) until the start of his next turn and at lvl 11-20 this no longer applies to him. just a thought.